REVERTED: Removed the need for rlMatrix

Now rlgl uses the `Matrix` type, just make sure it has been previously defined somewhere... I don't like this approach but it's probably the easier one for the users... still looking for a better solution... maybe using something like
`#define MATRIX_TYPE`, so it can be checked in other modules.
This commit is contained in:
raysan5 2021-07-30 12:54:54 +02:00
parent 71373ee524
commit aeb1a0da84
8 changed files with 90 additions and 138 deletions

View file

@ -1051,13 +1051,13 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
// That's because BeginMode3D() sets it and there is no model-drawing function
// that modifies it, all use rlPushMatrix() and rlPopMatrix()
Matrix matModel = MatrixIdentity();
Matrix matView = rlMatrixToMatrix(rlGetMatrixModelview());
Matrix matView = rlGetMatrixModelview();
Matrix matModelView = MatrixIdentity();
Matrix matProjection = rlMatrixToMatrix(rlGetMatrixProjection());
Matrix matProjection = rlGetMatrixProjection();
// Upload view and projection matrices (if locations available)
if (material.shader.locs[SHADER_LOC_MATRIX_VIEW] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_VIEW], rlMatrixFromMatrix(matView));
if (material.shader.locs[SHADER_LOC_MATRIX_PROJECTION] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_PROJECTION], rlMatrixFromMatrix(matProjection));
if (material.shader.locs[SHADER_LOC_MATRIX_VIEW] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_VIEW], matView);
if (material.shader.locs[SHADER_LOC_MATRIX_PROJECTION] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_PROJECTION], matProjection);
if (instancing)
{
@ -1089,24 +1089,24 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
// Accumulate internal matrix transform (push/pop) and view matrix
// NOTE: In this case, model instance transformation must be computed in the shader
matModelView = MatrixMultiply(rlMatrixToMatrix(rlGetMatrixTransform()), matView);
matModelView = MatrixMultiply(rlGetMatrixTransform(), matView);
}
else
{
// Model transformation matrix is send to shader uniform location: SHADER_LOC_MATRIX_MODEL
if (material.shader.locs[SHADER_LOC_MATRIX_MODEL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MODEL], rlMatrixFromMatrix(transforms[0]));
if (material.shader.locs[SHADER_LOC_MATRIX_MODEL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MODEL], transforms[0]);
// Accumulate several model transformations:
// transforms[0]: model transformation provided (includes DrawModel() params combined with model.transform)
// rlGetMatrixTransform(): rlgl internal transform matrix due to push/pop matrix stack
matModel = MatrixMultiply(transforms[0], rlMatrixToMatrix(rlGetMatrixTransform()));
matModel = MatrixMultiply(transforms[0], rlGetMatrixTransform());
// Get model-view matrix
matModelView = MatrixMultiply(matModel, matView);
}
// Upload model normal matrix (if locations available)
if (material.shader.locs[SHADER_LOC_MATRIX_NORMAL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_NORMAL], rlMatrixFromMatrix(MatrixTranspose(MatrixInvert(matModel))));
if (material.shader.locs[SHADER_LOC_MATRIX_NORMAL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_NORMAL], MatrixTranspose(MatrixInvert(matModel)));
//-----------------------------------------------------
// Bind active texture maps (if available)
@ -1199,11 +1199,11 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
{
// Setup current eye viewport (half screen width)
rlViewport(eye*rlGetFramebufferWidth()/2, 0, rlGetFramebufferWidth()/2, rlGetFramebufferHeight());
matModelViewProjection = MatrixMultiply(MatrixMultiply(matModelView, rlMatrixToMatrix(rlGetMatrixViewOffsetStereo(eye))), rlMatrixToMatrix(rlGetMatrixProjectionStereo(eye)));
matModelViewProjection = MatrixMultiply(MatrixMultiply(matModelView, rlGetMatrixViewOffsetStereo(eye)), rlGetMatrixProjectionStereo(eye));
}
// Send combined model-view-projection matrix to shader
rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MVP], rlMatrixFromMatrix(matModelViewProjection));
rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MVP], matModelViewProjection);
if (instancing) // Draw mesh instanced
{
@ -1247,8 +1247,8 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
else
{
// Restore rlgl internal modelview and projection matrices
rlSetMatrixModelview(rlMatrixFromMatrix(matView));
rlSetMatrixProjection(rlMatrixFromMatrix(matProjection));
rlSetMatrixModelview(matView);
rlSetMatrixProjection(matProjection);
}
#endif
}