Library redesign to accomodate materials system

This commit is contained in:
raysan5 2016-05-07 18:07:15 +02:00
parent ec72a8868e
commit 7ab008878a
4 changed files with 569 additions and 486 deletions

View File

@ -55,7 +55,9 @@ extern unsigned int whiteTexture;
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
static Mesh LoadOBJ(const char *fileName);
static Mesh LoadOBJ(const char *fileName); // Load OBJ mesh data
static Material LoadMTL(const char *fileName); // Load MTL material data
static Mesh GenMeshHeightmap(Image image, Vector3 size);
static Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);
@ -542,24 +544,19 @@ void DrawGizmo(Vector3 position)
Model LoadModel(const char *fileName)
{
Model model = { 0 };
Mesh mesh = { 0 };
// NOTE: Initialize default data for model in case loading fails, maybe a cube?
// TODO: Initialize default data for model in case loading fails, maybe a cube?
if (strcmp(GetExtension(fileName),"obj") == 0) mesh = LoadOBJ(fileName);
if (strcmp(GetExtension(fileName),"obj") == 0) model.mesh = LoadOBJ(fileName);
else TraceLog(WARNING, "[%s] Model extension not recognized, it can't be loaded", fileName);
// NOTE: At this point we have all vertex, texcoord, normal data for the model in mesh struct
if (mesh.vertexCount == 0) TraceLog(WARNING, "Model could not be loaded");
if (model.mesh.vertexCount == 0) TraceLog(WARNING, "Model could not be loaded");
else
{
// NOTE: model properties (transform, texture, shader) are initialized inside rlglLoadModel()
model = rlglLoadModel(mesh); // Upload vertex data to GPU
// NOTE: Now that vertex data is uploaded to GPU VRAM, we can free arrays from CPU RAM
// We don't need CPU vertex data on OpenGL 3.3 or ES2... for static meshes...
// ...but we could keep CPU vertex data in case we need to update the mesh
rlglLoadMesh(&model.mesh); // Upload vertex data to GPU
model.transform = MatrixIdentity();
model.material = LoadDefaultMaterial();
}
return model;
@ -568,12 +565,12 @@ Model LoadModel(const char *fileName)
// Load a 3d model (from vertex data)
Model LoadModelEx(Mesh data)
{
Model model;
Model model = { 0 };
// NOTE: model properties (transform, texture, shader) are initialized inside rlglLoadModel()
model = rlglLoadModel(data); // Upload vertex data to GPU
rlglLoadMesh(&data); // Upload vertex data to GPU
// NOTE: Vertex data is managed externally, must be deallocated manually
model.transform = MatrixIdentity();
model.material = LoadDefaultMaterial();
return model;
}
@ -582,8 +579,14 @@ Model LoadModelEx(Mesh data)
// NOTE: model map size is defined in generic units
Model LoadHeightmap(Image heightmap, Vector3 size)
{
Mesh mesh = GenMeshHeightmap(heightmap, size);
Model model = rlglLoadModel(mesh);
Model model = { 0 };
model.mesh = GenMeshHeightmap(heightmap, size);
rlglLoadMesh(&model.mesh);
model.transform = MatrixIdentity();
model.material = LoadDefaultMaterial();
return model;
}
@ -591,8 +594,14 @@ Model LoadHeightmap(Image heightmap, Vector3 size)
// Load a map image as a 3d model (cubes based)
Model LoadCubicmap(Image cubicmap)
{
Mesh mesh = GenMeshCubicmap(cubicmap, (Vector3){ 1.0, 1.0, 1.5f });
Model model = rlglLoadModel(mesh);
Model model = { 0 };
model.mesh = GenMeshCubicmap(cubicmap, (Vector3){ 1.0, 1.0, 1.5f });
rlglLoadMesh(&model.mesh);
model.transform = MatrixIdentity();
model.material = LoadDefaultMaterial();
return model;
}
@ -613,13 +622,44 @@ void UnloadModel(Model model)
rlDeleteBuffers(model.mesh.vboId[0]); // vertex
rlDeleteBuffers(model.mesh.vboId[1]); // texcoords
rlDeleteBuffers(model.mesh.vboId[2]); // normals
//rlDeleteBuffers(model.mesh.vboId[3]); // texcoords2 (NOT USED)
//rlDeleteBuffers(model.mesh.vboId[3]); // colors (NOT USED)
//rlDeleteBuffers(model.mesh.vboId[4]); // tangents (NOT USED)
//rlDeleteBuffers(model.mesh.vboId[5]); // colors (NOT USED)
//rlDeleteBuffers(model.mesh.vboId[5]); // texcoords2 (NOT USED)
rlDeleteVertexArrays(model.mesh.vaoId);
}
// Load material data (from file)
Material LoadMaterial(const char *fileName)
{
Material material = { 0 };
if (strcmp(GetExtension(fileName),"mtl") == 0) material = LoadMTL(fileName);
else TraceLog(WARNING, "[%s] Material extension not recognized, it can't be loaded", fileName);
return material;
}
// Load default material (uses default models shader)
Material LoadDefaultMaterial(void)
{
Material material = { 0 };
