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

@ -11,6 +11,7 @@
#include "raylib.h"
#include "rlgl.h"
#include "raymath.h"
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330

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@ -48,14 +48,14 @@
*
********************************************************************************************/
#define RLGL_IMPLEMENTATION
#define RLGL_STANDALONE
#include "rlgl.h" // OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2
#define RAYMATH_STANDALONE
#define RAYMATH_HEADER_ONLY
#include "raymath.h" // Vector3, Quaternion and Matrix functionality
#define RLGL_IMPLEMENTATION
#define RLGL_STANDALONE
#include "rlgl.h" // OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2
#if defined(__EMSCRIPTEN__)
#define GLFW_INCLUDE_ES2
#endif
@ -116,22 +116,10 @@ static void DrawCubeWires(Vector3 position, float width, float height, float len
static void DrawRectangleV(Vector2 position, Vector2 size, Color color);
// NOTE: We used raymath to get this functionality but it can be implemented here
//static rlMatrix MatrixIdentity(void);
//static rlMatrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far);
//static rlMatrix MatrixPerspective(double fovy, double aspect, double near, double far);
//static rlMatrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up);
rlMatrix rlMatrixFromMatrix(Matrix mat)
{
rlMatrix result = {
mat.m0, mat.m4, mat.m8, mat.m12, // Matrix first row (4 comat.mponents)
mat.m1, mat.m5, mat.m9, mat.m13, // Matrix second row (4 comat.mponents)
mat.m2, mat.m6, mat.m10, mat.m14, // Matrix third row (4 comat.mponents)
mat.m3, mat.m7, mat.m11, mat.m15, // Matrix fourth row (4 comat.mponents)
};
return result;
}
//static Matrix MatrixIdentity(void);
//static Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far);
//static Matrix MatrixPerspective(double fovy, double aspect, double near, double far);
//static Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up);
//----------------------------------------------------------------------------------
// Main Entry point
@ -226,8 +214,8 @@ int main(void)
Matrix matProj = MatrixPerspective((double)(camera.fovy*DEG2RAD), (double)screenWidth/(double)screenHeight, 0.01, 1000.0);
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
rlSetMatrixModelview(rlMatrixFromMatrix(matView)); // Set internal modelview matrix (default shader)
rlSetMatrixProjection(rlMatrixFromMatrix(matProj)); // Set internal projection matrix (default shader)
rlSetMatrixModelview(matView); // Set internal modelview matrix (default shader)
rlSetMatrixProjection(matProj); // Set internal projection matrix (default shader)
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, RAYWHITE);
@ -244,8 +232,8 @@ int main(void)
matProj = MatrixOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0);
matView = MatrixIdentity();
rlSetMatrixModelview(rlMatrixFromMatrix(matView)); // Set internal modelview matrix (default shader)
rlSetMatrixProjection(rlMatrixFromMatrix(matProj)); // Set internal projection matrix (default shader)
rlSetMatrixModelview(matView); // Set internal modelview matrix (default shader)
rlSetMatrixProjection(matProj); // Set internal projection matrix (default shader)
#else // Let rlgl generate and multiply matrix internally

View File

@ -77,7 +77,7 @@ int main(void)
// Try reloading updated shader
Shader updatedShader = LoadShader(0, TextFormat(fragShaderFileName, GLSL_VERSION));
if (updatedShader.id != rlGetShaderDefault().id) // It was correctly loaded
if (updatedShader.id != rlGetShaderIdDefault()) // It was correctly loaded
{
UnloadShader(shader);
shader = updatedShader;

View File

@ -2185,8 +2185,8 @@ void BeginVrStereoMode(VrStereoConfig config)
rlEnableStereoRender();
// Set stereo render matrices
rlSetMatrixProjectionStereo(rlMatrixFromMatrix(config.projection[0]), rlMatrixFromMatrix(config.projection[1]));
rlSetMatrixViewOffsetStereo(rlMatrixFromMatrix(config.viewOffset[0]), rlMatrixFromMatrix(config.viewOffset[1]));
rlSetMatrixProjectionStereo(config.projection[0], config.projection[1]);
rlSetMatrixViewOffsetStereo(config.viewOffset[0], config.viewOffset[1]);
}
// End VR drawing process (and desktop mirror)
@ -2381,7 +2381,7 @@ void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniform
void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat)
{
rlEnableShader(shader.id);
rlSetUniformMatrix(locIndex, rlMatrixFromMatrix(mat));
rlSetUniformMatrix(locIndex, mat);
//rlDisableShader();
}

