Merge pull request #66 from victorfisac/develop
New matrix location points, lighting and physics engine modules with examples
This commit is contained in:
commit
e8c79f53a6
190
examples/lighting_blinn_phong.c
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190
examples/lighting_blinn_phong.c
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/*******************************************************************************************
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*
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* raylib [lighting] example - Basic Phong lighting
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*
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* Welcome to raylib!
|
||||
*
|
||||
* To test examples, just press F6 and execute raylib_compile_execute script
|
||||
* Note that compiled executable is placed in the same folder as .c file
|
||||
*
|
||||
* You can find all basic examples on C:\raylib\raylib\examples folder or
|
||||
* raylib official webpage: www.raylib.com
|
||||
*
|
||||
* Enjoy using raylib. :)
|
||||
*
|
||||
* This example has been created using raylib 1.3 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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||||
*
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* Copyright (c) 2015 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#define SHININESS_SPEED 1.0f
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#define LIGHT_SPEED 0.25f
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int main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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SetConfigFlags(FLAG_MSAA_4X_HINT);
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InitWindow(screenWidth, screenHeight, "raylib [lighting] example - blinn phong lighting");
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SetTargetFPS(60);
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// Camera initialization
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Camera camera = {{ 10.0, 8.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
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// Model initialization
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Vector3 position = { 0.0, 0.0, 0.0 };
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Model model = LoadModel("resources/model/dwarf.obj");
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// Shader shader = LoadShader("resources/shaders/phong.vs", "resources/shaders/phong.fs");
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SetModelShader(&model, shader);
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// Shader locations initialization
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int lIntensityLoc = GetShaderLocation(shader, "light_intensity");
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int lAmbientLoc = GetShaderLocation(shader, "light_ambientColor");
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int lDiffuseLoc = GetShaderLocation(shader, "light_diffuseColor");
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int lSpecularLoc = GetShaderLocation(shader, "light_specularColor");
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int lSpecIntensityLoc = GetShaderLocation(shader, "light_specIntensity");
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int mAmbientLoc = GetShaderLocation(shader, "mat_ambientColor");
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int mSpecularLoc = GetShaderLocation(shader, "mat_specularColor");
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int mGlossLoc = GetShaderLocation(shader, "mat_glossiness");
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// Camera and light vectors shader locations
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int cameraLoc = GetShaderLocation(shader, "cameraPos");
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int lightLoc = GetShaderLocation(shader, "lightPos");
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// Light and material definitions
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Light directionalLight;
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Material blinnMaterial;
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// Light initialization
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SetLightPosition(&directionalLight, (Vector3){5.0f, 1.0f, 1.0f});
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SetLightRotation(&directionalLight, (Vector3){5.0f, 1.0f, 1.0f});
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SetLightIntensity(&directionalLight, 1);
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SetLightAmbientColor(&directionalLight, (Vector3){0.6f, 0.3f, 0});
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SetLightDiffuseColor(&directionalLight, (Vector3){1, 1, 1});
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SetLightSpecularColor(&directionalLight, (Vector3){1, 1, 1});
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SetLightSpecIntensity(&directionalLight, 1);
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// Material initialization
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SetMaterialAmbientColor(&blinnMaterial, (Vector3){0.2f, 0.2f, 0.2f});
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SetMaterialDiffuseColor(&blinnMaterial, (Vector3){1.0f, 1.0f, 1.0f});
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SetMaterialSpecularColor(&blinnMaterial, (Vector3){1.0f, 1.0f, 1.0f});
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SetMaterialGlossiness(&blinnMaterial, 50);
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// Setup camera
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SetCameraMode(CAMERA_FREE); // Set camera mode
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SetCameraPosition(camera.position); // Set internal camera position to match our camera position
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SetCameraTarget(camera.target); // Set internal camera target to match our camera target
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float cameraPosition[3] = { camera.position.x, camera.position.y, camera.position.z }; // Camera position vector in float array
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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// Update camera position and its float array for shader
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UpdateCamera(&camera);
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cameraPosition[0] = camera.position.x;
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cameraPosition[1] = camera.position.y;
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cameraPosition[2] = camera.position.z;
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// Glossiness input control
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if(IsKeyDown(KEY_UP))
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{
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blinnMaterial.glossiness[0] += SHININESS_SPEED;
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}
