Changes integration (some WIP, view details)

Corrected GetMouseWheelMove()
Corrected camera system
Reviewed cubicmap resolution (collision detection)
Added QuaternionTransform()
WIP: Raycast system (not working)
WIP: Reviewing axis-angle rotations...
This commit is contained in:
Marc Palau 2015-03-02 20:52:58 +01:00
parent c062f8d4fe
commit 3cad094edd
7 changed files with 452 additions and 103 deletions

View File

@ -106,7 +106,8 @@
// FREE_CAMERA
#define FREE_CAMERA_MOUSE_SENSITIVITY 0.01
#define FREE_CAMERA_DISTANCE_CLAMP 0.3
#define FREE_CAMERA_DISTANCE_MIN_CLAMP 0.3
#define FREE_CAMERA_DISTANCE_MAX_CLAMP 12
#define FREE_CAMERA_MIN_CLAMP 85
#define FREE_CAMERA_MAX_CLAMP -85
#define FREE_CAMERA_SMOOTH_ZOOM_SENSITIVITY 0.05
@ -118,7 +119,7 @@
// FIRST_PERSON
#define FIRST_PERSON_MOUSE_SENSITIVITY 0.003
#define FIRST_PERSON_FOCUS_DISTANCE 25
#define FIRST_PERSON_MIN_CLAMP 5
#define FIRST_PERSON_MIN_CLAMP 85
#define FIRST_PERSON_MAX_CLAMP -85
#define FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER 5.0
@ -604,8 +605,8 @@ void Begin3dMode(Camera camera)
if (cameraMode == CAMERA_CUSTOM) currentCamera = camera;
else currentCamera = internalCamera;
Matrix matLookAt = MatrixLookAt(currentCamera.position, currentCamera.target, currentCamera.up);
rlMultMatrixf(GetMatrixVector(matLookAt)); // Multiply MODELVIEW matrix by view matrix (camera)
Matrix view = MatrixLookAt(currentCamera.position, currentCamera.target, currentCamera.up);
rlMultMatrixf(GetMatrixVector(view)); // Multiply MODELVIEW matrix by view matrix (camera)
}
// Ends 3D mode and returns to default 2D orthographic mode
@ -703,6 +704,60 @@ void ShowLogo(void)
showLogo = true;
}
Ray GetMouseRay(Vector2 mousePosition, Camera camera)
{
Ray ray;
Matrix proj = MatrixIdentity();
Matrix view = MatrixLookAt(currentCamera.position, currentCamera.target, currentCamera.up);
float aspect = (GLfloat)GetScreenWidth()/(GLfloat)GetScreenHeight();
double top = 0.1f*tanf(45.0f*PI / 360.0f);
double right = top*aspect;
proj = MatrixFrustum(-right, right, -top, top, 0.01f, 1000.0f);
MatrixTranspose(&proj);
float realy = (float)GetScreenHeight() - mousePosition.y;
float z;
// glReadPixels(mousePosition.x, mousePosition.y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &z);
//http://www.bfilipek.com/2012/06/select-mouse-opengl.html
Vector3 nearPoint = { mousePosition.x, realy, 0.0f };
Vector3 farPoint = { mousePosition.x, realy, 1.0f };
nearPoint = internalCamera.position;
farPoint = rlglUnproject(farPoint, proj, view);
Vector3 direction = VectorSubtract(farPoint, nearPoint);
VectorNormalize(&direction);
ray.position = nearPoint;
ray.direction = direction;
// Test
Vector2 screenPos;
screenPos.x = (mousePosition.x / (float)GetScreenWidth() * 2.0) - 1.0f;
screenPos.y = (mousePosition.y / (float)GetScreenHeight() * 2.0) - 1.0f;
direction = VectorSubtract(internalCamera.target, internalCamera.position);
printf("/nScreenPos %f, %f", screenPos.x, screenPos.y);
Matrix rotate;
rotate = MatrixIdentity();
rotate = MatrixRotate(0, 45*DEG2RAD*screenPos.y, 0);
VectorTransform(&direction, rotate);
VectorNormalize(&direction);
ray.position = internalCamera.position;
ray.direction = direction;
return ray;
}
void SetCameraMode(int mode)
{
if ((cameraMode == CAMERA_FIRST_PERSON) && (mode == CAMERA_FREE))
@ -721,28 +776,30 @@ void SetCameraMode(int mode)
}
else if ((cameraMode == CAMERA_CUSTOM) && (mode == CAMERA_FREE))
{
cameraMode = CAMERA_THIRD_PERSON;
cameraTargetDistance = 5;
internalCamera.position = (Vector3){ -1, 1, -1 };
internalCamera.target = (Vector3){ 3, 0, 3};
cameraTargetDistance = 10;
cameraAngle.x = 45 * DEG2RAD;
cameraAngle.y = -40 * DEG2RAD;
internalCamera.target = (Vector3){ 0, 0, 0};
ProcessCamera(&internalCamera, &internalCamera.position);
}
else if ((cameraMode == CAMERA_CUSTOM) && (mode == CAMERA_ORBITAL))
{
cameraMode = CAMERA_THIRD_PERSON;
cameraTargetDistance = 5;
cameraAngle.x = 45 * DEG2RAD;
cameraAngle.y = -20 * DEG2RAD;
cameraTargetDistance = 10;
cameraAngle.x = 225 * DEG2RAD;
cameraAngle.y = -40 * DEG2RAD;
internalCamera.target = (Vector3){ 3, 0, 3};
ProcessCamera(&internalCamera, &internalCamera.position);
}
cameraMode = mode;
}
void UpdateCamera(Vector3 *playerPosition)
Camera UpdateCamera(Vector3 *position)
{
// Calculate camera
if (cameraMode != CAMERA_CUSTOM) ProcessCamera(&internalCamera, playerPosition);
if (cameraMode != CAMERA_CUSTOM) ProcessCamera(&internalCamera, position);
return internalCamera;
}
//----------------------------------------------------------------------------------
@ -858,10 +915,6 @@ void SetMousePosition(Vector2 position)
// Returns mouse wheel movement Y
int GetMouseWheelMove(void)
{
previousMouseWheelY = currentMouseWheelY;
currentMouseWheelY = 0;
return previousMouseWheelY;
}
#endif
@ -1839,6 +1892,9 @@ static void PollInputEvents(void)
// Register previous mouse states
for (int i = 0; i < 3; i++) previousMouseState[i] = currentMouseState[i];
previousMouseWheelY = currentMouseWheelY;
currentMouseWheelY = 0;
glfwPollEvents(); // Register keyboard/mouse events... and window events!