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
}

View File

@ -148,9 +148,9 @@
#define MAX_BATCH_ACTIVE_TEXTURES 4 // Maximum number of additional textures that can be activated on batch drawing (SetShaderValueTexture())
#endif
// Internal rlMatrix stack
// Internal Matrix stack
#ifndef MAX_MATRIX_STACK_SIZE
#define MAX_MATRIX_STACK_SIZE 32 // Maximum size of rlMatrix stack
#define MAX_MATRIX_STACK_SIZE 32 // Maximum size of Matrix stack
#endif
// Vertex buffers id limit
@ -193,7 +193,7 @@
#define RL_TEXTURE_WRAP_MIRROR_REPEAT 0x8370 // GL_MIRRORED_REPEAT
#define RL_TEXTURE_WRAP_MIRROR_CLAMP 0x8742 // GL_MIRROR_CLAMP_EXT
// rlMatrix modes (equivalent to OpenGL)
// Matrix modes (equivalent to OpenGL)
#define RL_MODELVIEW 0x1700 // GL_MODELVIEW
#define RL_PROJECTION 0x1701 // GL_PROJECTION
#define RL_TEXTURE 0x1702 // GL_TEXTURE
@ -241,15 +241,6 @@ typedef enum {
RL_ATTACHMENT_RENDERBUFFER = 200,
} rlFramebufferAttachTextureType;
// rlMatrix, 4x4 components, column major, OpenGL style, right handed
// NOTE: This struct is aligned with raylib struct Matrix
typedef struct rlMatrix {
float m0, m4, m8, m12; // Matrix first row (4 components)
float m1, m5, m9, m13; // Matrix second row (4 components)
float m2, m6, m10, m14; // Matrix third row (4 components)
float m3, m7, m11, m15; // Matrix fourth row (4 components)
} rlMatrix;
// Dynamic vertex buffers (position + texcoords + colors + indices arrays)
typedef struct rlVertexBuffer {
int elementsCount; // Number of elements in the buffer (QUADS)
@ -283,8 +274,8 @@ typedef struct rlDrawCall {
//unsigned int shaderId; // Shader id to be used on the draw -> Using RLGL.currentShaderId
unsigned int textureId; // Texture id to be used on the draw -> Use to create new draw call if changes
//rlMatrix projection; // Projection matrix for this draw -> Using RLGL.projection by default
//rlMatrix modelview; // Modelview matrix for this draw -> Using RLGL.modelview by default
//Matrix projection; // Projection matrix for this draw -> Using RLGL.projection by default
//Matrix modelview; // Modelview matrix for this draw -> Using RLGL.modelview by default
} rlDrawCall;
// rlRenderBatch type
@ -434,7 +425,7 @@ extern "C" { // Prevents name mangling of functions
#endif
//------------------------------------------------------------------------------------
// Functions Declaration - rlMatrix operations
// Functions Declaration - Matrix operations
//------------------------------------------------------------------------------------
RLAPI void rlMatrixMode(int mode); // Choose the current matrix to be transformed
RLAPI void rlPushMatrix(void); // Push the current matrix to stack
@ -593,20 +584,20 @@ RLAPI void rlUnloadShaderProgram(unsigned int id);
RLAPI int rlGetLocationUniform(unsigned int shaderId, const char *uniformName); // Get shader location uniform
RLAPI int rlGetLocationAttrib(unsigned int shaderId, const char *attribName); // Get shader location attribute
RLAPI void rlSetUniform(int locIndex, const void *value, int uniformType, int count); // Set shader value uniform
RLAPI void rlSetUniformMatrix(int locIndex, rlMatrix mat); // Set shader value matrix
RLAPI void rlSetUniformMatrix(int locIndex, Matrix mat); // Set shader value matrix
RLAPI void rlSetUniformSampler(int locIndex, unsigned int textureId); // Set shader value sampler
RLAPI void rlSetShader(unsigned int id, int *locs); // Set shader currently active (id and locations)
// rlMatrix state management
RLAPI rlMatrix rlGetMatrixModelview(void); // Get internal modelview matrix
RLAPI rlMatrix rlGetMatrixProjection(void); // Get internal projection matrix
RLAPI rlMatrix rlGetMatrixTransform(void); // Get internal accumulated transform matrix
RLAPI rlMatrix rlGetMatrixProjectionStereo(int eye); // Get internal projection matrix for stereo render (selected eye)
RLAPI rlMatrix rlGetMatrixViewOffsetStereo(int eye); // Get internal view offset matrix for stereo render (selected eye)
RLAPI void rlSetMatrixProjection(rlMatrix proj); // Set a custom projection matrix (replaces internal projection matrix)
