Try to support stack matrices on models drawing
Not working yet... :(
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src/rlgl.h
18
src/rlgl.h
@ -735,7 +735,7 @@ typedef struct DrawCall {
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int mode; // Drawing mode: LINES, TRIANGLES, QUADS
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int vertexCount; // Number of vertex of the draw
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int vertexAlignment; // Number of vertex required for index alignment (LINES, TRIANGLES)
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//unsigned int vaoId; // Vertex Array id to be used on the draw
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//unsigned int vaoId; // Vertex array id to be used on the draw
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//unsigned int shaderId; // Shader id to be used on the draw
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unsigned int textureId; // Texture id to be used on the draw
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// TODO: Support additional texture units?
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@ -1140,8 +1140,8 @@ void rlEnd(void)
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{
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// WARNING: If we are between rlPushMatrix() and rlPopMatrix() and we need to force a rlglDraw(),
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// we need to call rlPopMatrix() before to recover *currentMatrix (modelview) for the next forced draw call!
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// Also noted that if we had multiple matrix pushed, it will require "stackCounter" pops before launching the draw
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rlPopMatrix();
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// If we have multiple matrix pushed, it will require "stackCounter" pops before launching the draw
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for (int i = stackCounter; i >= 0; i--) rlPopMatrix();
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rlglDraw();
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}
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}
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@ -2622,9 +2622,17 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
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// That's because BeginMode3D() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix()
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Matrix matView = modelview; // View matrix (camera)
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Matrix matProjection = projection; // Projection matrix (perspective)
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// TODO: Matrix nightmare! Trying to combine stack matrices with view matrix and local model transform matrix..
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// There is some problem in the order matrices are multiplied... it requires some time to figure out...
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Matrix matStackTransform = MatrixIdentity();
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// TODO: Consider possible transform matrices in the stack
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// Is this the right order? or should we start with the first stored matrix instead of the last one?
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//for (int i = stackCounter; i > 0; i--) matStackTransform = MatrixMultiply(stack[i], matStackTransform);
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// Calculate model-view matrix combining matModel and matView
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Matrix matModelView = MatrixMultiply(transform, matView); // Transform to camera-space coordinates
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Matrix matModel = MatrixMultiply(transform, matStackTransform); // Apply local model transformation
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Matrix matModelView = MatrixMultiply(matModel, matView); // Transform to camera-space coordinates
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//-----------------------------------------------------
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// Bind active texture maps (if available)
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