Adapt multiple functions to rlgl

Nearly a complete rework of Models module
Some teaks on multiple functions
This commit is contained in:
raysan5 2014-04-04 20:11:57 +02:00
parent 79cf87d91d
commit c04f37d0f5
8 changed files with 760 additions and 454 deletions

View File

@ -131,7 +131,7 @@ Sound LoadSound(char *fileName)
// NOTE: Buffer space is allocated inside LoadWAV, Wave must be freed
Wave wave = LoadWAV(fileName);
ALenum format;
ALenum format = 0;
// The OpenAL format is worked out by looking at the number of channels and the bits per sample
if (wave.channels == 1)
{
@ -257,7 +257,7 @@ Sound LoadSoundFromRES(const char *rresName, int resId)
free(data);
// Convert wave to Sound (OpenAL)
ALenum format;
ALenum format = 0;
// The OpenAL format is worked out by looking at the number of channels and the bits per sample
if (wave.channels == 1)

File diff suppressed because it is too large Load Diff

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@ -355,15 +355,17 @@ const char *FormatText(const char *text, ...);
void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube
void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires
void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float lenght, Color color); // Draw cube textured
void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
void DrawSphereWires(Vector3 centerPos, float radius, Color color); // Draw sphere wires
void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
void DrawPlane(Vector3 centerPos, Vector2 size, Vector3 rotation, Color color); // Draw a plane
void DrawPlaneEx(Vector3 centerPos, Vector2 size, Vector3 rotation, int slicesX, int slicesZ, Color color); // Draw a plane with divisions
void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
void DrawGizmo(Vector3 position, bool orbits); // Draw gizmo (with or without orbits)
void DrawGizmo(Vector3 position); // Draw simple gizmo
void DrawGizmoEx(Vector3 position, Vector3 rotation, float scale, bool orbits); // Draw gizmo with extended parameters
//DrawTorus(), DrawTeapot() are useless...
//------------------------------------------------------------------------------------