RLAPI void rlSetMatrixModelview(rlMatrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
RLAPI void rlSetMatrixProjectionStereo(rlMatrix right, rlMatrix left); // Set eyes projection matrices for stereo rendering
RLAPI void rlSetMatrixViewOffsetStereo(rlMatrix right, rlMatrix left); // Set eyes view offsets matrices for stereo rendering
// Matrix state management
RLAPI Matrix rlGetMatrixModelview(void); // Get internal modelview matrix
RLAPI Matrix rlGetMatrixProjection(void); // Get internal projection matrix
RLAPI Matrix rlGetMatrixTransform(void); // Get internal accumulated transform matrix
RLAPI Matrix rlGetMatrixProjectionStereo(int eye); // Get internal projection matrix for stereo render (selected eye)
RLAPI Matrix rlGetMatrixViewOffsetStereo(int eye); // Get internal view offset matrix for stereo render (selected eye)
RLAPI void rlSetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
RLAPI void rlSetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
RLAPI void rlSetMatrixProjectionStereo(Matrix right, Matrix left); // Set eyes projection matrices for stereo rendering
RLAPI void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left); // Set eyes view offsets matrices for stereo rendering
// Quick and dirty cube/quad buffers load->draw->unload
RLAPI void rlLoadDrawCube(void); // Load and draw a cube
@ -817,13 +808,13 @@ typedef struct rlglData {
struct {
int currentMatrixMode; // Current matrix mode
rlMatrix *currentMatrix; // Current matrix pointer
rlMatrix modelview; // Default modelview matrix
rlMatrix projection; // Default projection matrix
rlMatrix transform; // Transform matrix to be used with rlTranslate, rlRotate, rlScale
Matrix *currentMatrix; // Current matrix pointer
Matrix modelview; // Default modelview matrix
Matrix projection; // Default projection matrix
Matrix transform; // Transform matrix to be used with rlTranslate, rlRotate, rlScale
bool transformRequired; // Require transform matrix application to current draw-call vertex (if required)
rlMatrix stack[MAX_MATRIX_STACK_SIZE];// rlMatrix stack for push/pop
int stackCounter; // rlMatrix stack counter
Matrix stack[MAX_MATRIX_STACK_SIZE];// Matrix stack for push/pop
int stackCounter; // Matrix stack counter
unsigned int defaultTextureId; // Default texture used on shapes/poly drawing (required by shader)
unsigned int activeTextureId[MAX_BATCH_ACTIVE_TEXTURES]; // Active texture ids to be enabled on batch drawing (0 active by default)
@ -835,8 +826,8 @@ typedef struct rlglData {
int *currentShaderLocs; // Current shader locations pointer to be used on rendering (by default, defaultShaderLocs)
bool stereoRender; // Stereo rendering flag
rlMatrix projectionStereo[2]; // VR stereo rendering eyes projection matrices
rlMatrix viewOffsetStereo[2]; // VR stereo rendering eyes view offset matrices
Matrix projectionStereo[2]; // VR stereo rendering eyes projection matrices
Matrix viewOffsetStereo[2]; // VR stereo rendering eyes view offset matrices
int currentBlendMode; // Blending mode active
int glBlendSrcFactor; // Blending source factor
@ -906,11 +897,11 @@ static unsigned char *rlGenNextMipmapData(unsigned char *srcData, int srcWidth,
#endif
static int rlGetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture)
// Auxiliar matrix math functions
static rlMatrix rlMatrixIdentity(void); // Get identity matrix
static rlMatrix rlMatrixMultiply(rlMatrix left, rlMatrix right); // Multiply two matrices
static Matrix rlMatrixIdentity(void); // Get identity matrix
static Matrix rlMatrixMultiply(Matrix left, Matrix right); // Multiply two matrices
//----------------------------------------------------------------------------------
// Module Functions Definition - rlMatrix operations
// Module Functions Definition - Matrix operations
//----------------------------------------------------------------------------------
#if defined(GRAPHICS_API_OPENGL_11)
@ -959,7 +950,7 @@ void rlMatrixMode(int mode)
// Push the current matrix into RLGL.State.stack
void rlPushMatrix(void)
{
if (RLGL.State.stackCounter >= MAX_MATRIX_STACK_SIZE) TRACELOG(LOG_ERROR, "RLGL: rlMatrix stack overflow (MAX_MATRIX_STACK_SIZE)");