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else if(IsKeyDown(KEY_DOWN))
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{
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blinnMaterial.glossiness[0] -= SHININESS_SPEED;
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if(blinnMaterial.glossiness[0] < 0) blinnMaterial.glossiness[0] = 0;
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}
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// Light X movement
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if(IsKeyDown(KEY_D))
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{
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directionalLight.position[0] += LIGHT_SPEED;
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}
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else if(IsKeyDown(KEY_A))
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{
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directionalLight.position[0] -= LIGHT_SPEED;
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}
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// Light Y movement
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if(IsKeyDown(KEY_LEFT_SHIFT))
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{
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directionalLight.position[1] += LIGHT_SPEED;
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}
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else if(IsKeyDown(KEY_LEFT_CONTROL))
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{
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directionalLight.position[1] -= LIGHT_SPEED;
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}
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// Light Z movement
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if(IsKeyDown(KEY_S))
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{
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directionalLight.position[2] += LIGHT_SPEED;
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}
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else if(IsKeyDown(KEY_W))
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{
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directionalLight.position[2] -= LIGHT_SPEED;
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}
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// Send light values to shader
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SetShaderValue(shader, lIntensityLoc, directionalLight.intensity, 1);
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SetShaderValue(shader, lAmbientLoc, directionalLight.ambientColor, 3);
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SetShaderValue(shader, lDiffuseLoc, directionalLight.diffuseColor, 3);
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SetShaderValue(shader, lSpecularLoc, directionalLight.specularColor, 3);
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SetShaderValue(shader, lSpecIntensityLoc, directionalLight.specularIntensity, 1);
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// Send material values to shader
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SetShaderValue(shader, mAmbientLoc, blinnMaterial.ambientColor, 3);
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SetShaderValue(shader, mSpecularLoc, blinnMaterial.specularColor, 3);
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SetShaderValue(shader, mGlossLoc, blinnMaterial.glossiness, 1);
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// Send camera and light transform values to shader
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SetShaderValue(shader, cameraLoc, cameraPosition, 3);
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SetShaderValue(shader, lightLoc, directionalLight.position, 3);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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Begin3dMode(camera);
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DrawModel(model, position, 0.1f, (Color){255 * blinnMaterial.diffuseColor[0], 255 * blinnMaterial.diffuseColor[1], 255 * blinnMaterial.diffuseColor[2], 255});
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DrawSphere((Vector3){directionalLight.position[0], directionalLight.position[1], directionalLight.position[2]}, 1, YELLOW);
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End3dMode();
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// Draw FPS
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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// Unload all loaded data
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UnloadShader(shader);
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UnloadModel(model);
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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BIN
examples/lighting_blinn_phong.png
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BIN
examples/lighting_blinn_phong.png
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Binary file not shown.
After Width: | Height: | Size: 49 KiB |
144
examples/physics_basic_rigidbody.c
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144
examples/physics_basic_rigidbody.c
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/*******************************************************************************************
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*
|
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* raylib [physics] example - Basic rigidbody
|
||||
*
|
||||
* Welcome to raylib!
|
||||
*
|
||||
* To test examples, just press F6 and execute raylib_compile_execute script
|
||||
* Note that compiled executable is placed in the same folder as .c file
|
||||
*
|
||||
* You can find all basic examples on C:\raylib\raylib\examples folder or
|
||||
* raylib official webpage: www.raylib.com
|
||||
*
|
||||
* Enjoy using raylib. :)
|
||||
*
|
||||
* This example has been created using raylib 1.3 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
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* Copyright (c) 2015 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#define OBJECT_SIZE 50
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#define PLAYER_INDEX 0
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int main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [physics] example - basic rigidbody");
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SetTargetFPS(60); // Enable v-sync
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InitPhysics(); // Initialize internal physics values (max rigidbodies/colliders available: 1024)
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// Physics initialization
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Physics worldPhysics = {true, false, (Vector2){0, -9.81f}};
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// Set internal physics settings
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SetPhysics(worldPhysics);
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// Object initialization
