Library redesign to accomodate materials system
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ec72a8868e
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164
src/models.c
164
src/models.c
@ -55,7 +55,9 @@ extern unsigned int whiteTexture;
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//----------------------------------------------------------------------------------
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// Module specific Functions Declaration
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//----------------------------------------------------------------------------------
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static Mesh LoadOBJ(const char *fileName);
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static Mesh LoadOBJ(const char *fileName); // Load OBJ mesh data
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static Material LoadMTL(const char *fileName); // Load MTL material data
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static Mesh GenMeshHeightmap(Image image, Vector3 size);
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static Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);
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@ -542,24 +544,19 @@ void DrawGizmo(Vector3 position)
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Model LoadModel(const char *fileName)
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{
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Model model = { 0 };
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Mesh mesh = { 0 };
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// NOTE: Initialize default data for model in case loading fails, maybe a cube?
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// TODO: Initialize default data for model in case loading fails, maybe a cube?
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if (strcmp(GetExtension(fileName),"obj") == 0) mesh = LoadOBJ(fileName);
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if (strcmp(GetExtension(fileName),"obj") == 0) model.mesh = LoadOBJ(fileName);
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else TraceLog(WARNING, "[%s] Model extension not recognized, it can't be loaded", fileName);
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// NOTE: At this point we have all vertex, texcoord, normal data for the model in mesh struct
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if (mesh.vertexCount == 0) TraceLog(WARNING, "Model could not be loaded");
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if (model.mesh.vertexCount == 0) TraceLog(WARNING, "Model could not be loaded");
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else
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{
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// NOTE: model properties (transform, texture, shader) are initialized inside rlglLoadModel()
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model = rlglLoadModel(mesh); // Upload vertex data to GPU
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// NOTE: Now that vertex data is uploaded to GPU VRAM, we can free arrays from CPU RAM
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// We don't need CPU vertex data on OpenGL 3.3 or ES2... for static meshes...
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// ...but we could keep CPU vertex data in case we need to update the mesh
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rlglLoadMesh(&model.mesh); // Upload vertex data to GPU
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model.transform = MatrixIdentity();
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model.material = LoadDefaultMaterial();
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}
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return model;
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@ -568,12 +565,12 @@ Model LoadModel(const char *fileName)
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// Load a 3d model (from vertex data)
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Model LoadModelEx(Mesh data)
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{
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Model model;
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Model model = { 0 };
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// NOTE: model properties (transform, texture, shader) are initialized inside rlglLoadModel()
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model = rlglLoadModel(data); // Upload vertex data to GPU
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rlglLoadMesh(&data); // Upload vertex data to GPU
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// NOTE: Vertex data is managed externally, must be deallocated manually
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model.transform = MatrixIdentity();
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model.material = LoadDefaultMaterial();
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return model;
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}
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@ -582,8 +579,14 @@ Model LoadModelEx(Mesh data)
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// NOTE: model map size is defined in generic units
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Model LoadHeightmap(Image heightmap, Vector3 size)
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{
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Mesh mesh = GenMeshHeightmap(heightmap, size);
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Model model = rlglLoadModel(mesh);
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Model model = { 0 };
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model.mesh = GenMeshHeightmap(heightmap, size);
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rlglLoadMesh(&model.mesh);
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model.transform = MatrixIdentity();
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model.material = LoadDefaultMaterial();
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return model;
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}
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@ -591,8 +594,14 @@ Model LoadHeightmap(Image heightmap, Vector3 size)
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// Load a map image as a 3d model (cubes based)
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Model LoadCubicmap(Image cubicmap)
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{
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Mesh mesh = GenMeshCubicmap(cubicmap, (Vector3){ 1.0, 1.0, 1.5f });
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Model model = rlglLoadModel(mesh);
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Model model = { 0 };
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model.mesh = GenMeshCubicmap(cubicmap, (Vector3){ 1.0, 1.0, 1.5f });
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rlglLoadMesh(&model.mesh);
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model.transform = MatrixIdentity();
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model.material = LoadDefaultMaterial();
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return model;
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}
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@ -613,13 +622,44 @@ void UnloadModel(Model model)
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rlDeleteBuffers(model.mesh.vboId[0]); // vertex
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rlDeleteBuffers(model.mesh.vboId[1]); // texcoords
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rlDeleteBuffers(model.mesh.vboId[2]); // normals
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//rlDeleteBuffers(model.mesh.vboId[3]); // texcoords2 (NOT USED)
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//rlDeleteBuffers(model.mesh.vboId[3]); // colors (NOT USED)
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//rlDeleteBuffers(model.mesh.vboId[4]); // tangents (NOT USED)
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//rlDeleteBuffers(model.mesh.vboId[5]); // colors (NOT USED)
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//rlDeleteBuffers(model.mesh.vboId[5]); // texcoords2 (NOT USED)
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rlDeleteVertexArrays(model.mesh.vaoId);
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}
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// Load material data (from file)
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Material LoadMaterial(const char *fileName)
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{
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Material material = { 0 };
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if (strcmp(GetExtension(fileName),"mtl") == 0) material = LoadMTL(fileName);
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else TraceLog(WARNING, "[%s] Material extension not recognized, it can't be loaded", fileName);
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return material;
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}
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// Load default material (uses default models shader)
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Material LoadDefaultMaterial(void)
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{
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Material material = { 0 };
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material.shader = GetDefaultShader();
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material.texDiffuse = GetDefaultTexture(); // White texture (1x1 pixel)