#elif defined(PLATFORM_ANDROID)
@ -2337,12 +2393,13 @@ static void LogoAnimation(void)
static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
{
// Mouse movement detection
if (fullscreen)
if (cameraMode != CAMERA_FREE)
{
if (GetMousePosition().x < 100) SetMousePosition((Vector2){ screenWidth - 100, GetMousePosition().y});
else if (GetMousePosition().y < 100) SetMousePosition((Vector2){ GetMousePosition().x, screenHeight - 100});
else if (GetMousePosition().x > screenWidth - 100) SetMousePosition((Vector2) { 100, GetMousePosition().y});
else if (GetMousePosition().y > screenHeight - 100) SetMousePosition((Vector2){ GetMousePosition().x, 100});
HideCursor();
if (GetMousePosition().x < GetScreenHeight() / 3) SetMousePosition((Vector2){ screenWidth - GetScreenHeight() / 3, GetMousePosition().y});
else if (GetMousePosition().y < GetScreenHeight() / 3) SetMousePosition((Vector2){ GetMousePosition().x, screenHeight - GetScreenHeight() / 3});
else if (GetMousePosition().x > screenWidth - GetScreenHeight() / 3) SetMousePosition((Vector2) { GetScreenHeight() / 3, GetMousePosition().y});
else if (GetMousePosition().y > screenHeight - GetScreenHeight() / 3) SetMousePosition((Vector2){ GetMousePosition().x, GetScreenHeight() / 3});
else
{
cameraMouseVariation.x = GetMousePosition().x - cameraMousePosition.x;
@ -2351,6 +2408,7 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
}
else
{
ShowCursor();
cameraMouseVariation.x = GetMousePosition().x - cameraMousePosition.x;
cameraMouseVariation.y = GetMousePosition().y - cameraMousePosition.y;
}
@ -2366,11 +2424,55 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
if (IsKeyPressed('O')) cameraMode = CAMERA_ORBITAL;
// Camera zoom
cameraTargetDistance -= (GetMouseWheelMove() * CAMERA_SCROLL_SENSITIVITY);
if ((cameraTargetDistance < FREE_CAMERA_DISTANCE_MAX_CLAMP) && (GetMouseWheelMove() < 0))
{
cameraTargetDistance -= (GetMouseWheelMove() * CAMERA_SCROLL_SENSITIVITY);
if (cameraTargetDistance > FREE_CAMERA_DISTANCE_MAX_CLAMP) cameraTargetDistance = FREE_CAMERA_DISTANCE_MAX_CLAMP;
}
// Camera looking down
else if ((camera->position.y > camera->target.y) && (cameraTargetDistance == FREE_CAMERA_DISTANCE_MAX_CLAMP) && (GetMouseWheelMove() < 0))
{
camera->target.x += GetMouseWheelMove() * (camera->target.x - camera->position.x) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
camera->target.y += GetMouseWheelMove() * (camera->target.y - camera->position.y) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
camera->target.z += GetMouseWheelMove() * (camera->target.z - camera->position.z) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
}
else if ((camera->position.y > camera->target.y) && (camera->target.y >= 0))
{
camera->target.x += GetMouseWheelMove() * (camera->target.x - camera->position.x) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
camera->target.y += GetMouseWheelMove() * (camera->target.y - camera->position.y) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
camera->target.z += GetMouseWheelMove() * (camera->target.z - camera->position.z) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
if (camera->target.y < 0) camera->target.y = -0.001;
}
else if ((camera->position.y > camera->target.y) && (camera->target.y < 0) && (GetMouseWheelMove() > 0))
{
cameraTargetDistance -= (GetMouseWheelMove() * CAMERA_SCROLL_SENSITIVITY);
if (cameraTargetDistance < FREE_CAMERA_DISTANCE_MIN_CLAMP) cameraTargetDistance = FREE_CAMERA_DISTANCE_MIN_CLAMP;
}
// Camera looking up
else if ((camera->position.y < camera->target.y) && (cameraTargetDistance == FREE_CAMERA_DISTANCE_MAX_CLAMP) && (GetMouseWheelMove() < 0))
{
camera->target.x += GetMouseWheelMove() * (camera->target.x - camera->position.x) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
camera->target.y += GetMouseWheelMove() * (camera->target.y - camera->position.y) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
camera->target.z += GetMouseWheelMove() * (camera->target.z - camera->position.z) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
}
else if ((camera->position.y < camera->target.y) && (camera->target.y <= 0))
{
camera->target.x += GetMouseWheelMove() * (camera->target.x - camera->position.x) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
camera->target.y += GetMouseWheelMove() * (camera->target.y - camera->position.y) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
camera->target.z += GetMouseWheelMove() * (camera->target.z - camera->position.z) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance;
if (camera->target.y > 0) camera->target.y = 0.001;
}
else if ((camera->position.y < camera->target.y) && (camera->target.y > 0) && (GetMouseWheelMove() > 0))
{
cameraTargetDistance -= (GetMouseWheelMove() * CAMERA_SCROLL_SENSITIVITY);
if (cameraTargetDistance < FREE_CAMERA_DISTANCE_MIN_CLAMP) cameraTargetDistance = FREE_CAMERA_DISTANCE_MIN_CLAMP;
}
// Camera distance clamp
if (cameraTargetDistance < FREE_CAMERA_DISTANCE_CLAMP) cameraTargetDistance = FREE_CAMERA_DISTANCE_CLAMP;
// Inputs
if (IsKeyDown(KEY_LEFT_ALT))
{
if (IsKeyDown(KEY_LEFT_CONTROL))