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Transform player = (Transform){(Vector2){(screenWidth - OBJECT_SIZE) / 2, (screenHeight - OBJECT_SIZE) / 2}, 0.0f, (Vector2){OBJECT_SIZE, OBJECT_SIZE}};
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AddCollider(PLAYER_INDEX, (Collider){true, RectangleCollider, (Rectangle){player.position.x, player.position.y, player.scale.x, player.scale.y}, 0});
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AddRigidbody(PLAYER_INDEX, (Rigidbody){true, 1.0f, (Vector2){0, 0}, (Vector2){0, 0}, false, false, true, 0.5f, 1.0f});
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// Floor initialization
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// NOTE: floor doesn't need a rigidbody because it's a static physic object, just a collider to collide with other dynamic colliders (with rigidbody)
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Transform floor = (Transform){(Vector2){0, screenHeight * 0.8f}, 0.0f, (Vector2){screenWidth, screenHeight * 0.2f}};
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AddCollider(PLAYER_INDEX + 1, (Collider){true, RectangleCollider, (Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, 0});
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// Object properties initialization
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float moveSpeed = 6.0f;
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float jumpForce = 4.5f;
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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// Update object physics
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// NOTE: all physics detections and reactions are calculated in ApplyPhysics() function (You will live happier :D)
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ApplyPhysics(PLAYER_INDEX, &player.position);
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// Check jump button input
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if(IsKeyDown(KEY_SPACE) && GetRigidbody(PLAYER_INDEX).isGrounded)
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{
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// Reset object Y velocity to avoid double jumping cases but keep the same X velocity that it already has
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SetRigidbodyVelocity(PLAYER_INDEX, (Vector2){GetRigidbody(PLAYER_INDEX).velocity.x, 0});
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// Add jumping force in Y axis
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AddRigidbodyForce(PLAYER_INDEX, (Vector2){0, jumpForce});
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}
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// Check movement buttons input
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if(IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D))
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{
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// Set rigidbody velocity in X based on moveSpeed value and apply the same Y velocity that it already has
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SetRigidbodyVelocity(PLAYER_INDEX, (Vector2){moveSpeed, GetRigidbody(PLAYER_INDEX).velocity.y});
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}
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else if(IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A))
|
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{
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// Set rigidbody velocity in X based on moveSpeed negative value and apply the same Y velocity that it already has
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SetRigidbodyVelocity(PLAYER_INDEX, (Vector2){-moveSpeed, GetRigidbody(PLAYER_INDEX).velocity.y});
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}
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// Check debug mode toggle button input
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if(IsKeyPressed(KEY_P))
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{
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// Update program physics value
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worldPhysics.debug = !worldPhysics.debug;
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// Update internal physics value
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SetPhysics(worldPhysics);
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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// Draw information
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DrawText("Use LEFT / RIGHT to MOVE and SPACE to JUMP", (screenWidth - MeasureText("Use LEFT / RIGHT to MOVE and SPACE to JUMP", 20)) / 2, screenHeight * 0.20f, 20, LIGHTGRAY);
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DrawText("Use P to switch DEBUG MODE", (screenWidth - MeasureText("Use P to switch DEBUG MODE", 20)) / 2, screenHeight * 0.3f, 20, LIGHTGRAY);
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|
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// Check if debug mode is enabled
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if(worldPhysics.debug)
|
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{
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// Draw every internal physics stored collider if it is active
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for(int i = 0; i < 2; i++)
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{
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if(GetCollider(i).enabled)
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{
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DrawRectangleLines(GetCollider(i).bounds.x, GetCollider(i).bounds.y, GetCollider(i).bounds.width, GetCollider(i).bounds.height, GREEN);
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}
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}
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|
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}
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else
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{
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// Draw player
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||||
DrawRectangleRec((Rectangle){player.position.x, player.position.y, player.scale.x, player.scale.y}, GRAY);
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|
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// Draw floor
|
||||
DrawRectangleRec((Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, BLACK);
|
||||
}
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
examples/physics_basic_rigidbody.png
Normal file
BIN
examples/physics_basic_rigidbody.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 18 KiB |
6433
examples/resources/model/shapes.obj
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6433
examples/resources/model/shapes.obj
Normal file
File diff suppressed because it is too large
Load Diff
76
examples/resources/shaders/phong.fs
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76
examples/resources/shaders/phong.fs
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@ -0,0 +1,76 @@
|
||||
#version 330
|