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@ -49,9 +49,9 @@
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
#define MATRIX_STACK_SIZE 16 // TODO: REVIEW: Matrix stack required?
#define MATRIX_STACK_SIZE 16 // Matrix stack max size
#define MAX_DRAWS_BY_TEXTURE 256 // Draws are organized by texture changes
#define TEMP_VERTEX_BUFFER_SIZE 1024 // Temporal Vertex Buffer (required for post-transformations)
#define TEMP_VERTEX_BUFFER_SIZE 1024 // Temporal Vertex Buffer (required for vertex-transformations)
//----------------------------------------------------------------------------------
// Types and Structures Definition
@ -67,7 +67,7 @@ typedef struct {
float *vertices; // 3 components per vertex
float *colors; // 4 components per vertex
} VertexPositionColorBuffer;
/*
typedef struct {
int vCounter;
int tcCounter;
@ -76,7 +76,17 @@ typedef struct {
float *texcoords; // 2 components per vertex
float *colors; // 4 components per vertex
} VertexPositionColorTextureBuffer;
*/
/*
typedef struct {
int vCounter;
int tcCounter;
int nCounter;
float *vertices; // 3 components per vertex
float *texcoords; // 2 components per vertex
float *normals; // 3 components per vertex
} VertexPositionTextureNormalBuffer;
*/
typedef struct {
int vCounter;
int tcCounter;
@ -108,8 +118,8 @@ static int currentMatrixMode;
static DrawMode currentDrawMode;
// Vertex arrays for lines, triangles and quads
static VertexPositionColorBuffer lines;
static VertexPositionColorTextureBuffer triangles;
static VertexPositionColorBuffer lines; // No texture support
static VertexPositionColorBuffer triangles; // No texture support
static VertexPositionColorTextureIndexBuffer quads;
// Vetex-Fragment Shader Program ID
@ -614,6 +624,14 @@ void rlDeleteTextures(unsigned int id)
glDeleteTextures(1, &id);
}
// Unload vertex data from GPU memory
void rlDeleteVertexArrays(unsigned int id)
{
#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2)
glDeleteVertexArrays(1, &id);
#endif
}
// Clear color buffer with color
void rlClearColor(byte r, byte g, byte b, byte a)
{
@ -655,10 +673,11 @@ void rlglInit()
if (glewIsSupported("GL_VERSION_3_3")) printf("OpenGL 3.3 initialized\n");
/*
// TODO: GLEW is a big library that loads ALL extensions, maybe using glad we can only load required ones...
if (!gladLoadGL())
{
printf("Something went wrong!\n");
exit(-1);
fprintf(stderr, printf("Failed to initialize glad.\n");
exit(1);
}
*/
// Set default draw mode
@ -694,7 +713,7 @@ void rlglInit()
printf("Vendor: %s\n", glGetString(GL_VENDOR));
printf("Renderer: %s\n", glGetString(GL_RENDERER));
printf("Version: %s\n", glGetString(GL_VERSION));
printf("GLSL: %s\n\n", glGetString(0x8B8C)); // GL_SHADING_LANGUAGE_VERSION
printf("GLSL: %s\n\n", glGetString(0x8B8C)); //GL_SHADING_LANGUAGE_VERSION
InitializeBuffers(); // Init vertex arrays
InitializeVAOs(); // Init VBO and VAO
@ -707,7 +726,7 @@ void rlglInit()
// Create default white texture for plain colors (required by shader)
unsigned char pixels[4] = { 255, 255, 255, 255 }; // 1 pixel RGBA (4 bytes)
whiteTexture = rlglTexture(1, 1, pixels);
whiteTexture = rlglLoadTexture(1, 1, pixels);
// Init draw calls tracking system
draws = (DrawCall *)malloc(sizeof(DrawCall)*MAX_DRAWS_BY_TEXTURE);
@ -794,8 +813,12 @@ void rlglDraw()
if (triangles.vCounter > 0)
{
glBindTexture(GL_TEXTURE_2D, whiteTexture);
glBindVertexArray(vaoTriangles);
glDrawArrays(GL_TRIANGLES, 0, triangles.vCounter);
glBindTexture(GL_TEXTURE_2D, 0);
}
if (quads.vCounter > 0)
@ -830,8 +853,6 @@ void rlglDraw()
glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_INT, (GLvoid*) (sizeof(GLuint) * indicesOffset));
indicesOffset += draws[i].vCount/4*6;
//printf("-------Next vertex offset: %i\n", indicesOffset/6*4);
}
}
@ -849,7 +870,7 @@ void rlglDraw()
lines.cCounter = 0;
triangles.vCounter = 0;
triangles.vCounter = 0;
triangles.cCounter = 0;
quads.vCounter = 0;
quads.tcCounter = 0;
@ -861,6 +882,58 @@ void rlglDraw()
#endif
}
void rlglDrawModel(Model model, bool wires)
{
if (wires) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
#ifdef USE_OPENGL_11
// NOTE: For models we use Vertex Arrays (OpenGL 1.1)
glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array
glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable texture coords array
glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array
glVertexPointer(3, GL_FLOAT, 0, model.vertices); // Pointer to vertex coords array