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//material.texNormal; // NOTE: By default, not set
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//material.texSpecular; // NOTE: By default, not set
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material.colDiffuse = WHITE; // Diffuse color
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material.colAmbient = WHITE; // Ambient color
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material.colSpecular = WHITE; // Specular color
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material.glossiness = 100.0f; // Glossiness level
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material.normalDepth = 1.0f; // Normal map depth
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return material;
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}
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// Link a texture to a model
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void SetModelTexture(Model *model, Texture2D texture)
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{
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@ -1100,31 +1140,59 @@ void DrawModel(Model model, Vector3 position, float scale, Color tint)
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{
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Vector3 vScale = { scale, scale, scale };
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Vector3 rotationAxis = { 0.0f, 0.0f, 0.0f };
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DrawModelEx(model, position, rotationAxis, 0.0f, vScale, tint);
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}
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// Draw a model with extended parameters
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void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint)
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{
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// NOTE: Rotation must be provided in degrees, it's converted to radians inside rlglDrawModel()
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rlglDrawModel(model, position, rotationAxis, rotationAngle, scale, tint, false);
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// Calculate transformation matrix from function parameters
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// Get transform matrix (rotation -> scale -> translation)
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Matrix matRotation = MatrixRotate(rotationAxis, rotationAngle*DEG2RAD);
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Matrix matScale = MatrixScale(scale.x, scale.y, scale.z);
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Matrix matTranslation = MatrixTranslate(position.x, position.y, position.z);
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// Combine model transformation matrix (model.transform) with matrix generated by function parameters (matTransform)
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//Matrix matModel = MatrixMultiply(model.transform, matTransform); // Transform to world-space coordinates
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model.transform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation);
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model.material.colDiffuse = tint;
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rlglDrawEx(model.mesh, model.material, model.transform, false);
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}
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// Draw a model wires (with texture if set)
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void DrawModelWires(Model model, Vector3 position, float scale, Color color)
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void DrawModelWires(Model model, Vector3 position, float scale, Color tint)
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{
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Vector3 vScale = { scale, scale, scale };
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Vector3 rotationAxis = { 0.0f, 0.0f, 0.0f };
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rlglDrawModel(model, position, rotationAxis, 0.0f, vScale, color, true);
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// Calculate transformation matrix from function parameters
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// Get transform matrix (rotation -> scale -> translation)
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Matrix matRotation = MatrixRotate(rotationAxis, 0.0f);
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Matrix matScale = MatrixScale(vScale.x, vScale.y, vScale.z);
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Matrix matTranslation = MatrixTranslate(position.x, position.y, position.z);
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model.transform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation);
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model.material.colDiffuse = tint;
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rlglDrawEx(model.mesh, model.material, model.transform, true);
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}
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// Draw a model wires (with texture if set) with extended parameters
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void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint)
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{
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// NOTE: Rotation must be provided in degrees, it's converted to radians inside rlglDrawModel()
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rlglDrawModel(model, position, rotationAxis, rotationAngle, scale, tint, true);
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// Calculate transformation matrix from function parameters
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// Get transform matrix (rotation -> scale -> translation)
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Matrix matRotation = MatrixRotate(rotationAxis, rotationAngle*DEG2RAD);
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Matrix matScale = MatrixScale(scale.x, scale.y, scale.z);
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Matrix matTranslation = MatrixTranslate(position.x, position.y, position.z);
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model.transform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation);
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model.material.colDiffuse = tint;
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rlglDrawEx(model.mesh, model.material, model.transform, true);
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}
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// Draw a billboard
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@ -1856,3 +1924,39 @@ static Mesh LoadOBJ(const char *fileName)
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return mesh;
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}
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// Load MTL material data
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static Material LoadMTL(const char *fileName)
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{
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Material material = { 0 };
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// TODO: Load mtl file
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char dataType;
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char comments[200];
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FILE *mtlFile;
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mtlFile = fopen(fileName, "rt");
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if (mtlFile == NULL)
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{
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TraceLog(WARNING, "[%s] MTL file could not be opened", fileName);
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return material;
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}
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// First reading pass: Get numVertex, numNormals, numTexCoords, numTriangles
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// NOTE: vertex, texcoords and normals could be optimized (to be used indexed on faces definition)
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// NOTE: faces MUST be defined as TRIANGLES (3 vertex per face)
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while(!feof(mtlFile))
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{
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fscanf(mtlFile, "%c", &dataType);
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}
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fclose(mtlFile);
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// NOTE: At this point we have all material data
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TraceLog(INFO, "[%s] Material loaded successfully", fileName);
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return material;
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}
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31
src/raylib.h
31
src/raylib.h
@ -387,10 +387,10 @@ typedef struct Shader {
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unsigned int id; // Shader program id
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// Variable attributes locations
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int vertexLoc; // Vertex attribute location point (vertex shader)
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int texcoordLoc; // Texcoord attribute location point (vertex shader)
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int normalLoc; // Normal attribute location point (vertex shader)