View File

@ -40,7 +40,7 @@
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
// Nop...
#define CUBIC_MAP_HALF_BLOCK_SIZE 0.5
//----------------------------------------------------------------------------------
// Types and Structures Definition
@ -285,7 +285,6 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color
rlPushMatrix();
rlTranslatef(centerPos.x, centerPos.y, centerPos.z);
rlScalef(radius, radius, radius);
//rlRotatef(rotation, 0, 1, 0);
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
@ -325,8 +324,7 @@ void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Col
rlPushMatrix();
rlTranslatef(centerPos.x, centerPos.y, centerPos.z);
rlScalef(radius, radius, radius);
//rlRotatef(rotation, 0, 1, 0);
rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
@ -548,6 +546,19 @@ void DrawPlaneEx(Vector3 centerPos, Vector2 size, Vector3 rotation, int slicesX,
rlPopMatrix();
}
void DrawRay(Ray ray, Color color)
{
float scale = 10000;
rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex3f(ray.position.x, ray.position.y, ray.position.z);
rlVertex3f(ray.position.x + ray.direction.x*scale, ray.position.y + ray.direction.y*scale, ray.position.z + ray.direction.z*scale);
rlEnd();
}
// Draw a grid centered at (0, 0, 0)
void DrawGrid(int slices, float spacing)
{
@ -1216,26 +1227,28 @@ void SetModelTexture(Model *model, Texture2D texture)
void DrawModel(Model model, Vector3 position, float scale, Color tint)
{
Vector3 vScale = { scale, scale, scale };
Vector3 rotation = { 0, 0, 0 };
float rotAngle = 0.0f;
Vector3 rotAxis = { 0, 0, 0 };
rlglDrawModel(model, position, rotation, vScale, tint, false);
rlglDrawModel(model, position, rotAngle, rotAxis, vScale, tint, false);
}
// Draw a model with extended parameters
void DrawModelEx(Model model, Vector3 position, Vector3 rotation, Vector3 scale, Color tint)
void DrawModelEx(Model model, Vector3 position, float rotationAngle, Vector3 rotationAxis, Vector3 scale, Color tint)
{
// NOTE: Rotation must be provided in degrees, it's converted to radians inside rlglDrawModel()
rlglDrawModel(model, position, rotation, scale, tint, false);
rlglDrawModel(model, position, rotationAngle, rotationAxis, scale, tint, false);
}
// Draw a model wires (with texture if set)
void DrawModelWires(Model model, Vector3 position, float scale, Color color)
{
Vector3 vScale = { scale, scale, scale };
Vector3 rotation = { 0, 0, 0 };
float rotAngle = 0.0f;
Vector3 rotAxis = { 0, 0, 0 };
rlglDrawModel(model, position, rotation, vScale, color, true);
rlglDrawModel(model, position, rotAngle, rotAxis, vScale, color, true);
}
// Draw a billboard
@ -1418,14 +1431,16 @@ bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSph
// Detect and resolve cubicmap collisions
// NOTE: player position (or camera) is modified inside this function
void ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition)
Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius)
{
// Detect the cell where the player is located
Vector3 impactDirection = { 0, 0, 0 };
int locationCellX = 0;
int locationCellY = 0;
locationCellX = floor(playerPosition->x + mapPosition.x + 0.5);
locationCellY = floor(playerPosition->z + mapPosition.z + 0.5);
locationCellX = floor(playerPosition->x + mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE);
locationCellY = floor(playerPosition->z + mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE);
// Multiple Axis --------------------------------------------------------------------------------------------
@ -1433,11 +1448,12 @@ void ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *play
if ((cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX - 1)].r != 0) &&
(cubicmap.pixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r != 0))
{
if (((playerPosition->x + 0.5f) - locationCellX < 0.3) &&
((playerPosition->z + 0.5f) - locationCellY < 0.3))
if (((playerPosition->x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius) &&
((playerPosition->z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius))
{
playerPosition->x = locationCellX - 0.2;
playerPosition->z = locationCellY - 0.2;
playerPosition->x = locationCellX - (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
playerPosition->z = locationCellY - (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
impactDirection = (Vector3) { 1, 0, 1};
}
}
@ -1445,11 +1461,12 @@ void ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *play
if ((cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX - 1)].r != 0) &&
(cubicmap.pixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r != 0))
{
if (((playerPosition->x + 0.5f) - locationCellX < 0.3) &&
((playerPosition->z + 0.5f) - locationCellY > 0.7))
if (((playerPosition->x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius) &&
((playerPosition->z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius))
{
playerPosition->x = locationCellX - 0.2;
playerPosition->z = locationCellY + 0.2;
playerPosition->x = locationCellX - (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
playerPosition->z = locationCellY + (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
impactDirection = (Vector3) { 1, 0, 1};
}
}
@ -1457,11 +1474,12 @@ void ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *play
if ((cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX + 1)].r != 0) &&
(cubicmap.pixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r != 0))
{
if (((playerPosition->x + 0.5f) - locationCellX > 0.7) &&
((playerPosition->z + 0.5f) - locationCellY < 0.3))
if (((playerPosition->x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius) &&
((playerPosition->z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius))
{
playerPosition->x = locationCellX + 0.2;
playerPosition->z = locationCellY - 0.2;
playerPosition->x = locationCellX + (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
playerPosition->z = locationCellY - (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
impactDirection = (Vector3) { 1, 0, 1};
}
}
@ -1469,11 +1487,12 @@ void ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *play
if ((cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX + 1)].r != 0) &&
(cubicmap.pixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r != 0))
{
if (((playerPosition->x + 0.5f) - locationCellX > 0.7) &&
((playerPosition->z + 0.5f) - locationCellY > 0.7))
if (((playerPosition->x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius) &&
((playerPosition->z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius))
{
playerPosition->x = locationCellX + 0.2f;
playerPosition->z = locationCellY + 0.2f;
playerPosition->x = locationCellX + (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
playerPosition->z = locationCellY + (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
impactDirection = (Vector3) { 1, 0, 1};
}
}
@ -1482,33 +1501,37 @@ void ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *play
// Axis x-
if (cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX - 1)].r != 0)
{
if ((playerPosition->x + 0.5f) - locationCellX < 0.3)
if ((playerPosition->x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius)