glTexCoordPointer(2, GL_FLOAT, 0, model.texcoords); // Pointer to texture coords array
glNormalPointer(GL_FLOAT, 0, model.normals); // Pointer to normals array
//glColorPointer(4, GL_UNSIGNED_BYTE, 0, model.colors); // Pointer to colors array (NOT USED)
rlPushMatrix();
rlTranslatef(position.x, position.y, position.z);
//glRotatef(rotation * GetFrameTime(), 0, 1, 0);
rlScalef(scale, scale, scale);
rlColor4ub(color.r, color.g, color.b, color.a);
glDrawArrays(GL_TRIANGLES, 0, model.numVertices);
rlPopMatrix();
glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array
glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array
glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array
#endif
#ifdef USE_OPENGL_33
glUseProgram(shaderProgram); // Use our shader
Matrix modelview2 = MatrixMultiply(model.transform, modelview);
// NOTE: Drawing in OpenGL 3.3+, transform is passed to shader
glUniformMatrix4fv(projectionMatrixLoc, 1, false, GetMatrixVector(projection));
glUniformMatrix4fv(modelviewMatrixLoc, 1, false, GetMatrixVector(modelview2));
glUniform1i(textureLoc, 0);
glBindVertexArray(model.vaoId);
//glBindTexture(GL_TEXTURE_2D, model.textureId);
glDrawArrays(GL_TRIANGLES, 0, model.numVertices);
//glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
glBindVertexArray(0); // Unbind VAO
#endif
if (wires) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
#endif
// Initialize Graphics Device (OpenGL stuff)
@ -909,7 +982,7 @@ void rlglInitGraphicsDevice(int fbWidth, int fbHeight)
// Convert image data to OpenGL texture (returns OpenGL valid Id)
// NOTE: Image is not unloaded, it should be done manually...
unsigned int rlglTexture(int width, int height, unsigned char *pixels)
unsigned int rlglLoadTexture(int width, int height, unsigned char *pixels)
{
glBindTexture(GL_TEXTURE_2D,0); // Free any old binding
@ -926,7 +999,7 @@ unsigned int rlglTexture(int width, int height, unsigned char *pixels)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR
#ifdef USE_OPENGL_33
// Trilinear filtering!
// Trilinear filtering
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // Activate use of mipmaps (must be available)
//glGenerateMipmap(GL_TEXTURE_2D); // OpenGL 3.3!
@ -947,6 +1020,39 @@ unsigned int rlglTexture(int width, int height, unsigned char *pixels)
return id;
}
#ifdef USE_OPENGL_33
unsigned int rlglLoadModel(VertexData data)
{
GLuint vaoModel; // Vertex Array Objects (VAO)
GLuint vertexBuffer[3]; // Vertex Buffer Objects (VBO)
// Initialize Quads VAO (Buffer A)
glGenVertexArrays(1, &vaoModel);
glBindVertexArray(vaoModel);
// Create buffers for our vertex data (positions, texcoords, normals)
glGenBuffers(3, vertexBuffer);
// Enable vertex attributes
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*data.numVertices, data.vertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(vertexLoc);
glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*data.numVertices, data.texcoords, GL_STATIC_DRAW);
glEnableVertexAttribArray(texcoordLoc);
glVertexAttribPointer(texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[2]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*data.numVertices, data.normals, GL_STATIC_DRAW);
//glEnableVertexAttribArray(normalLoc);
//glVertexAttribPointer(normalLoc, 3, GL_FLOAT, 0, 0, 0);
return vaoModel;
}
#endif
// Read screen pixel data (color buffer)
unsigned char *rlglReadScreenPixels(int width, int height)
{
@ -1303,11 +1409,13 @@ static void UpdateBuffers()
// Triangles - vertex positions buffer
glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*3*MAX_TRIANGLES_BATCH, triangles.vertices, GL_DYNAMIC_DRAW);
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*3*MAX_TRIANGLES_BATCH, triangles.vertices, GL_DYNAMIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*triangles.vCounter, triangles.vertices);
// Triangles - colors buffer
glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW);
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*4*triangles.cCounter, triangles.colors);
//--------------------------------------------------------------
@ -1355,6 +1463,12 @@ static void UpdateBuffers()
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*4*quads.vCounter, quads.colors);
}
// Another option would be using buffer mapping...
//triangles.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
// Now we can modify vertices
//glUnmapBuffer(GL_ARRAY_BUFFER);
//--------------------------------------------------------------
// Unbind the current VAO