||||
|
||||
// Vertex shader input data
|
||||
in vec2 fragTexCoord;
|
||||
in vec3 fragNormal;
|
||||
|
||||
// Diffuse data
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 tintColor;
|
||||
|
||||
// Light attributes
|
||||
uniform vec3 light_ambientColor = vec3(0.6, 0.3, 0);
|
||||
uniform vec3 light_diffuseColor = vec3(1, 0.5, 0);
|
||||
uniform vec3 light_specularColor = vec3(0, 1, 0);
|
||||
uniform float light_intensity = 1;
|
||||
uniform float light_specIntensity = 1;
|
||||
|
||||
// Material attributes
|
||||
uniform vec3 mat_ambientColor = vec3(1, 1, 1);
|
||||
uniform vec3 mat_specularColor = vec3(1, 1, 1);
|
||||
uniform float mat_glossiness = 50;
|
||||
|
||||
// World attributes
|
||||
uniform vec3 lightPos;
|
||||
uniform vec3 cameraPos;
|
||||
|
||||
// Fragment shader output data
|
||||
out vec4 fragColor;
|
||||
|
||||
vec3 AmbientLighting()
|
||||
{
|
||||
return mat_ambientColor * light_ambientColor;
|
||||
}
|
||||
|
||||
vec3 DiffuseLighting(in vec3 N, in vec3 L)
|
||||
{
|
||||
// Lambertian reflection calculation
|
||||
float diffuse = clamp(dot(N, L), 0, 1);
|
||||
|
||||
return tintColor.xyz * light_diffuseColor * light_intensity * diffuse;
|
||||
}
|
||||
|
||||
vec3 SpecularLighting(in vec3 N, in vec3 L, in vec3 V)
|
||||
{
|
||||
float specular = 0;
|
||||
|
||||
// Calculate specular reflection only if the surface is oriented to the light source
|
||||
if(dot(N, L) > 0)
|
||||
{
|
||||
// Calculate half vector
|
||||
vec3 H = normalize(L + V);
|
||||
|
||||
// Calculate specular intensity
|
||||
specular = pow(dot(N, H), 3 + mat_glossiness);
|
||||
}
|
||||
|
||||
return mat_specularColor * light_specularColor * light_specIntensity * specular;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
// Normalize input vectors
|
||||
vec3 L = normalize(lightPos);
|
||||
vec3 V = normalize(cameraPos);
|
||||
vec3 N = normalize(fragNormal);
|
||||
|
||||
vec3 ambient = AmbientLighting();
|
||||
vec3 diffuse = DiffuseLighting(N, L);
|
||||
vec3 specular = SpecularLighting(N, L, V);
|
||||
|
||||
// Get base color from texture
|
||||
vec4 textureColor = texture(texture0, fragTexCoord);
|
||||
vec3 finalColor = textureColor.rgb;
|
||||
|
||||
fragColor = vec4(finalColor * (ambient + diffuse + specular), textureColor.a);
|
||||
}
|
28
examples/resources/shaders/phong.vs
Normal file
28
examples/resources/shaders/phong.vs
Normal file
@ -0,0 +1,28 @@
|
||||
#version 330
|
||||
|
||||
// Vertex input data
|
||||
in vec3 vertexPosition;
|
||||
in vec2 vertexTexCoord;
|
||||
in vec3 vertexNormal;
|
||||
|
||||
// Projection and model data
|
||||
uniform mat4 projectionMatrix;
|
||||
uniform mat4 modelviewMatrix;
|
||||
uniform mat4 modelMatrix;
|
||||
|
||||
// Attributes to fragment shader
|
||||
out vec2 fragTexCoord;
|
||||
out vec3 fragNormal;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Send texture coord to fragment shader
|
||||
fragTexCoord = vertexTexCoord;
|
||||
|
||||
// Calculate view vector normal from model
|
||||
mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
|
||||
fragNormal = normalize(normalMatrix * vertexNormal);
|
||||
|
||||
// Calculate final vertex position
|
||||
gl_Position = projectionMatrix * modelviewMatrix * vec4(vertexPosition, 1.0);
|
||||
}
|
76
shaders/gl330/phong.fs
Normal file
76
shaders/gl330/phong.fs
Normal file
@ -0,0 +1,76 @@
|
||||
#version 330
|
||||
|
||||
// Vertex shader input data
|
||||
in vec2 fragTexCoord;
|
||||
in vec3 fragNormal;
|
||||
|
||||
// Diffuse data
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 tintColor;
|
||||
|
||||
// Light attributes
|
||||
uniform vec3 light_ambientColor = vec3(0.6, 0.3, 0);
|
||||
uniform vec3 light_diffuseColor = vec3(1, 0.5, 0);
|
||||
uniform vec3 light_specularColor = vec3(0, 1, 0);
|
||||
uniform float light_intensity = 1;
|
||||
uniform float light_specIntensity = 1;
|
||||
|
||||
// Material attributes
|
||||
uniform vec3 mat_ambientColor = vec3(1, 1, 1);
|
||||
uniform vec3 mat_specularColor = vec3(1, 1, 1);
|
||||
uniform float mat_glossiness = 50;
|
||||
|
||||
// World attributes
|
||||
uniform vec3 lightPos;
|
||||
uniform vec3 cameraPos;
|
||||
|
||||
// Fragment shader output data
|
||||
out vec4 fragColor;
|
||||
|
||||
vec3 AmbientLighting()
|
||||
{
|
||||
return mat_ambientColor * light_ambientColor;
|
||||
}
|
||||
|
||||
vec3 DiffuseLighting(in vec3 N, in vec3 L)
|
||||
{
|
||||
// Lambertian reflection calculation
|
||||
float diffuse = clamp(dot(N, L), 0, 1);
|
||||
|
||||
return tintColor.xyz * light_diffuseColor * light_intensity * diffuse;
|
||||
}
|
||||
|
||||
vec3 SpecularLighting(in vec3 N, in vec3 L, in vec3 V)
|
||||
{
|
||||
float specular = 0;
|
||||
|
||||
// Calculate specular reflection only if the surface is oriented to the light source
|
||||
if(dot(N, L) > 0)
|
||||
{
|
||||
// Calculate half vector
|
||||
vec3 H = normalize(L + V);
|
||||
|
||||
// Calculate specular intensity
|
||||
specular = pow(dot(N, H), 3 + mat_glossiness);
|
||||
}
|
||||
|
||||
return mat_specularColor * light_specularColor * light_specIntensity * specular;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
// Normalize input vectors
|
||||
vec3 L = normalize(lightPos);
|
||||
vec3 V = normalize(cameraPos);
|
||||
vec3 N = normalize(fragNormal);
|
||||
|
||||
vec3 ambient = AmbientLighting();
|
||||
vec3 diffuse = DiffuseLighting(N, L);
|
||||
vec3 specular = SpecularLighting(N, L, V);
|
||||
|
||||
// Get base color from texture
|
||||
vec4 textureColor = texture(texture0, fragTexCoord);
|
||||
vec3 finalColor = textureColor.rgb;
|
||||
|
||||
fragColor = vec4(finalColor * (ambient + diffuse + specular), textureColor.a);
|
||||
}
|
28
shaders/gl330/phong.vs
Normal file
28
shaders/gl330/phong.vs
Normal file
@ -0,0 +1,28 @@
|
||||
#version 330
|
||||
|
||||
// Vertex input data
|
||||
in vec3 vertexPosition;
|
||||
in vec2 vertexTexCoord;
|
||||
in vec3 vertexNormal;
|
||||
|
||||
// Projection and model data
|
||||
uniform mat4 projectionMatrix;
|
||||
uniform mat4 modelviewMatrix;
|
||||
uniform mat4 modelMatrix;
|
||||
|
||||
// Attributes to fragment shader
|
||||
out vec2 fragTexCoord;
|
||||
out vec3 fragNormal;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Send texture coord to fragment shader
|
||||
fragTexCoord = vertexTexCoord;
|
||||
|
||||
// Calculate view vector normal from model
|
||||
mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
|
||||
fragNormal = normalize(normalMatrix * vertexNormal);
|
||||
|
||||
// Calculate final vertex position
|
||||
gl_Position = projectionMatrix * modelviewMatrix * vec4(vertexPosition, 1.0);
|
||||
}
|
@ -92,7 +92,7 @@ typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType;
|
||||
//----------------------------------------------------------------------------------
|
||||
// Global Variables Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
bool musicEnabled = false;
|
||||
static bool musicEnabled = false;
|
||||
static Music currentMusic; // Current music loaded
|
||||
// NOTE: Only one music file playing at a time
|
||||
|
||||
|
BIN
src/libraylib.a
Normal file
BIN
src/libraylib.a
Normal file
Binary file not shown.