{
playerPosition->x = locationCellX - 0.2;
playerPosition->x = locationCellX - (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
impactDirection = (Vector3) { 1, 0, 0};
}
}
// Axis x+
if (cubicmap.pixels[locationCellY * cubicmap.width + (locationCellX + 1)].r != 0)
{
if ((playerPosition->x + 0.5f) - locationCellX > 0.7)
if ((playerPosition->x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius)
{
playerPosition->x = locationCellX + 0.2;
playerPosition->x = locationCellX + (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
impactDirection = (Vector3) { 1, 0, 0};
}
}
// Axis y-
if (cubicmap.pixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r != 0)
{
if ((playerPosition->z + 0.5f) - locationCellY < 0.3)
if ((playerPosition->z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius)
{
playerPosition->z = locationCellY - 0.2;
playerPosition->z = locationCellY - (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
impactDirection = (Vector3) { 0, 0, 1};
}
}
// Axis y+
if (cubicmap.pixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r != 0)
{
if ((playerPosition->z + 0.5f) - locationCellY > 0.7)
if ((playerPosition->z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius)
{
playerPosition->z = locationCellY + 0.2;
playerPosition->z = locationCellY + (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
impactDirection = (Vector3) { 0, 0, 1};
}
}
@ -1519,11 +1542,18 @@ void ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *play
(cubicmap.pixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r == 0) &&
(cubicmap.pixels[(locationCellY - 1) * cubicmap.width + (locationCellX - 1)].r != 0))
{
if (((playerPosition->x + 0.5f) - locationCellX < 0.3) &&
((playerPosition->z + 0.5f) - locationCellY < 0.3))
if (((playerPosition->x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius) &&
((playerPosition->z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius))
{
if (((playerPosition->x + 0.5f) - locationCellX) > ((playerPosition->z + 0.5f) - locationCellY)) playerPosition->x = locationCellX - 0.2;
else playerPosition->z = locationCellY - 0.2;
if (((playerPosition->x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX) > ((playerPosition->z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY)) playerPosition->x = locationCellX - (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
else playerPosition->z = locationCellY - (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
// Return ricochet
if (((playerPosition->x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius / 3) &&
((playerPosition->z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius / 3))
{
impactDirection = (Vector3) { 1, 0, 1};
}
}
}
@ -1532,11 +1562,18 @@ void ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *play
(cubicmap.pixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r == 0) &&
(cubicmap.pixels[(locationCellY + 1) * cubicmap.width + (locationCellX - 1)].r != 0))
{
if (((playerPosition->x + 0.5f) - locationCellX < 0.3) &&
((playerPosition->z + 0.5f) - locationCellY > 0.7))
if (((playerPosition->x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius) &&
((playerPosition->z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius))
{
if (((playerPosition->x + 0.5f) - locationCellX) > (1 - ((playerPosition->z + 0.5f) - locationCellY))) playerPosition->x = locationCellX - 0.2;
else playerPosition->z = locationCellY + 0.2;
if (((playerPosition->x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX) > (1 - ((playerPosition->z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY))) playerPosition->x = locationCellX - (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
else playerPosition->z = locationCellY + (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
// Return ricochet
if (((playerPosition->x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius / 3) &&
((playerPosition->z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius / 3))
{
impactDirection = (Vector3) { 1, 0, 1};
}
}
}
@ -1545,11 +1582,18 @@ void ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *play
(cubicmap.pixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r == 0) &&
(cubicmap.pixels[(locationCellY - 1) * cubicmap.width + (locationCellX + 1)].r != 0))
{
if (((playerPosition->x + 0.5f) - locationCellX > 0.7) &&
((playerPosition->z + 0.5f) - locationCellY < 0.3))
if (((playerPosition->x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius) &&
((playerPosition->z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius))
{
if (((playerPosition->x + 0.5f) - locationCellX) < (1 - ((playerPosition->z + 0.5f) - locationCellY))) playerPosition->x = locationCellX + 0.2;
else playerPosition->z = locationCellY - 0.2;
if (((playerPosition->x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX) < (1 - ((playerPosition->z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY))) playerPosition->x = locationCellX + (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
else playerPosition->z = locationCellY - (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
// Return ricochet
if (((playerPosition->x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius / 3) &&
((playerPosition->z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius / 3))
{
impactDirection = (Vector3) { 1, 0, 1};
}
}
}
@ -1558,13 +1602,35 @@ void ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *play
(cubicmap.pixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r == 0) &&
(cubicmap.pixels[(locationCellY + 1) * cubicmap.width + (locationCellX + 1)].r != 0))
{
if (((playerPosition->x + 0.5f) - locationCellX > 0.7) &&
((playerPosition->z + 0.5f) - locationCellY > 0.7))
if (((playerPosition->x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius) &&
((playerPosition->z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius))
{
if (((playerPosition->x + 0.5f) - locationCellX) < ((playerPosition->z + 0.5f) - locationCellY)) playerPosition->x = locationCellX + 0.2;
else playerPosition->z = locationCellY + 0.2;
if (((playerPosition->x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX) < ((playerPosition->z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY)) playerPosition->x = locationCellX + (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
else playerPosition->z = locationCellY + (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
// Return ricochet
if (((playerPosition->x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius / 3) &&
((playerPosition->z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius / 3))
{
impactDirection = (Vector3) { 1, 0, 1};
}
}
}
// Floor collision
if (playerPosition->y <= radius)
{
playerPosition->y = radius + 0.01;
impactDirection = (Vector3) { impactDirection.x, 1, impactDirection.z};
}
// Roof collision
else if (playerPosition->y >= 1.5 - radius)
{
playerPosition->y = (1.5 - radius) - 0.01;
impactDirection = (Vector3) { impactDirection.x, 1, impactDirection.z};
}
return impactDirection;
}
//----------------------------------------------------------------------------------