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@ -29,9 +29,15 @@
#ifndef RLGL_H
#define RLGL_H
//#define RLGL_STANDALONE // NOTE: To use rlgl as standalone lib, just uncomment this line
#ifndef RLGL_STANDALONE
#include "raylib.h" // Required for typedef: Model
#endif
// Select desired OpenGL version
//#define USE_OPENGL_11
#define USE_OPENGL_33
#define USE_OPENGL_11
//#define USE_OPENGL_33
//#define USE_OPENGL_ES2
//----------------------------------------------------------------------------------
@ -50,6 +56,29 @@ typedef enum { RL_PROJECTION, RL_MODELVIEW, RL_TEXTURE } MatrixMode;
typedef enum { RL_LINES, RL_TRIANGLES, RL_QUADS } DrawMode;
#ifdef RLGL_STANDALONE
typedef struct Model Model;
#endif
typedef struct {
int numVertices;
float *vertices; // 3 components per vertex
float *texcoords; // 2 components per vertex
float *normals; // 3 components per vertex
} VertexData;
#ifdef USE_OPENGL_11
struct Model {
VertexData data;
};
#else
struct Model {
unsigned int vaoId;
Matrix transform;
int numVertices;
};
#endif
#ifdef __cplusplus
extern "C" { // Prevents name mangling of functions
#endif
@ -88,7 +117,8 @@ void rlColor4f(float x, float y, float z, float w); // Define one vertex (color)
//------------------------------------------------------------------------------------
void rlEnableTexture(unsigned int id); // Enable texture usage
void rlDisableTexture(); // Disable texture usage
void rlDeleteTextures(unsigned int id); // Delete OpenGL texture
void rlDeleteTextures(unsigned int id); // Delete OpenGL texture from GPU
void rlDeleteVertexArrays(unsigned int id); // Unload vertex data from GPU memory
void rlClearColor(byte r, byte g, byte b, byte a); // Clear color buffer with color
void rlClearScreenBuffers(); // Clear used screen buffers (color and depth)
@ -96,13 +126,15 @@ void rlClearScreenBuffers(); // Clear used screen buffers (color
// Functions Declaration - rlgl functionality
//------------------------------------------------------------------------------------
#ifdef USE_OPENGL_33
void rlglInit(); // Initialize rlgl (shaders, VAO, VBO...)
void rlglClose(); // De-init rlgl
void rlglDraw(); // Draw VAOs
void rlglInit(); // Initialize rlgl (shaders, VAO, VBO...)
void rlglClose(); // De-init rlgl
void rlglDraw(); // Draw VAOs
unsigned int rlglLoadModel(VertexData data);
#endif
void rlglDrawModel(Model model, bool wires); // Draw model
void rlglInitGraphicsDevice(int fbWidth, int fbHeight); // Initialize Graphics Device (OpenGL stuff)
unsigned int rlglTexture(int width, int height, unsigned char *pixels); // Create OpenGL texture
unsigned int rlglLoadTexture(int width, int height, unsigned char *pixels); // Load in GPU OpenGL texture
byte *rlglReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
#ifdef USE_OPENGL_33

