mirror of https://github.com/raysan5/raylib
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:
parent
71373ee524
commit
aeb1a0da84
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@ -11,6 +11,7 @@
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#include "raylib.h"
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#include "rlgl.h"
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#include "raymath.h"
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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@ -48,14 +48,14 @@
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*
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********************************************************************************************/
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#define RLGL_IMPLEMENTATION
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#define RLGL_STANDALONE
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#include "rlgl.h" // OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2
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#define RAYMATH_STANDALONE
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#define RAYMATH_HEADER_ONLY
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#include "raymath.h" // Vector3, Quaternion and Matrix functionality
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#define RLGL_IMPLEMENTATION
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#define RLGL_STANDALONE
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#include "rlgl.h" // OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2
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#if defined(__EMSCRIPTEN__)
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#define GLFW_INCLUDE_ES2
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#endif
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@ -116,22 +116,10 @@ static void DrawCubeWires(Vector3 position, float width, float height, float len
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static void DrawRectangleV(Vector2 position, Vector2 size, Color color);
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// NOTE: We used raymath to get this functionality but it can be implemented here
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//static rlMatrix MatrixIdentity(void);
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//static rlMatrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far);
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//static rlMatrix MatrixPerspective(double fovy, double aspect, double near, double far);
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//static rlMatrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up);
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rlMatrix rlMatrixFromMatrix(Matrix mat)
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{
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rlMatrix result = {
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mat.m0, mat.m4, mat.m8, mat.m12, // Matrix first row (4 comat.mponents)
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mat.m1, mat.m5, mat.m9, mat.m13, // Matrix second row (4 comat.mponents)
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mat.m2, mat.m6, mat.m10, mat.m14, // Matrix third row (4 comat.mponents)
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mat.m3, mat.m7, mat.m11, mat.m15, // Matrix fourth row (4 comat.mponents)
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};
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return result;
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}
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//static Matrix MatrixIdentity(void);
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//static Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far);
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//static Matrix MatrixPerspective(double fovy, double aspect, double near, double far);
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//static Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up);
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//----------------------------------------------------------------------------------
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// Main Entry point
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@ -226,8 +214,8 @@ int main(void)
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Matrix matProj = MatrixPerspective((double)(camera.fovy*DEG2RAD), (double)screenWidth/(double)screenHeight, 0.01, 1000.0);
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Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
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rlSetMatrixModelview(rlMatrixFromMatrix(matView)); // Set internal modelview matrix (default shader)
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rlSetMatrixProjection(rlMatrixFromMatrix(matProj)); // Set internal projection matrix (default shader)
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rlSetMatrixModelview(matView); // Set internal modelview matrix (default shader)
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rlSetMatrixProjection(matProj); // Set internal projection matrix (default shader)
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DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
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DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, RAYWHITE);
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@ -244,8 +232,8 @@ int main(void)
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matProj = MatrixOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0);
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matView = MatrixIdentity();
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rlSetMatrixModelview(rlMatrixFromMatrix(matView)); // Set internal modelview matrix (default shader)
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rlSetMatrixProjection(rlMatrixFromMatrix(matProj)); // Set internal projection matrix (default shader)
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rlSetMatrixModelview(matView); // Set internal modelview matrix (default shader)
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rlSetMatrixProjection(matProj); // Set internal projection matrix (default shader)
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#else // Let rlgl generate and multiply matrix internally
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@ -77,7 +77,7 @@ int main(void)
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// Try reloading updated shader
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Shader updatedShader = LoadShader(0, TextFormat(fragShaderFileName, GLSL_VERSION));
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if (updatedShader.id != rlGetShaderDefault().id) // It was correctly loaded
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if (updatedShader.id != rlGetShaderIdDefault()) // It was correctly loaded
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{
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UnloadShader(shader);
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shader = updatedShader;
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@ -2185,8 +2185,8 @@ void BeginVrStereoMode(VrStereoConfig config)
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rlEnableStereoRender();
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// Set stereo render matrices
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rlSetMatrixProjectionStereo(rlMatrixFromMatrix(config.projection[0]), rlMatrixFromMatrix(config.projection[1]));
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rlSetMatrixViewOffsetStereo(rlMatrixFromMatrix(config.viewOffset[0]), rlMatrixFromMatrix(config.viewOffset[1]));
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rlSetMatrixProjectionStereo(config.projection[0], config.projection[1]);