View File

@ -294,6 +294,12 @@ typedef struct Model {
//Matrix transform;
} Model;
// Ray type (useful for raycast)
typedef struct Ray {
Vector3 position;
Vector3 direction;
} Ray;
// Sound source type
typedef struct Sound {
unsigned int source;
@ -355,7 +361,7 @@ int GetRandomValue(int min, int max); // Returns a random
Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
void SetCameraMode(int mode); // Multiple camera modes available
void UpdateCamera(Vector3 *playerPosition); // Update camera with player position (when using internal camera)
Camera UpdateCamera(Vector3 *position); // Update camera with position (when using internal camera)
void SetConfigFlags(char flags); // Enable some window configurations
void ShowLogo(void); // Activates raylib logo at startup (can be done with flags)
@ -363,6 +369,8 @@ void ShowLogo(void); // Activates raylib
void InitPostShader(void); // Initialize fullscreen postproduction shaders system
void SetPostShader(unsigned int shader); // Set fullscreen postproduction shader
Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Gives the rayTrace from mouse position
//------------------------------------------------------------------------------------
// Input Handling Functions (Module: core)
//------------------------------------------------------------------------------------
@ -485,6 +493,7 @@ void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, fl
void DrawQuad(Vector3 vertices[4], Vector2 textcoords[4], Vector3 normals[4], Color colors[4]); // Draw a quad
void DrawPlane(Vector3 centerPos, Vector2 size, Vector3 rotation, Color color); // Draw a plane
void DrawPlaneEx(Vector3 centerPos, Vector2 size, Vector3 rotation, int slicesX, int slicesZ, Color color); // Draw a plane with divisions
void DrawRay(Ray ray, Color color);
void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
void DrawGizmo(Vector3 position); // Draw simple gizmo
void DrawGizmoEx(Vector3 position, Vector3 rotation, float scale); // Draw gizmo with extended parameters
@ -502,7 +511,7 @@ void SetModelTexture(Model *model, Texture2D texture);
void SetModelShader(Model *model, Shader shader); // Link a shader to a model (not available on OpenGL 1.1)
void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
void DrawModelEx(Model model, Vector3 position, Vector3 rotation, Vector3 scale, Color tint); // Draw a model with extended parameters
void DrawModelEx(Model model, Vector3 position, float rotationAngle, Vector3 rotationAxis, Vector3 scale, Color tint); // Draw a model with extended parameters
void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires (with texture if set)
void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
@ -513,7 +522,7 @@ Shader LoadShader(char *vsFileName, char *fsFileName);
bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB);
bool CheckCollisionBoxes(Vector3 minBBox1, Vector3 maxBBox1, Vector3 minBBox2, Vector3 maxBBox2);
bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSphere, float radiusSphere);
void ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition);
Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius); // Return the normal vector of the impacted surface
//------------------------------------------------------------------------------------
// Audio Loading and Playing Functions (Module: audio)