if (RLGL.State.stackCounter >= MAX_MATRIX_STACK_SIZE) TRACELOG(LOG_ERROR, "RLGL: Matrix stack overflow (MAX_MATRIX_STACK_SIZE)");
if (RLGL.State.currentMatrixMode == RL_MODELVIEW)
{
@ -976,7 +967,7 @@ void rlPopMatrix(void)
{
if (RLGL.State.stackCounter > 0)
{
rlMatrix mat = RLGL.State.stack[RLGL.State.stackCounter - 1];
Matrix mat = RLGL.State.stack[RLGL.State.stackCounter - 1];
*RLGL.State.currentMatrix = mat;
RLGL.State.stackCounter--;
}
@ -997,7 +988,7 @@ void rlLoadIdentity(void)
// Multiply the current matrix by a translation matrix
void rlTranslatef(float x, float y, float z)
{
rlMatrix matTranslation = {
Matrix matTranslation = {
1.0f, 0.0f, 0.0f, x,
0.0f, 1.0f, 0.0f, y,
0.0f, 0.0f, 1.0f, z,
@ -1012,7 +1003,7 @@ void rlTranslatef(float x, float y, float z)
// NOTE: The provided angle must be in degrees
void rlRotatef(float angle, float x, float y, float z)
{
rlMatrix matRotation = rlMatrixIdentity();
Matrix matRotation = rlMatrixIdentity();
// Axis vector (x, y, z) normalization
float lengthSquared = x*x + y*y + z*z;
@ -1056,7 +1047,7 @@ void rlRotatef(float angle, float x, float y, float z)
// Multiply the current matrix by a scaling matrix
void rlScalef(float x, float y, float z)
{
rlMatrix matScale = {
Matrix matScale = {
x, 0.0f, 0.0f, 0.0f,
0.0f, y, 0.0f, 0.0f,
0.0f, 0.0f, z, 0.0f,
@ -1070,8 +1061,8 @@ void rlScalef(float x, float y, float z)
// Multiply the current matrix by another matrix
void rlMultMatrixf(float *matf)
{
// rlMatrix creation from array
rlMatrix mat = { matf[0], matf[4], matf[8], matf[12],
// Matrix creation from array
Matrix mat = { matf[0], matf[4], matf[8], matf[12],
matf[1], matf[5], matf[9], matf[13],
matf[2], matf[6], matf[10], matf[14],
matf[3], matf[7], matf[11], matf[15] };
@ -1082,7 +1073,7 @@ void rlMultMatrixf(float *matf)
// Multiply the current matrix by a perspective matrix generated by parameters
void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar)
{
rlMatrix matFrustum = { 0 };
Matrix matFrustum = { 0 };
float rl = (float)(right - left);
float tb = (float)(top - bottom);
@ -1116,7 +1107,7 @@ void rlOrtho(double left, double right, double bottom, double top, double znear,
{
// NOTE: If left-right and top-botton values are equal it could create a division by zero,
// response to it is platform/compiler dependant
rlMatrix matOrtho = { 0 };
Matrix matOrtho = { 0 };
float rl = (float)(right - left);
float tb = (float)(top - bottom);
@ -2303,8 +2294,8 @@ void rlDrawRenderBatch(rlRenderBatch *batch)
// Draw batch vertex buffers (considering VR stereo if required)
//------------------------------------------------------------------------------------------------------------
rlMatrix matProjection = RLGL.State.projection;
rlMatrix matModelView = RLGL.State.modelview;
Matrix matProjection = RLGL.State.projection;
Matrix matModelView = RLGL.State.modelview;
int eyesCount = 1;
if (RLGL.State.stereoRender) eyesCount = 2;
@ -2329,7 +2320,7 @@ void rlDrawRenderBatch(rlRenderBatch *batch)
glUseProgram(RLGL.State.currentShaderId);
// Create modelview-projection matrix and upload to shader
rlMatrix matMVP = rlMatrixMultiply(RLGL.State.modelview, RLGL.State.projection);
Matrix matMVP = rlMatrixMultiply(RLGL.State.modelview, RLGL.State.projection);
float matMVPfloat[16] = {
matMVP.m0, matMVP.m1, matMVP.m2, matMVP.m3,
matMVP.m4, matMVP.m5, matMVP.m6, matMVP.m7,
@ -3561,7 +3552,7 @@ void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType
}
// Set shader value uniform matrix
void rlSetUniformMatrix(int locIndex, rlMatrix mat)
void rlSetUniformMatrix(int locIndex, Matrix mat)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
float matfloat[16] = {
@ -3608,12 +3599,12 @@ void rlSetShader(unsigned int id, int *locs)
#endif
}
// rlMatrix state management
// Matrix state management
//-----------------------------------------------------------------------------------------
// Get internal modelview matrix
rlMatrix rlGetMatrixModelview(void)
Matrix rlGetMatrixModelview(void)
{
rlMatrix matrix = rlMatrixIdentity();