material.shader = GetDefaultShader();
material.texDiffuse = GetDefaultTexture(); // White texture (1x1 pixel)
//material.texNormal; // NOTE: By default, not set
//material.texSpecular; // NOTE: By default, not set
material.colDiffuse = WHITE; // Diffuse color
material.colAmbient = WHITE; // Ambient color
material.colSpecular = WHITE; // Specular color
material.glossiness = 100.0f; // Glossiness level
material.normalDepth = 1.0f; // Normal map depth
return material;
}
// Link a texture to a model
void SetModelTexture(Model *model, Texture2D texture)
{
@ -1100,31 +1140,59 @@ void DrawModel(Model model, Vector3 position, float scale, Color tint)
{
Vector3 vScale = { scale, scale, scale };
Vector3 rotationAxis = { 0.0f, 0.0f, 0.0f };
DrawModelEx(model, position, rotationAxis, 0.0f, vScale, tint);
}
// Draw a model with extended parameters
void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint)
{
// NOTE: Rotation must be provided in degrees, it's converted to radians inside rlglDrawModel()
rlglDrawModel(model, position, rotationAxis, rotationAngle, scale, tint, false);
// Calculate transformation matrix from function parameters
// Get transform matrix (rotation -> scale -> translation)
Matrix matRotation = MatrixRotate(rotationAxis, rotationAngle*DEG2RAD);
Matrix matScale = MatrixScale(scale.x, scale.y, scale.z);
Matrix matTranslation = MatrixTranslate(position.x, position.y, position.z);
// Combine model transformation matrix (model.transform) with matrix generated by function parameters (matTransform)
//Matrix matModel = MatrixMultiply(model.transform, matTransform); // Transform to world-space coordinates
model.transform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation);
model.material.colDiffuse = tint;
rlglDrawEx(model.mesh, model.material, model.transform, false);
}
// Draw a model wires (with texture if set)
void DrawModelWires(Model model, Vector3 position, float scale, Color color)
void DrawModelWires(Model model, Vector3 position, float scale, Color tint)
{
Vector3 vScale = { scale, scale, scale };
Vector3 rotationAxis = { 0.0f, 0.0f, 0.0f };
rlglDrawModel(model, position, rotationAxis, 0.0f, vScale, color, true);
// Calculate transformation matrix from function parameters
// Get transform matrix (rotation -> scale -> translation)
Matrix matRotation = MatrixRotate(rotationAxis, 0.0f);
Matrix matScale = MatrixScale(vScale.x, vScale.y, vScale.z);
Matrix matTranslation = MatrixTranslate(position.x, position.y, position.z);
model.transform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation);
model.material.colDiffuse = tint;
rlglDrawEx(model.mesh, model.material, model.transform, true);
}
// Draw a model wires (with texture if set) with extended parameters
void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint)
{
// NOTE: Rotation must be provided in degrees, it's converted to radians inside rlglDrawModel()
rlglDrawModel(model, position, rotationAxis, rotationAngle, scale, tint, true);
// Calculate transformation matrix from function parameters
// Get transform matrix (rotation -> scale -> translation)
Matrix matRotation = MatrixRotate(rotationAxis, rotationAngle*DEG2RAD);
Matrix matScale = MatrixScale(scale.x, scale.y, scale.z);
Matrix matTranslation = MatrixTranslate(position.x, position.y, position.z);
model.transform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation);
model.material.colDiffuse = tint;
rlglDrawEx(model.mesh, model.material, model.transform, true);
}
// Draw a billboard
@ -1856,3 +1924,39 @@ static Mesh LoadOBJ(const char *fileName)
return mesh;
}
// Load MTL material data
static Material LoadMTL(const char *fileName)
{
Material material = { 0 };
// TODO: Load mtl file
char dataType;
char comments[200];
FILE *mtlFile;
mtlFile = fopen(fileName, "rt");
if (mtlFile == NULL)
{
TraceLog(WARNING, "[%s] MTL file could not be opened", fileName);
return material;
}
// First reading pass: Get numVertex, numNormals, numTexCoords, numTriangles
// NOTE: vertex, texcoords and normals could be optimized (to be used indexed on faces definition)
// NOTE: faces MUST be defined as TRIANGLES (3 vertex per face)
while(!feof(mtlFile))
{
fscanf(mtlFile, "%c", &dataType);
}
fclose(mtlFile);
// NOTE: At this point we have all material data
TraceLog(INFO, "[%s] Material loaded successfully", fileName);
return material;
}