View File

@ -346,8 +346,6 @@ void MatrixInvert(Matrix *mat)
temp.m14 = (-a30*b03 + a31*b01 - a32*b00)*invDet;
temp.m15 = (a20*b03 - a21*b01 + a22*b00)*invDet;
PrintMatrix(temp);
*mat = temp;
}
@ -671,8 +669,8 @@ Matrix MatrixRotateY(float angle)
{
Matrix result = MatrixIdentity();
float cosres = (float)cos(angle);
float sinres = (float)sin(angle);
float cosres = cosf(angle);
float sinres = sinf(angle);
result.m0 = cosres;
result.m2 = sinres;
@ -1097,4 +1095,18 @@ void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle)
*outAxis = resAxis;
*outAngle = resAngle;
}
// Transform a quaternion given a transformation matrix
void QuaternionTransform(Quaternion *q, Matrix mat)
{
float x = q->x;
float y = q->y;
float z = q->z;
float w = q->w;
q->x = mat.m0*x + mat.m4*y + mat.m8*z + mat.m12*w;
q->y = mat.m1*x + mat.m5*y + mat.m9*z + mat.m13*w;
q->z = mat.m2*x + mat.m6*y + mat.m10*z + mat.m14*w;
q->w = mat.m3*x + mat.m7*y + mat.m11*z + mat.m15*w;
}

View File

@ -91,7 +91,7 @@ void VectorNormalize(Vector3 *v); // Normalize provided ve
float VectorDistance(Vector3 v1, Vector3 v2); // Calculate distance between two points
Vector3 VectorLerp(Vector3 v1, Vector3 v2, float amount); // Calculate linear interpolation between two vectors
Vector3 VectorReflect(Vector3 vector, Vector3 normal); // Calculate reflected vector to normal
void VectorTransform(Vector3 *v, Matrix mat); // Transforms a Vector3 with a given Matrix
void VectorTransform(Vector3 *v, Matrix mat); // Transforms a Vector3 by a given Matrix
Vector3 VectorZero(void); // Return a Vector3 init to zero
//------------------------------------------------------------------------------------
@ -134,6 +134,7 @@ Quaternion QuaternionFromMatrix(Matrix matrix); // Returns a qua
Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle); // Returns rotation quaternion for an angle around an axis
Matrix QuaternionToMatrix(Quaternion q); // Calculates the matrix from the given quaternion
void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle); // Returns the axis and the angle for a given quaternion
void QuaternionTransform(Quaternion *q, Matrix mat); // Transform a quaternion given a transformation matrix
#ifdef __cplusplus
}