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@ -96,7 +96,6 @@ void DrawLineV(Vector2 startPos, Vector2 endPos, Color color)
}
// Draw a color-filled circle
// TODO: Review, on some GPUs is drawn with a weird transparency (GL_POLYGON_SMOOTH issue?)
void DrawCircle(int centerX, int centerY, float radius, Color color)
{
DrawPoly((Vector2){centerX, centerY}, 360, radius, 0, color);
@ -107,13 +106,13 @@ void DrawCircle(int centerX, int centerY, float radius, Color color)
void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2)
{
rlBegin(RL_TRIANGLES);
for (int i=0; i <= 360; i += 2) //i++ --> Step = 1.0 pixels
for (int i=0; i < 360; i += 2)
{
rlColor4ub(color1.r, color1.g, color1.b, color1.a);
rlVertex2i(centerX, centerY);
rlColor4ub(color2.r, color2.g, color2.b, color2.a);
rlVertex2f(centerX + sin(DEG2RAD*i) * radius, centerY + cos(DEG2RAD*i) * radius);
rlVertex2f(centerX + sin(DEG2RAD*(i+1)) * radius, centerY + cos(DEG2RAD*(i+1)) * radius);
rlVertex2f(centerX + sin(DEG2RAD*(i+2)) * radius, centerY + cos(DEG2RAD*(i+2)) * radius);
}
rlEnd();
}
@ -127,7 +126,7 @@ void DrawCircleV(Vector2 center, float radius, Color color)
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2i(center.x, center.y);
rlVertex2f(center.x + sin(DEG2RAD*i) * radius, center.y + cos(DEG2RAD*i) * radius);
rlVertex2f(center.x + sin(DEG2RAD*(i+1)) * radius, center.y + cos(DEG2RAD*(i+1)) * radius);
rlVertex2f(center.x + sin(DEG2RAD*(i+2)) * radius, center.y + cos(DEG2RAD*(i+2)) * radius);
}
rlEnd();
}
@ -135,9 +134,6 @@ void DrawCircleV(Vector2 center, float radius, Color color)
// Draw circle outline
void DrawCircleLines(int centerX, int centerY, float radius, Color color)
{
//glEnable(GL_LINE_SMOOTH); // Smoothies circle outline (anti-aliasing applied)
//glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); // Best quality for line smooth (anti-aliasing best algorithm)
rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
@ -148,10 +144,6 @@ void DrawCircleLines(int centerX, int centerY, float radius, Color color)
rlVertex2f(centerX + sin(DEG2RAD*(i+1)) * radius, centerY + cos(DEG2RAD*(i+1)) * radius);
}
rlEnd();
//glDisable(GL_LINE_SMOOTH);
// TODO: Draw all lines with line smooth??? --> Do it before drawing lines VAO
}
// Draw a color-filled rectangle
@ -255,16 +247,17 @@ void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color col
if (sides < 3) sides = 3;
rlPushMatrix();
rlRotatef(rotation, 0, 0, 1); // TODO: compute vertex rotation manually!
rlTranslatef(center.x, center.y, 0.0);
rlRotatef(rotation, 0, 0, 1);
rlBegin(RL_TRIANGLES);
for (int i=0; i < 360; i += 2)
for (int i=0; i < 360; i += 360/sides)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2i(center.x, center.y);
rlVertex2f(center.x + sin(DEG2RAD*i) * radius, center.y + cos(DEG2RAD*i) * radius);
rlVertex2f(center.x + sin(DEG2RAD*(i+1)) * radius, center.y + cos(DEG2RAD*(i+1)) * radius);
rlVertex2i(0, 0);
rlVertex2f(sin(DEG2RAD*i) * radius, cos(DEG2RAD*i) * radius);
rlVertex2f(sin(DEG2RAD*(i+360/sides)) * radius, cos(DEG2RAD*(i+360/sides)) * radius);
}
rlEnd();
rlPopMatrix();