Matrix matrix = rlMatrixIdentity();
#if defined(GRAPHICS_API_OPENGL_11)
float mat[16];
glGetFloatv(GL_MODELVIEW_MATRIX, mat);
@ -3640,12 +3631,12 @@ rlMatrix rlGetMatrixModelview(void)
}
// Get internal projection matrix
rlMatrix rlGetMatrixProjection(void)
Matrix rlGetMatrixProjection(void)
{
#if defined(GRAPHICS_API_OPENGL_11)
float mat[16];
glGetFloatv(GL_PROJECTION_MATRIX,mat);
rlMatrix m;
Matrix m;
m.m0 = mat[0];
m.m1 = mat[1];
m.m2 = mat[2];
@ -3669,13 +3660,13 @@ rlMatrix rlGetMatrixProjection(void)
}
// Get internal accumulated transform matrix
rlMatrix rlGetMatrixTransform(void)
Matrix rlGetMatrixTransform(void)
{
rlMatrix mat = rlMatrixIdentity();
Matrix mat = rlMatrixIdentity();
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// TODO: Consider possible transform matrices in the RLGL.State.stack
// Is this the right order? or should we start with the first stored matrix instead of the last one?
//rlMatrix matStackTransform = rlMatrixIdentity();
//Matrix matStackTransform = rlMatrixIdentity();
//for (int i = RLGL.State.stackCounter; i > 0; i--) matStackTransform = rlMatrixMultiply(RLGL.State.stack[i], matStackTransform);
mat = RLGL.State.transform;
#endif
@ -3683,9 +3674,9 @@ rlMatrix rlGetMatrixTransform(void)
}
// Get internal projection matrix for stereo render (selected eye)
RLAPI rlMatrix rlGetMatrixProjectionStereo(int eye)
RLAPI Matrix rlGetMatrixProjectionStereo(int eye)
{
rlMatrix mat = rlMatrixIdentity();
Matrix mat = rlMatrixIdentity();
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
mat = RLGL.State.projectionStereo[eye];
#endif
@ -3693,9 +3684,9 @@ RLAPI rlMatrix rlGetMatrixProjectionStereo(int eye)
}
// Get internal view offset matrix for stereo render (selected eye)
RLAPI rlMatrix rlGetMatrixViewOffsetStereo(int eye)
RLAPI Matrix rlGetMatrixViewOffsetStereo(int eye)
{
rlMatrix mat = rlMatrixIdentity();
Matrix mat = rlMatrixIdentity();
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
mat = RLGL.State.viewOffsetStereo[eye];
#endif
@ -3703,7 +3694,7 @@ RLAPI rlMatrix rlGetMatrixViewOffsetStereo(int eye)
}
// Set a custom modelview matrix (replaces internal modelview matrix)
void rlSetMatrixModelview(rlMatrix view)
void rlSetMatrixModelview(Matrix view)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
RLGL.State.modelview = view;
@ -3711,7 +3702,7 @@ void rlSetMatrixModelview(rlMatrix view)
}
// Set a custom projection matrix (replaces internal projection matrix)
void rlSetMatrixProjection(rlMatrix projection)
void rlSetMatrixProjection(Matrix projection)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
RLGL.State.projection = projection;
@ -3719,7 +3710,7 @@ void rlSetMatrixProjection(rlMatrix projection)
}
// Set eyes projection matrices for stereo rendering
void rlSetMatrixProjectionStereo(rlMatrix right, rlMatrix left)
void rlSetMatrixProjectionStereo(Matrix right, Matrix left)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
RLGL.State.projectionStereo[0] = right;
@ -3728,7 +3719,7 @@ void rlSetMatrixProjectionStereo(rlMatrix right, rlMatrix left)
}
// Set eyes view offsets matrices for stereo rendering
void rlSetMatrixViewOffsetStereo(rlMatrix right, rlMatrix left)
void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
RLGL.State.viewOffsetStereo[0] = right;
@ -4271,9 +4262,9 @@ static int rlGetPixelDataSize(int width, int height, int format)
// Auxiliar math functions
// Get identity matrix
static rlMatrix rlMatrixIdentity(void)
static Matrix rlMatrixIdentity(void)
{
rlMatrix result = {
Matrix result = {
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
@ -4285,9 +4276,9 @@ static rlMatrix rlMatrixIdentity(void)
// Get two matrix multiplication
// NOTE: When multiplying matrices... the order matters!
static rlMatrix rlMatrixMultiply(rlMatrix left, rlMatrix right)
static Matrix rlMatrixMultiply(Matrix left, Matrix right)
{
rlMatrix result = { 0 };
Matrix result = { 0 };
result.m0 = left.m0*right.m0 + left.m1*right.m4 + left.m2*right.m8 + left.m3*right.m12;
result.m1 = left.m0*right.m1 + left.m1*right.m5 + left.m2*right.m9 + left.m3*right.m13;