View File

@ -303,26 +303,26 @@ void rlTranslatef(float x, float y, float z)
void rlRotatef(float angleDeg, float x, float y, float z)
{
// TODO: Support rotation in multiple axes
Matrix rot = MatrixIdentity();
Matrix rotation = MatrixIdentity();
// OPTION 1: It works...
if (x == 1) rot = MatrixRotateX(angleDeg*DEG2RAD);
else if (y == 1) rot = MatrixRotateY(angleDeg*DEG2RAD);
else if (z == 1) rot = MatrixRotateZ(angleDeg*DEG2RAD);
//if (x == 1) rot = MatrixRotateX(angleDeg*DEG2RAD);
//else if (y == 1) rot = MatrixRotateY(angleDeg*DEG2RAD);
//else if (z == 1) rot = MatrixRotateZ(angleDeg*DEG2RAD);
// OPTION 2: Requires review...
//Vector3 vec = (Vector3){ 0, 1, 0 };
//VectorNormalize(&vec);
//rot = MatrixFromAxisAngle(vec, angleDeg*DEG2RAD); // Working?
Vector3 axis = (Vector3){ x, y, z };
VectorNormalize(&axis);
rotation = MatrixRotateY(angleDeg*DEG2RAD); //MatrixFromAxisAngle(axis, angleDeg*DEG2RAD);
// OPTION 3: TODO: Review, it doesn't work!
//Vector3 vec = (Vector3){ x, y, z };
//VectorNormalize(&vec);
//rot = MatrixRotate(angleDeg*vec.x, angleDeg*vec.x, angleDeg*vec.x);
MatrixTranspose(&rot);
MatrixTranspose(&rotation);
*currentMatrix = MatrixMultiply(*currentMatrix, rot);
*currentMatrix = MatrixMultiply(*currentMatrix, rotation);
}
// Multiply the current matrix by a scaling matrix
@ -1206,7 +1206,7 @@ void rlglDrawPostpro(unsigned int shaderId)
#endif
// Draw a 3d model
void rlglDrawModel(Model model, Vector3 position, Vector3 rotation, Vector3 scale, Color color, bool wires)
void rlglDrawModel(Model model, Vector3 position, float rotationAngle, Vector3 rotationAxis, Vector3 scale, Color color, bool wires)
{
#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
// NOTE: glPolygonMode() not available on OpenGL ES
@ -1215,7 +1215,7 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotation, Vector3 scal
#if defined(GRAPHICS_API_OPENGL_11)
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, model.textureId);
glBindTexture(GL_TEXTURE_2D, model.texture.id);
// NOTE: On OpenGL 1.1 we use Vertex Arrays to draw model
glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array
@ -1230,7 +1230,7 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotation, Vector3 scal
rlPushMatrix();
rlTranslatef(position.x, position.y, position.z);
rlScalef(scale.x, scale.y, scale.z);
rlRotatef(rotation.y, 0, 1, 0);
rlRotatef(rotationAngle, rotationAxis.x, rotationAxis.y, rotationAxis.z);
// TODO: If rotate in multiple axis, get rotation matrix and use rlMultMatrix()
@ -1250,7 +1250,7 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotation, Vector3 scal
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glUseProgram(model.shader.id);
VectorScale(&rotation, DEG2RAD);
Vector3 rotation = { 0.0f, 0.0f, 0.0f };
// Get transform matrix (rotation -> scale -> translation)
Matrix transform = MatrixTransform(position, rotation, scale); // Object-space transformation
@ -1335,7 +1335,7 @@ void rlglInitGraphics(int offsetX, int offsetY, int width, int height)
rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
rlLoadIdentity(); // Reset current matrix (PROJECTION)
rlOrtho(0, width - offsetX, height - offsetY, 0, 0, 1); // Config orthographic mode: top-left corner --> (0,0)
rlOrtho(0, width - offsetX, height - offsetY, 0, 0, 1); // Config orthographic mode: top-left corner --> (0,0)
rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
@ -1355,6 +1355,165 @@ void rlglInitGraphics(int offsetX, int offsetY, int width, int height)
TraceLog(INFO, "OpenGL Graphics initialized successfully");
}
// Get world coordinates from screen coordinates
Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view)
{
//GLint viewport[4];
//glGetIntegerv(GL_VIEWPORT, viewport);
// Viewport data
int x = 0;
int y = 0;
int width = GetScreenWidth();
int height = GetScreenHeight();
float minDepth = 0.0f;
float maxDepth = 1.0f;
/*
Matrix modelviewprojection = MatrixMultiply(modelview, projection);
MatrixInvert(&modelviewprojection);
Vector3 vector;
vector.x = (((source.x - x) / ((float)width)) * 2.0f) - 1.0f;
vector.y = -((((source.y - y) / ((float)height)) * 2.0f) - 1.0f);
vector.z = (source.z - minDepth) / (maxDepth - minDepth);
//float a = (((vector.x * matrix.M14) + (vector.y * matrix.M24)) + (vector.z * matrix.M34)) + matrix.M44;
//float a = (((vector.x * modelviewprojection.m3) + (vector.y * modelviewprojection.m7)) + (vector.z * modelviewprojection.m11)) + modelviewprojection.m15;
VectorTransform(&vector, modelviewprojection);
//if (!MathUtil.IsOne(a)) vector = (vector / a);
//VectorScale(&vector, 1/a);
return vector;
*/
/*
Vector3 worldPoint;
// Transformation matrices
Matrix modelviewprojection = MatrixIdentity();
Quaternion quat;
// Calculation for inverting a matrix, compute projection x modelview
modelviewprojection = MatrixMultiply(proj, view);
MatrixInvert(&modelviewprojection);
// Transformation of normalized coordinates between -1 and 1
quat.x = ((source.x - (float)x)/(float)width*2.0) - 1.0f;