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int colorLoc; // Color attibute location point (vertex shader)
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int vertexLoc; // Vertex attribute location point (default-location = 0)
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int texcoordLoc; // Texcoord attribute location point (default-location = 1)
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int normalLoc; // Normal attribute location point (default-location = 2)
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int colorLoc; // Color attibute location point (default-location = 3)
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// Uniform locations
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int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
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@ -801,17 +801,20 @@ void DrawGizmo(Vector3 position);
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//------------------------------------------------------------------------------------
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// Model 3d Loading and Drawing Functions (Module: models)
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//------------------------------------------------------------------------------------
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Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
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Model LoadModelEx(Mesh data); // Load a 3d model (from mesh data)
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//Model LoadModelFromRES(const char *rresName, int resId); // TODO: Load a 3d model from rRES file (raylib Resource)
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Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model
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Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
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void UnloadModel(Model model); // Unload 3d model from memory
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void SetModelTexture(Model *model, Texture2D texture); // Link a texture to a model
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Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
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Model LoadModelEx(Mesh data); // Load a 3d model (from mesh data)
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//Model LoadModelFromRES(const char *rresName, int resId); // TODO: Load a 3d model from rRES file (raylib Resource)
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Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model
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Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
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void UnloadModel(Model model); // Unload 3d model from memory
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void SetModelTexture(Model *model, Texture2D texture); // Link a texture to a model
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Material LoadMaterial(const char *fileName); // Load material data (from file)
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Material LoadDefaultMaterial(void); // Load default material (uses default models shader)
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void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
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void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
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void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires (with texture if set)
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void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
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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
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void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
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@ -832,11 +835,11 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
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// NOTE: This functions are useless when using OpenGL 1.1
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//------------------------------------------------------------------------------------
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Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
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unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr); // Load custom shaders strings and return program id
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void UnloadShader(Shader shader); // Unload a custom shader from memory
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void SetDefaultShader(void); // Set default shader to be used in batch draw
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void SetCustomShader(Shader shader); // Set custom shader to be used in batch draw
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void SetModelShader(Model *model, Shader shader); // Link a shader to a model
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Shader GetDefaultShader(void); // Get default shader
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Texture2D GetDefaultTexture(void); // Get default texture
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int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
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void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
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845
src/rlgl.c
845
src/rlgl.c
File diff suppressed because it is too large
Load Diff
15
src/rlgl.h
15
src/rlgl.h
@ -280,29 +280,28 @@ unsigned int rlglLoadTexture(void *data, int width, int height, int textureForma
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RenderTexture2D rlglLoadRenderTexture(int width, int height); // Load a texture to be used for rendering (fbo with color and depth attachments)
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void rlglUpdateTexture(unsigned int id, int width, int height, int format, void *data); // Update GPU texture with new data
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void rlglGenerateMipmaps(Texture2D texture); // Generate mipmap data for selected texture
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// NOTE: There is a set of shader related functions that are available to end user,
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// to avoid creating function wrappers through core module, they have been directly declared in raylib.h
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Model rlglLoadModel(Mesh mesh); // Upload vertex data into GPU and provided VAO/VBO ids
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void rlglDrawModel(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color color, bool wires);
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void rlglLoadMesh(Mesh *mesh); // Upload vertex data into GPU and provided VAO/VBO ids
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void rlglDrawEx(Mesh mesh, Material material, Matrix transform, bool wires);
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Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coordinates from screen coordinates
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unsigned char *rlglReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
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void *rlglReadTexturePixels(Texture2D texture); // Read texture pixel data
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// NOTE: There is a set of shader related functions that are available to end user,
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// to avoid creating function wrappers through core module, they have been directly declared in raylib.h
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#if defined(RLGL_STANDALONE)
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//------------------------------------------------------------------------------------
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// Shaders System Functions (Module: rlgl)
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// NOTE: This functions are useless when using OpenGL 1.1
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//------------------------------------------------------------------------------------
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Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
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unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr); // Load custom shader strings and return program id
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void UnloadShader(Shader shader); // Unload a custom shader from memory
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void SetCustomShader(Shader shader); // Set custom shader to be used in batch draw
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void SetDefaultShader(void); // Set default shader to be used in batch draw
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void SetModelShader(Model *model, Shader shader); // Link a shader to a model
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Shader GetDefaultShader(void); // Get default shader
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Texture2D GetDefaultTexture(void); // Get default texture
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int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
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void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
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