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rlSetMatrixViewOffsetStereo(config.viewOffset[0], config.viewOffset[1]);
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}
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// End VR drawing process (and desktop mirror)
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@ -2381,7 +2381,7 @@ void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniform
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void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat)
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{
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rlEnableShader(shader.id);
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rlSetUniformMatrix(locIndex, rlMatrixFromMatrix(mat));
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rlSetUniformMatrix(locIndex, mat);
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//rlDisableShader();
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}
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24
src/models.c
24
src/models.c
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// That's because BeginMode3D() sets it and there is no model-drawing function
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// that modifies it, all use rlPushMatrix() and rlPopMatrix()
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Matrix matModel = MatrixIdentity();
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Matrix matView = rlMatrixToMatrix(rlGetMatrixModelview());
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Matrix matView = rlGetMatrixModelview();
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Matrix matModelView = MatrixIdentity();
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Matrix matProjection = rlMatrixToMatrix(rlGetMatrixProjection());
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Matrix matProjection = rlGetMatrixProjection();
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// Upload view and projection matrices (if locations available)
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if (material.shader.locs[SHADER_LOC_MATRIX_VIEW] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_VIEW], rlMatrixFromMatrix(matView));
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if (material.shader.locs[SHADER_LOC_MATRIX_PROJECTION] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_PROJECTION], rlMatrixFromMatrix(matProjection));
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if (material.shader.locs[SHADER_LOC_MATRIX_VIEW] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_VIEW], matView);
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if (material.shader.locs[SHADER_LOC_MATRIX_PROJECTION] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_PROJECTION], matProjection);
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if (instancing)
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{
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// Accumulate internal matrix transform (push/pop) and view matrix
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// NOTE: In this case, model instance transformation must be computed in the shader
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matModelView = MatrixMultiply(rlMatrixToMatrix(rlGetMatrixTransform()), matView);
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matModelView = MatrixMultiply(rlGetMatrixTransform(), matView);
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}
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else
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{
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// Model transformation matrix is send to shader uniform location: SHADER_LOC_MATRIX_MODEL
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if (material.shader.locs[SHADER_LOC_MATRIX_MODEL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MODEL], rlMatrixFromMatrix(transforms[0]));
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if (material.shader.locs[SHADER_LOC_MATRIX_MODEL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MODEL], transforms[0]);
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// Accumulate several model transformations:
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// transforms[0]: model transformation provided (includes DrawModel() params combined with model.transform)
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// rlGetMatrixTransform(): rlgl internal transform matrix due to push/pop matrix stack
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matModel = MatrixMultiply(transforms[0], rlMatrixToMatrix(rlGetMatrixTransform()));
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matModel = MatrixMultiply(transforms[0], rlGetMatrixTransform());
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// Get model-view matrix
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matModelView = MatrixMultiply(matModel, matView);
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}
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// Upload model normal matrix (if locations available)
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if (material.shader.locs[SHADER_LOC_MATRIX_NORMAL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_NORMAL], rlMatrixFromMatrix(MatrixTranspose(MatrixInvert(matModel))));
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if (material.shader.locs[SHADER_LOC_MATRIX_NORMAL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_NORMAL], MatrixTranspose(MatrixInvert(matModel)));
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//-----------------------------------------------------
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// Bind active texture maps (if available)
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{
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// Setup current eye viewport (half screen width)
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rlViewport(eye*rlGetFramebufferWidth()/2, 0, rlGetFramebufferWidth()/2, rlGetFramebufferHeight());
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matModelViewProjection = MatrixMultiply(MatrixMultiply(matModelView, rlMatrixToMatrix(rlGetMatrixViewOffsetStereo(eye))), rlMatrixToMatrix(rlGetMatrixProjectionStereo(eye)));
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matModelViewProjection = MatrixMultiply(MatrixMultiply(matModelView, rlGetMatrixViewOffsetStereo(eye)), rlGetMatrixProjectionStereo(eye));
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}
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// Send combined model-view-projection matrix to shader
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rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MVP], rlMatrixFromMatrix(matModelViewProjection));
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rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MVP], matModelViewProjection);
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if (instancing) // Draw mesh instanced
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{
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else
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{
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// Restore rlgl internal modelview and projection matrices
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rlSetMatrixModelview(rlMatrixFromMatrix(matView));
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rlSetMatrixProjection(rlMatrixFromMatrix(matProjection));
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rlSetMatrixModelview(matView);
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rlSetMatrixProjection(matProjection);
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}
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#endif
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}
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131
src/rlgl.h
131