124
src/lighting.c
Normal file
124
src/lighting.c
Normal file
@ -0,0 +1,124 @@
|
||||
/**********************************************************************************************
|
||||
*
|
||||
* raylib lighting engine module - Lighting and materials management functions
|
||||
*
|
||||
* Copyright (c) 2015 Victor Fisac and Ramon Santamaria
|
||||
*
|
||||
* This software is provided "as-is", without any express or implied warranty. In no event
|
||||
* will the authors be held liable for any damages arising from the use of this software.
|
||||
*
|
||||
* Permission is granted to anyone to use this software for any purpose, including commercial
|
||||
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
|
||||
*
|
||||
* 1. The origin of this software must not be misrepresented; you must not claim that you
|
||||
* wrote the original software. If you use this software in a product, an acknowledgment
|
||||
* in the product documentation would be appreciated but is not required.
|
||||
*
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
|
||||
* as being the original software.
|
||||
*
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*
|
||||
**********************************************************************************************/
|
||||
|
||||
//#define LIGHTING_STANDALONE // NOTE: To use the lighting module as standalone lib, just uncomment this line
|
||||
|
||||
#if defined(LIGHTING_STANDALONE)
|
||||
#include "lighting.h"
|
||||
#else
|
||||
#include "raylib.h"
|
||||
#endif
|
||||
|
||||
#include <string.h>
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Defines and Macros
|
||||
//----------------------------------------------------------------------------------
|
||||
//...
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definitions
|
||||
//----------------------------------------------------------------------------------
|
||||
//...
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Functions Declarations
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Lights functions
|
||||
void SetLightPosition(Light *light, Vector3 position)
|
||||
{
|
||||
light->position[0] = position.x;
|
||||
light->position[1] = position.y;
|
||||
light->position[2] = position.z;
|
||||
}
|
||||
|
||||
void SetLightRotation(Light *light, Vector3 rotation)
|
||||
{
|
||||
light->rotation[0] = rotation.x;
|
||||
light->rotation[1] = rotation.y;
|
||||
light->rotation[2] = rotation.z;
|
||||
}
|
||||
|
||||
void SetLightIntensity(Light *light, float intensity)
|
||||
{
|
||||
light->intensity[0] = intensity;
|
||||
}
|
||||
|
||||
void SetLightAmbientColor(Light *light, Vector3 color)
|
||||
{
|
||||
light->ambientColor[0] = color.x;
|
||||
light->ambientColor[1] = color.y;
|
||||
light->ambientColor[2] = color.z;
|
||||
}
|
||||
|
||||
void SetLightDiffuseColor(Light *light, Vector3 color)
|
||||
{
|
||||
light->diffuseColor[0] = color.x;
|
||||
light->diffuseColor[1] = color.y;
|
||||
light->diffuseColor[2] = color.z;
|
||||
}
|
||||
|
||||
void SetLightSpecularColor(Light *light, Vector3 color)
|
||||
{
|
||||
light->specularColor[0] = color.x;
|
||||
light->specularColor[1] = color.y;
|
||||
light->specularColor[2] = color.z;
|
||||
}
|
||||
|
||||
void SetLightSpecIntensity(Light *light, float specIntensity)
|
||||
{
|
||||
light->specularIntensity[0] = specIntensity;
|
||||
}
|
||||
|
||||
// Materials functions
|
||||
void SetMaterialAmbientColor(Material *material, Vector3 color)
|
||||
{
|
||||
material->ambientColor[0] = color.x;
|
||||
material->ambientColor[1] = color.y;
|
||||
material->ambientColor[2] = color.z;
|
||||
}
|
||||
|
||||
void SetMaterialDiffuseColor(Material *material, Vector3 color)
|
||||
{
|
||||
material->diffuseColor[0] = color.x;
|
||||
material->diffuseColor[1] = color.y;
|
||||
material->diffuseColor[2] = color.z;
|
||||
}
|
||||
|
||||
void SetMaterialSpecularColor(Material *material, Vector3 color)
|
||||
{
|
||||
material->specularColor[0] = color.x;
|
||||
material->specularColor[1] = color.y;
|
||||
material->specularColor[2] = color.z;
|
||||
}
|
||||
|
||||
void SetMaterialGlossiness(Material *material, float glossiness)
|
||||
{
|
||||
material->glossiness[0] = glossiness;
|
||||
}
|
||||
|
||||
void SetMaterialNormalDepth(Material *material, float depth)
|
||||
{
|
||||
material->normalDepth[0] = depth;
|
||||
}
|
87
src/lighting.h
Normal file
87
src/lighting.h
Normal file
@ -0,0 +1,87 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib lighting engine module - Lighting and materials management functions
|
||||
*
|
||||
* Copyright (c) 2015 Victor Fisac and Ramon Santamaria
|
||||
*
|
||||
* This software is provided "as-is", without any express or implied warranty. In no event
|
||||
* will the authors be held liable for any damages arising from the use of this software.