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@ -313,7 +313,6 @@ void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, int f
rlEnableTexture(spriteFont.texture.glId);
// Optimized to use one draw call per string
rlBegin(RL_QUADS);
for(int i = 0; i < length; i++)
{

View File

@ -273,31 +273,30 @@ void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float sc
{
rlEnableTexture(texture.glId);
// TODO: Apply rotation to vertex! --> rotate from origin CW (0, 0)
// TODO: Compute vertex scaling!
// NOTE: Rotation is applied before translation and scaling, even being called in inverse order...
// NOTE: Rotation point is upper-left corner
//rlTranslatef(position.x, position.y, 0);
//rlScalef(scale, scale, 1.0f);
//rlRotatef(rotation, 0, 0, 1);
rlPushMatrix();
rlTranslatef(position.x, position.y, 0.0);
rlScalef(scale, scale, 1.0f);
rlRotatef(rotation, 0, 0, 1);
rlBegin(RL_QUADS);
rlColor4ub(tint.r, tint.g, tint.b, tint.a);
rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer
rlBegin(RL_QUADS);
rlColor4ub(tint.r, tint.g, tint.b, tint.a);
rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer
rlTexCoord2f(0.0f, 0.0f);
rlVertex2f(position.x, position.y); // Bottom-left corner for texture and quad
rlTexCoord2f(0.0f, 0.0f);
rlVertex2f(position.x, position.y); // Bottom-left corner for texture and quad
rlTexCoord2f(0.0f, 1.0f);
rlVertex2f(position.x, position.y + texture.height); // Bottom-right corner for texture and quad
rlTexCoord2f(0.0f, 1.0f);
rlVertex2f(position.x, position.y + texture.height); // Bottom-right corner for texture and quad
rlTexCoord2f(1.0f, 1.0f);
rlVertex2f(position.x + texture.width, position.y + texture.height); // Top-right corner for texture and quad
rlTexCoord2f(1.0f, 1.0f);
rlVertex2f(position.x + texture.width, position.y + texture.height); // Top-right corner for texture and quad
rlTexCoord2f(1.0f, 0.0f);
rlVertex2f(position.x + texture.width, position.y); // Top-left corner for texture and quad
rlEnd();
rlTexCoord2f(1.0f, 0.0f);
rlVertex2f(position.x + texture.width, position.y); // Top-left corner for texture and quad
rlEnd();
rlPopMatrix();
rlDisableTexture();
}
@ -337,32 +336,33 @@ void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, V
{
rlEnableTexture(texture.glId);
// TODO: Apply translation, rotation and scaling of vertex manually!
// NOTE: First we translate texture to origin to apply rotation and translation from there
rlPushMatrix();
rlTranslatef(-origin.x, -origin.y, 0);
rlRotatef(rotation, 0, 0, 1);
rlTranslatef(destRec.x + origin.x, destRec.y + origin.y, 0);
//rlTranslatef(-origin.x, -origin.y, 0);
//rlRotatef(rotation, 0, 0, 1);
//rlTranslatef(destRec.x + origin.x, destRec.y + origin.y, 0);
rlBegin(RL_QUADS);
rlColor4ub(tint.r, tint.g, tint.b, tint.a);
rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer
rlBegin(RL_QUADS);
rlColor4ub(tint.r, tint.g, tint.b, tint.a);
rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer
// Bottom-left corner for texture and quad
rlTexCoord2f((float)sourceRec.x / texture.width, (float)sourceRec.y / texture.height);
rlVertex2f(0.0f, 0.0f);
// Bottom-left corner for texture and quad
rlTexCoord2f((float)sourceRec.x / texture.width, (float)sourceRec.y / texture.height);
rlVertex2f(0.0f, 0.0f);
// Bottom-right corner for texture and quad
rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)sourceRec.y / texture.height);
rlVertex2f(destRec.width, 0.0f);
// Bottom-right corner for texture and quad
rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)sourceRec.y / texture.height);
rlVertex2f(destRec.width, 0.0f);
// Top-right corner for texture and quad
rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
rlVertex2f(destRec.width, destRec.height);
// Top-right corner for texture and quad
rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
rlVertex2f(destRec.width, destRec.height);
// Top-left corner for texture and quad
rlTexCoord2f((float)sourceRec.x / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
rlVertex2f(0.0f, destRec.height);
rlEnd();
// Top-left corner for texture and quad
rlTexCoord2f((float)sourceRec.x / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
rlVertex2f(0.0f, destRec.height);
rlEnd();
rlPopMatrix();
rlDisableTexture();
}
@ -385,7 +385,7 @@ Texture2D CreateTexture(Image image)
j++;
}
texture.glId = rlglTexture(image.width, image.height, img);
texture.glId = rlglLoadTexture(image.width, image.height, img);
texture.width = image.width;
texture.height = image.height;