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@ -99,29 +99,6 @@ static int android_close(void *cookie);
//----------------------------------------------------------------------------------
// Module Functions Definition - Utilities
//----------------------------------------------------------------------------------
rlMatrix rlMatrixFromMatrix(Matrix mat)
{
rlMatrix result = {
mat.m0, mat.m4, mat.m8, mat.m12, // Matrix first row (4 comat.mponents)
mat.m1, mat.m5, mat.m9, mat.m13, // Matrix second row (4 comat.mponents)
mat.m2, mat.m6, mat.m10, mat.m14, // Matrix third row (4 comat.mponents)
mat.m3, mat.m7, mat.m11, mat.m15, // Matrix fourth row (4 comat.mponents)
};
return result;
}
Matrix rlMatrixToMatrix(rlMatrix mat)
{
Matrix result = {
mat.m0, mat.m4, mat.m8, mat.m12, // Matrix first row (4 comat.mponents)
mat.m1, mat.m5, mat.m9, mat.m13, // Matrix second row (4 comat.mponents)
mat.m2, mat.m6, mat.m10, mat.m14, // Matrix third row (4 comat.mponents)
mat.m3, mat.m7, mat.m11, mat.m15, // Matrix fourth row (4 comat.mponents)
};
return result;
}
// Set the current threshold (minimum) log level
void SetTraceLogLevel(int logType) { logTypeLevel = logType; }

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@ -45,8 +45,6 @@
#define TRACELOGD(...) (void)0
#endif
#include "rlgl.h" // Required for: rlMatrix
//----------------------------------------------------------------------------------
// Some basic Defines
//----------------------------------------------------------------------------------
@ -69,9 +67,6 @@ extern "C" { // Prevents name mangling of functions
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
rlMatrix rlMatrixFromMatrix(Matrix mat);
Matrix rlMatrixToMatrix(rlMatrix mat);
#if defined(PLATFORM_ANDROID)
void InitAssetManager(AAssetManager *manager, const char *dataPath); // Initialize asset manager from android app
FILE *android_fopen(const char *fileName, const char *mode); // Replacement for fopen() -> Read-only!