src/rlgl.h
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#define MAX_BATCH_ACTIVE_TEXTURES 4 // Maximum number of additional textures that can be activated on batch drawing (SetShaderValueTexture())
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#endif
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// Internal rlMatrix stack
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// Internal Matrix stack
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#ifndef MAX_MATRIX_STACK_SIZE
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#define MAX_MATRIX_STACK_SIZE 32 // Maximum size of rlMatrix stack
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#define MAX_MATRIX_STACK_SIZE 32 // Maximum size of Matrix stack
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#endif
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// Vertex buffers id limit
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#define RL_TEXTURE_WRAP_MIRROR_REPEAT 0x8370 // GL_MIRRORED_REPEAT
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#define RL_TEXTURE_WRAP_MIRROR_CLAMP 0x8742 // GL_MIRROR_CLAMP_EXT
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// rlMatrix modes (equivalent to OpenGL)
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// Matrix modes (equivalent to OpenGL)
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#define RL_MODELVIEW 0x1700 // GL_MODELVIEW
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#define RL_PROJECTION 0x1701 // GL_PROJECTION
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#define RL_TEXTURE 0x1702 // GL_TEXTURE
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RL_ATTACHMENT_RENDERBUFFER = 200,
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} rlFramebufferAttachTextureType;
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// rlMatrix, 4x4 components, column major, OpenGL style, right handed
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// NOTE: This struct is aligned with raylib struct Matrix
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typedef struct rlMatrix {
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float m0, m4, m8, m12; // Matrix first row (4 components)
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float m1, m5, m9, m13; // Matrix second row (4 components)
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float m2, m6, m10, m14; // Matrix third row (4 components)
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float m3, m7, m11, m15; // Matrix fourth row (4 components)
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} rlMatrix;
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// Dynamic vertex buffers (position + texcoords + colors + indices arrays)
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typedef struct rlVertexBuffer {
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int elementsCount; // Number of elements in the buffer (QUADS)
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//unsigned int shaderId; // Shader id to be used on the draw -> Using RLGL.currentShaderId
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unsigned int textureId; // Texture id to be used on the draw -> Use to create new draw call if changes
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//rlMatrix projection; // Projection matrix for this draw -> Using RLGL.projection by default
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//rlMatrix modelview; // Modelview matrix for this draw -> Using RLGL.modelview by default
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//Matrix projection; // Projection matrix for this draw -> Using RLGL.projection by default
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//Matrix modelview; // Modelview matrix for this draw -> Using RLGL.modelview by default
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} rlDrawCall;
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// rlRenderBatch type
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#endif
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//------------------------------------------------------------------------------------
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// Functions Declaration - rlMatrix operations
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// Functions Declaration - Matrix operations
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//------------------------------------------------------------------------------------
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RLAPI void rlMatrixMode(int mode); // Choose the current matrix to be transformed
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RLAPI void rlPushMatrix(void); // Push the current matrix to stack
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RLAPI int rlGetLocationUniform(unsigned int shaderId, const char *uniformName); // Get shader location uniform
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RLAPI int rlGetLocationAttrib(unsigned int shaderId, const char *attribName); // Get shader location attribute
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RLAPI void rlSetUniform(int locIndex, const void *value, int uniformType, int count); // Set shader value uniform
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RLAPI void rlSetUniformMatrix(int locIndex, rlMatrix mat); // Set shader value matrix
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RLAPI void rlSetUniformMatrix(int locIndex, Matrix mat); // Set shader value matrix
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RLAPI void rlSetUniformSampler(int locIndex, unsigned int textureId); // Set shader value sampler
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RLAPI void rlSetShader(unsigned int id, int *locs); // Set shader currently active (id and locations)
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// rlMatrix state management
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RLAPI rlMatrix rlGetMatrixModelview(void); // Get internal modelview matrix
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RLAPI rlMatrix rlGetMatrixProjection(void); // Get internal projection matrix
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RLAPI rlMatrix rlGetMatrixTransform(void); // Get internal accumulated transform matrix
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RLAPI rlMatrix rlGetMatrixProjectionStereo(int eye); // Get internal projection matrix for stereo render (selected eye)
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RLAPI rlMatrix rlGetMatrixViewOffsetStereo(int eye); // Get internal view offset matrix for stereo render (selected eye)
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RLAPI void rlSetMatrixProjection(rlMatrix proj); // Set a custom projection matrix (replaces internal projection matrix)
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RLAPI void rlSetMatrixModelview(rlMatrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
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RLAPI void rlSetMatrixProjectionStereo(rlMatrix right, rlMatrix left); // Set eyes projection matrices for stereo rendering
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RLAPI void rlSetMatrixViewOffsetStereo(rlMatrix right, rlMatrix left); // Set eyes view offsets matrices for stereo rendering
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// Matrix state management
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RLAPI Matrix rlGetMatrixModelview(void); // Get internal modelview matrix
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RLAPI Matrix rlGetMatrixProjection(void); // Get internal projection matrix
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RLAPI Matrix rlGetMatrixTransform(void); // Get internal accumulated transform matrix
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RLAPI Matrix rlGetMatrixProjectionStereo(int eye); // Get internal projection matrix for stereo render (selected eye)