quat.y = ((source.y - (float)y)/(float)height*2.0) - 1.0f;
quat.z = 2.0*source.z - 1.0;
quat.w = 1.0;
// Objects coordinates
QuaternionTransform(&quat, modelviewprojection);
//if (quat.w == 0.0) return 0;
worldPoint.x = quat.x/quat.w;
worldPoint.y = quat.y/quat.w;
worldPoint.z = quat.z/quat.w;
return worldPoint;
*/
/*
Quaternion quat;
Vector3 vec;
quat.x = 2.0f * GetMousePosition().x / (float)width - 1;
quat.y = -(2.0f * GetMousePosition().y / (float)height - 1);
quat.z = 0;
quat.w = 1;
Matrix invView;
MatrixInvert(&view);
Matrix invProj;
MatrixInvert(&proj);
quat.x = invProj.m0 * quat.x + invProj.m4 * quat.y + invProj.m8 * quat.z + invProj.m12 * quat.w;
quat.y = invProj.m1 * quat.x + invProj.m5 * quat.y + invProj.m9 * quat.z + invProj.m13 * quat.w;
quat.z = invProj.m2 * quat.x + invProj.m6 * quat.y + invProj.m10 * quat.z + invProj.m14 * quat.w;
quat.w = invProj.m3 * quat.x + invProj.m7 * quat.y + invProj.m11 * quat.z + invProj.m15 * quat.w;
quat.x = invView.m0 * quat.x + invView.m4 * quat.y + invView.m8 * quat.z + invView.m12 * quat.w;
quat.y = invView.m1 * quat.x + invView.m5 * quat.y + invView.m9 * quat.z + invView.m13 * quat.w;
quat.z = invView.m2 * quat.x + invView.m6 * quat.y + invView.m10 * quat.z + invView.m14 * quat.w;
quat.w = invView.m3 * quat.x + invView.m7 * quat.y + invView.m11 * quat.z + invView.m15 * quat.w;
vec.x /= quat.w;
vec.y /= quat.w;
vec.z /= quat.w;
return vec;
*/
/*
Vector3 worldPoint;
// Transformation matrices
Matrix modelviewprojection;
Quaternion quat;
// Calculation for inverting a matrix, compute projection x modelview
modelviewprojection = MatrixMultiply(view, proj);
// Now compute the inverse of matrix A
MatrixInvert(&modelviewprojection);
// Transformation of normalized coordinates between -1 and 1
quat.x = ((source.x - (float)x)/(float)width*2.0) - 1.0f;
quat.y = ((source.y - (float)y)/(float)height*2.0) - 1.0f;
quat.z = 2.0*source.z - 1.0;
quat.w = 1.0;
// Traspose quaternion and multiply
Quaternion result;
result.x = modelviewprojection.m0 * quad.x + modelviewprojection.m4 * quad.y + modelviewprojection.m8 * quad.z + modelviewprojection.m12 * quad.w;
result.y = modelviewprojection.m1 * quad.x + modelviewprojection.m5 * quad.y + modelviewprojection.m9 * quad.z + modelviewprojection.m13 * quad.w;
result.z = modelviewprojection.m2 * quad.x + modelviewprojection.m6 * quad.y + modelviewprojection.m10 * quad.z + modelviewprojection.m14 * quad.w;
result.w = modelviewprojection.m3 * quad.x + modelviewprojection.m7 * quad.y + modelviewprojection.m11 * quad.z + modelviewprojection.m15 * quad.w;
// Invert
result.w = 1.0f / result.w;
//if (quat.w == 0.0) return 0;
worldPoint.x = quat.x * quat.w;
worldPoint.y = quat.y * quat.w;
worldPoint.z = quat.z * quat.w;
return worldPoint;
*/
/*
// Needed Vectors
Vector3 normalDeviceCoordinates;
Quaternion rayClip;
Quaternion rayEye;
Vector3 rayWorld;
// Getting normal device coordinates
float x = (2.0 * mousePosition.x) / GetScreenWidth() - 1.0;
float y = 1.0 - (2.0 * mousePosition.y) / GetScreenHeight();
float z = 1.0;
normalDeviceCoordinates = (Vector3){ x, y, z };
// Getting clip vector
rayClip = (Quaternion){ normalDeviceCoordinates.x, normalDeviceCoordinates.y, -1, 1 };
Matrix invProjection = projection;
MatrixInvert(&invProjection);
rayEye = MatrixQuaternionMultiply(invProjection, rayClip);
rayEye = (Quaternion){ rayEye.x, rayEye.y, -1, 0 };
Matrix invModelview = modelview;
MatrixInvert(&invModelview);
rayWorld = MatrixVector3Multiply(invModelview, (Vector3){rayEye.x, rayEye.y, rayEye.z} );
VectorNormalize(&rayWorld);
return rayWorld;
*/
}
// Convert image data to OpenGL texture (returns OpenGL valid Id)
unsigned int rlglLoadTexture(unsigned char *data, int width, int height, int colorMode, bool genMipmaps)
{
@ -2352,7 +2511,6 @@ static pixel *GenNextMipmap(pixel *srcData, int srcWidth, int srcHeight)
return mipmap;
}
#endif
#if defined(RLGL_STANDALONE)

View File

@ -192,6 +192,7 @@ void rlglClose(void); // De-init rlgl
void rlglDraw(void); // Draw VAO/VBO
void rlglDrawPostpro(unsigned int shaderId); // Draw with postpro shader
void rlglInitGraphics(int offsetX, int offsetY, int width, int height); // Initialize Graphics (OpenGL stuff)
Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coordinates from screen coordinates
unsigned int rlglLoadTexture(unsigned char *data, int width, int height, int colorMode, bool genMipmaps); // Load in GPU OpenGL texture
unsigned int rlglLoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int format);
@ -200,7 +201,7 @@ unsigned int rlglLoadShader(char *vShaderStr, char *fShaderStr); // Load a shade
#endif
Model rlglLoadModel(VertexData mesh); // Upload vertex data into GPU and provided VAO/VBO ids
void rlglDrawModel(Model model, Vector3 position, Vector3 rotation, Vector3 scale, Color color, bool wires);
void rlglDrawModel(Model model, Vector3 position, float rotationAngle, Vector3 rotationAxis, Vector3 scale, Color color, bool wires);
byte *rlglReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)