View File

@ -387,10 +387,10 @@ typedef struct Shader {
unsigned int id; // Shader program id
// Variable attributes locations
int vertexLoc; // Vertex attribute location point (vertex shader)
int texcoordLoc; // Texcoord attribute location point (vertex shader)
int normalLoc; // Normal attribute location point (vertex shader)
int colorLoc; // Color attibute location point (vertex shader)
int vertexLoc; // Vertex attribute location point (default-location = 0)
int texcoordLoc; // Texcoord attribute location point (default-location = 1)
int normalLoc; // Normal attribute location point (default-location = 2)
int colorLoc; // Color attibute location point (default-location = 3)
// Uniform locations
int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
@ -801,17 +801,20 @@ void DrawGizmo(Vector3 position);
//------------------------------------------------------------------------------------
// Model 3d Loading and Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
Model LoadModelEx(Mesh data); // Load a 3d model (from mesh data)
//Model LoadModelFromRES(const char *rresName, int resId); // TODO: Load a 3d model from rRES file (raylib Resource)
Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model
Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
void UnloadModel(Model model); // Unload 3d model from memory
void SetModelTexture(Model *model, Texture2D texture); // Link a texture to a model
Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
Model LoadModelEx(Mesh data); // Load a 3d model (from mesh data)
//Model LoadModelFromRES(const char *rresName, int resId); // TODO: Load a 3d model from rRES file (raylib Resource)
Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model
Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
void UnloadModel(Model model); // Unload 3d model from memory
void SetModelTexture(Model *model, Texture2D texture); // Link a texture to a model
Material LoadMaterial(const char *fileName); // Load material data (from file)
Material LoadDefaultMaterial(void); // Load default material (uses default models shader)
void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, 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 DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
@ -832,11 +835,11 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
// NOTE: This functions are useless when using OpenGL 1.1
//------------------------------------------------------------------------------------
Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr); // Load custom shaders strings and return program id
void UnloadShader(Shader shader); // Unload a custom shader from memory
void SetDefaultShader(void); // Set default shader to be used in batch draw
void SetCustomShader(Shader shader); // Set custom shader to be used in batch draw
void SetModelShader(Model *model, Shader shader); // Link a shader to a model
Shader GetDefaultShader(void); // Get default shader
Texture2D GetDefaultTexture(void); // Get default texture
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)

File diff suppressed because it is too large Load Diff

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@ -280,29 +280,28 @@ unsigned int rlglLoadTexture(void *data, int width, int height, int textureForma
RenderTexture2D rlglLoadRenderTexture(int width, int height); // Load a texture to be used for rendering (fbo with color and depth attachments)
void rlglUpdateTexture(unsigned int id, int width, int height, int format, void *data); // Update GPU texture with new data
void rlglGenerateMipmaps(Texture2D texture); // Generate mipmap data for selected texture
// NOTE: There is a set of shader related functions that are available to end user,
// to avoid creating function wrappers through core module, they have been directly declared in raylib.h
Model rlglLoadModel(Mesh mesh); // Upload vertex data into GPU and provided VAO/VBO ids
void rlglDrawModel(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color color, bool wires);
void rlglLoadMesh(Mesh *mesh); // Upload vertex data into GPU and provided VAO/VBO ids
void rlglDrawEx(Mesh mesh, Material material, Matrix transform, bool wires);
Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coordinates from screen coordinates
unsigned char *rlglReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
void *rlglReadTexturePixels(Texture2D texture); // Read texture pixel data
// NOTE: There is a set of shader related functions that are available to end user,
// to avoid creating function wrappers through core module, they have been directly declared in raylib.h
#if defined(RLGL_STANDALONE)
//------------------------------------------------------------------------------------
// Shaders System Functions (Module: rlgl)
// NOTE: This functions are useless when using OpenGL 1.1
//------------------------------------------------------------------------------------
Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr); // Load custom shader strings and return program id
void UnloadShader(Shader shader); // Unload a custom shader from memory
void SetCustomShader(Shader shader); // Set custom shader to be used in batch draw
void SetDefaultShader(void); // Set default shader to be used in batch draw
void SetModelShader(Model *model, Shader shader); // Link a shader to a model
Shader GetDefaultShader(void); // Get default shader
Texture2D GetDefaultTexture(void); // Get default texture
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)