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RLAPI Matrix rlGetMatrixViewOffsetStereo(int eye); // Get internal view offset matrix for stereo render (selected eye)
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RLAPI void rlSetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
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RLAPI void rlSetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
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RLAPI void rlSetMatrixProjectionStereo(Matrix right, Matrix left); // Set eyes projection matrices for stereo rendering
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RLAPI void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left); // Set eyes view offsets matrices for stereo rendering
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// Quick and dirty cube/quad buffers load->draw->unload
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RLAPI void rlLoadDrawCube(void); // Load and draw a cube
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struct {
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int currentMatrixMode; // Current matrix mode
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rlMatrix *currentMatrix; // Current matrix pointer
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rlMatrix modelview; // Default modelview matrix
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rlMatrix projection; // Default projection matrix
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rlMatrix transform; // Transform matrix to be used with rlTranslate, rlRotate, rlScale
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Matrix *currentMatrix; // Current matrix pointer
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Matrix modelview; // Default modelview matrix
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Matrix projection; // Default projection matrix
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Matrix transform; // Transform matrix to be used with rlTranslate, rlRotate, rlScale
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bool transformRequired; // Require transform matrix application to current draw-call vertex (if required)
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rlMatrix stack[MAX_MATRIX_STACK_SIZE];// rlMatrix stack for push/pop
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int stackCounter; // rlMatrix stack counter
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Matrix stack[MAX_MATRIX_STACK_SIZE];// Matrix stack for push/pop
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int stackCounter; // Matrix stack counter
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unsigned int defaultTextureId; // Default texture used on shapes/poly drawing (required by shader)
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unsigned int activeTextureId[MAX_BATCH_ACTIVE_TEXTURES]; // Active texture ids to be enabled on batch drawing (0 active by default)
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int *currentShaderLocs; // Current shader locations pointer to be used on rendering (by default, defaultShaderLocs)
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bool stereoRender; // Stereo rendering flag
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rlMatrix projectionStereo[2]; // VR stereo rendering eyes projection matrices
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rlMatrix viewOffsetStereo[2]; // VR stereo rendering eyes view offset matrices
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Matrix projectionStereo[2]; // VR stereo rendering eyes projection matrices
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Matrix viewOffsetStereo[2]; // VR stereo rendering eyes view offset matrices
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int currentBlendMode; // Blending mode active
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int glBlendSrcFactor; // Blending source factor
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#endif
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static int rlGetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture)
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// Auxiliar matrix math functions
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static rlMatrix rlMatrixIdentity(void); // Get identity matrix
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static rlMatrix rlMatrixMultiply(rlMatrix left, rlMatrix right); // Multiply two matrices
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static Matrix rlMatrixIdentity(void); // Get identity matrix
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static Matrix rlMatrixMultiply(Matrix left, Matrix right); // Multiply two matrices
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//----------------------------------------------------------------------------------
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// Module Functions Definition - rlMatrix operations
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// Module Functions Definition - Matrix operations
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//----------------------------------------------------------------------------------
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#if defined(GRAPHICS_API_OPENGL_11)
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// Push the current matrix into RLGL.State.stack
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void rlPushMatrix(void)
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{
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if (RLGL.State.stackCounter >= MAX_MATRIX_STACK_SIZE) TRACELOG(LOG_ERROR, "RLGL: rlMatrix stack overflow (MAX_MATRIX_STACK_SIZE)");
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if (RLGL.State.stackCounter >= MAX_MATRIX_STACK_SIZE) TRACELOG(LOG_ERROR, "RLGL: Matrix stack overflow (MAX_MATRIX_STACK_SIZE)");
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if (RLGL.State.currentMatrixMode == RL_MODELVIEW)
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{
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@ -976,7 +967,7 @@ void rlPopMatrix(void)
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{
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if (RLGL.State.stackCounter > 0)
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{
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rlMatrix mat = RLGL.State.stack[RLGL.State.stackCounter - 1];
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Matrix mat = RLGL.State.stack[RLGL.State.stackCounter - 1];
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*RLGL.State.currentMatrix = mat;
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RLGL.State.stackCounter--;
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}
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@ -997,7 +988,7 @@ void rlLoadIdentity(void)
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// Multiply the current matrix by a translation matrix
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void rlTranslatef(float x, float y, float z)
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{
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rlMatrix matTranslation = {
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Matrix matTranslation = {
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1.0f, 0.0f, 0.0f, x,
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0.0f, 1.0f, 0.0f, y,
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0.0f, 0.0f, 1.0f, z,
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@ -1012,7 +1003,7 @@ void rlTranslatef(float x, float y, float z)
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// 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;
|
||||
|
|
23
src/utils.c
23
src/utils.c
|
@ -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; }
|
||||
|
|
|
@ -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!
|
||||
|
|
Loading…
Reference in New Issue