|
||||
*
|
||||
* Permission is granted to anyone to use this software for any purpose, including commercial
|
||||
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
|
||||
*
|
||||
* 1. The origin of this software must not be misrepresented; you must not claim that you
|
||||
* wrote the original software. If you use this software in a product, an acknowledgment
|
||||
* in the product documentation would be appreciated but is not required.
|
||||
*
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
|
||||
* as being the original software.
|
||||
*
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*
|
||||
**********************************************************************************************/
|
||||
|
||||
#ifndef LIGHTING_H
|
||||
#define LIGHTING_H
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Defines and Macros
|
||||
//----------------------------------------------------------------------------------
|
||||
//...
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
// NOTE: Below types are required for LIGHTING_STANDALONE usage
|
||||
//----------------------------------------------------------------------------------
|
||||
// Vector3 type
|
||||
typedef struct Vector3 {
|
||||
float x;
|
||||
float y;
|
||||
float z;
|
||||
} Vector3;
|
||||
|
||||
// Light type
|
||||
typedef struct Light {
|
||||
float position[3];
|
||||
float rotation[3];
|
||||
float intensity[1];
|
||||
float ambientColor[3];
|
||||
float diffuseColor[3];
|
||||
float specularColor[3];
|
||||
float specularIntensity[1];
|
||||
} Light;
|
||||
|
||||
// Material type
|
||||
typedef struct Material {
|
||||
float ambientColor[3];
|
||||
float diffuseColor[3];
|
||||
float specularColor[3];
|
||||
float glossiness[1];
|
||||
float normalDepth[1];
|
||||
} Material;
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Functions Definitions
|
||||
// NOTE: light and material structs uses float pointers instead of vectors to be compatible with SetShaderValue()
|
||||
//----------------------------------------------------------------------------------
|
||||
// Lights functions
|
||||
void SetLightPosition(Light *light, Vector3 position); // Set light position converting position vector to float pointer
|
||||
void SetLightRotation(Light *light, Vector3 rotation); // Set light rotation converting rotation vector to float pointer
|
||||
void SetLightIntensity(Light *light, float intensity); // Set light intensity value
|
||||
void SetLightAmbientColor(Light *light, Vector3 color); // Set light ambient color value (it will be multiplied by material ambient color)
|
||||
void SetLightDiffuseColor(Light *light, Vector3 color); // Set light diffuse color (light color)
|
||||
void SetLightSpecularColor(Light *light, Vector3 color); // Set light specular color (it will be multiplied by material specular color)
|
||||
void SetLightSpecIntensity(Light *light, float specIntensity); // Set light specular intensity (specular color scalar multiplier)
|
||||
|
||||
// Materials functions
|
||||
void SetMaterialAmbientColor(Material *material, Vector3 color); // Set material ambient color value (it will be multiplied by light ambient color)
|
||||
void SetMaterialDiffuseColor(Material *material, Vector3 color); // Set material diffuse color (material color, should use DrawModel() tint parameter)
|
||||
void SetMaterialSpecularColor(Material *material, Vector3 color); // Set material specular color (it will be multiplied by light specular color)
|
||||
void SetMaterialGlossiness(Material *material, float glossiness); // Set material glossiness value (recommended values: 0 - 100)
|
||||
void SetMaterialNormalDepth(Material *material, float depth); // Set normal map depth (B component from RGB type map scalar multiplier)
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif // LIGHTING_H
|
185
src/models.c
185
src/models.c
@ -64,7 +64,7 @@ static VertexData LoadOBJ(const char *fileName);
|
||||
|
||||
// Draw cube
|
||||
// NOTE: Cube position is the center position
|
||||
void DrawCube(Vector3 position, float width, float height, float lenght, Color color)
|
||||
void DrawCube(Vector3 position, float width, float height, float length, Color color)
|
||||
{
|
||||
float x = 0.0f;
|
||||
float y = 0.0f;
|
||||
@ -81,58 +81,58 @@ void DrawCube(Vector3 position, float width, float height, float lenght, Color c
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
|
||||
// Front Face -----------------------------------------------------
|
||||
rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Bottom Left
|
||||
rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Right
|
||||
rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left
|
||||
rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
|
||||
rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
|
||||
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
|
||||
|
||||
rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Right
|
||||
rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left
|
||||
rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Right
|
||||
rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right
|
||||
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
|
||||
rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
|
||||
|
||||
// Back Face ------------------------------------------------------
|
||||
rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Bottom Left
|
||||
rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left
|
||||
rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Right
|
||||
rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left
|
||||
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
|
||||
rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
|
||||
|
||||
rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right
|
||||
rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Right
|
||||
rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left
|
||||
rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
|
||||
rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
|
||||
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
|
||||
|
||||
// Top Face -------------------------------------------------------
|
||||
rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left
|
||||
rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Bottom Left
|
||||
rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Bottom Right
|
||||
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
|
||||
rlVertex3f(x-width/2, y+height/2, z+length/2); // Bottom Left
|
||||
rlVertex3f(x+width/2, y+height/2, z+length/2); // Bottom Right
|
||||
|
||||
rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right
|
||||
rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left
|
||||
rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Bottom Right
|
||||
rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
|
||||
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
|
||||
rlVertex3f(x+width/2, y+height/2, z+length/2); // Bottom Right
|
||||
|
||||
// Bottom Face ----------------------------------------------------
|
||||
rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Top Left
|
||||
rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Right
|
||||
rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Bottom Left
|
||||
rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left
|
||||
rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
|
||||
rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
|
||||
|
||||
rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Top Right
|
||||
rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Right
|
||||
rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Top Left
|
||||
rlVertex3f(x+width/2, y-height/2, z-length/2); // Top Right
|
||||
rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
|
||||
rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left
|
||||
|
||||
// Right face -----------------------------------------------------
|
||||
rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Right
|
||||
rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right
|
||||
rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Left
|
||||
rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
|
||||
rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
|
||||
rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Left
|
||||
|
||||
rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Left
|
||||
rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Right
|
||||
rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Left
|
||||
rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Left
|
||||
rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
|
||||
rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Left
|
||||
|
||||
// Left Face ------------------------------------------------------
|
||||
rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Bottom Right
|
||||
rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left
|
||||
rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Right
|
||||
rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Right
|
||||
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
|
||||
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Right
|
||||
|
||||
rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Bottom Left
|
||||
rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left
|
||||
rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Bottom Right
|
||||
rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
|
||||
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
|
||||
rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Right
|
||||
rlEnd();
|
||||
rlPopMatrix();
|
||||
}
|
||||
@ -144,7 +144,7 @@ void DrawCubeV(Vector3 position, Vector3 size, Color color)
|
||||
}
|
||||
|
||||
// Draw cube wires
|
||||
void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color)
|
||||
void DrawCubeWires(Vector3 position, float width, float height, float length, Color color)
|
||||
{
|
||||
float x = 0.0f;
|
||||
float y = 0.0f;
|
||||
@ -160,62 +160,62 @@ void DrawCubeWires(Vector3 position, float width, float height, float lenght, Co
|
||||
|
||||
// Front Face -----------------------------------------------------
|
||||
// Bottom Line
|
||||
rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Bottom Left
|
||||
rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Right
|
||||
rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
|
||||
rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
|
||||
|
||||
// Left Line
|
||||
rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Right
|
||||
rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Right
|
||||
rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
|
||||
rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right
|
||||
|
||||
// Top Line
|
||||
rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Right
|
||||
rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left
|
||||
rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right
|
||||
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
|
||||
|
||||
// Right Line
|
||||
rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left
|
||||
rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Bottom Left
|
||||
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
|
||||
rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
|
||||
|
||||
// Back Face ------------------------------------------------------
|
||||
// Bottom Line
|
||||
rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Bottom Left
|
||||
rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Right
|
||||
rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left
|
||||
rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
|
||||
|
||||
// Left Line
|
||||
rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Right
|
||||
rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right
|
||||
rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
|
||||
rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
|
||||
|
||||
// Top Line
|
||||
rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right
|
||||
rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left
|
||||
rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
|
||||
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
|
||||
|
||||
// Right Line
|
||||
rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left
|
||||
rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Bottom Left
|
||||
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
|
||||
rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left
|
||||
|
||||
// Top Face -------------------------------------------------------
|
||||
// Left Line
|
||||
rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left Front
|
||||
rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left Back
|
||||
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left Front
|
||||
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left Back
|
||||
|
||||
// Right Line
|
||||
rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Right Front
|
||||
rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right Back
|
||||
rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right Front
|
||||
rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right Back
|
||||
|
||||
// Bottom Face ---------------------------------------------------
|
||||
// Left Line
|
||||
rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Top Left Front
|
||||
rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Top Left Back
|
||||
rlVertex3f(x-width/2, y-height/2, z+length/2); // Top Left Front
|
||||
rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left Back
|
||||
|
||||
// Right Line
|
||||
rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Top Right Front
|
||||
rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Top Right Back
|
||||
rlVertex3f(x+width/2, y-height/2, z+length/2); // Top Right Front
|
||||
rlVertex3f(x+width/2, y-height/2, z-length/2); // Top Right Back
|
||||
rlEnd();
|
||||
rlPopMatrix();
|
||||
}
|
||||
|
||||
// Draw cube
|
||||
// NOTE: Cube position is the center position
|
||||
void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float lenght, Color color)
|
||||
void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color)
|
||||
{
|
||||
float x = position.x;
|
||||
float y = position.y;
|
||||
@ -233,40 +233,40 @@ void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float hei
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
// Front Face
|
||||
rlNormal3f(0.0f, 0.0f, 1.0f); // Normal Pointing Towards Viewer
|
||||
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Bottom Left Of The Texture and Quad
|
||||
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Right Of The Texture and Quad
|
||||
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Right Of The Texture and Quad
|
||||
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left Of The Texture and Quad
|
||||
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left Of The Texture and Quad
|
||||
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right Of The Texture and Quad
|
||||
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right Of The Texture and Quad
|
||||
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left Of The Texture and Quad
|
||||
// Back Face
|
||||
rlNormal3f( 0.0f, 0.0f,-1.0f); // Normal Pointing Away From Viewer
|
||||
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Bottom Right Of The Texture and Quad
|
||||
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Right Of The Texture and Quad
|
||||
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Left Of The Texture and Quad
|
||||
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Left Of The Texture and Quad
|
||||
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Right Of The Texture and Quad
|
||||
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Right Of The Texture and Quad
|
||||
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Left Of The Texture and Quad
|
||||
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Left Of The Texture and Quad
|
||||
// Top Face
|
||||
rlNormal3f( 0.0f, 1.0f, 0.0f); // Normal Pointing Up
|
||||
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left Of The Texture and Quad
|
||||
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Bottom Left Of The Texture and Quad
|
||||
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Bottom Right Of The Texture and Quad
|
||||
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right Of The Texture and Quad
|
||||
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left Of The Texture and Quad
|
||||
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x-width/2, y+height/2, z+length/2); // Bottom Left Of The Texture and Quad
|
||||
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x+width/2, y+height/2, z+length/2); // Bottom Right Of The Texture and Quad
|
||||
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right Of The Texture and Quad
|
||||
// Bottom Face
|
||||
rlNormal3f( 0.0f,-1.0f, 0.0f); // Normal Pointing Down
|
||||
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Top Right Of The Texture and Quad
|
||||
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Top Left Of The Texture and Quad
|
||||
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Left Of The Texture and Quad
|
||||
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Bottom Right Of The Texture and Quad
|
||||
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Right Of The Texture and Quad
|
||||
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x+width/2, y-height/2, z-length/2); // Top Left Of The Texture and Quad
|
||||
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Left Of The Texture and Quad
|
||||
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Right Of The Texture and Quad
|
||||
// Right face
|
||||
rlNormal3f( 1.0f, 0.0f, 0.0f); // Normal Pointing Right
|
||||
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Right Of The Texture and Quad
|
||||
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right Of The Texture and Quad
|
||||
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Left Of The Texture and Quad
|
||||
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Left Of The Texture and Quad
|
||||
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right Of The Texture and Quad
|
||||
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right Of The Texture and Quad
|
||||
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Left Of The Texture and Quad
|
||||
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Left Of The Texture and Quad
|
||||
// Left Face
|
||||
rlNormal3f(-1.0f, 0.0f, 0.0f); // Normal Pointing Left
|
||||
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Bottom Left Of The Texture and Quad
|
||||
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Bottom Right Of The Texture and Quad
|
||||
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Right Of The Texture and Quad
|
||||
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left Of The Texture and Quad
|
||||
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left Of The Texture and Quad
|
||||
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Right Of The Texture and Quad
|
||||
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Right Of The Texture and Quad
|
||||
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left Of The Texture and Quad
|
||||
rlEnd();
|
||||
//rlPopMatrix();
|
||||
|
||||
@ -534,12 +534,12 @@ void DrawGrid(int slices, float spacing)
|
||||
void DrawGizmo(Vector3 position)
|
||||
{
|
||||
// NOTE: RGB = XYZ
|
||||
float lenght = 1.0f;
|
||||
float length = 1.0f;
|
||||
|
||||
rlPushMatrix();
|
||||
rlTranslatef(position.x, position.y, position.z);
|
||||
//rlRotatef(rotation, 0, 1, 0);
|
||||
rlScalef(lenght, lenght, lenght);
|
||||
rlScalef(length, length, length);
|
||||
|
||||
rlBegin(RL_LINES);
|
||||
rlColor3f(1.0f, 0.0f, 0.0f); rlVertex3f(0.0f, 0.0f, 0.0f);
|
||||
@ -1164,6 +1164,13 @@ void DrawModelWires(Model model, Vector3 position, float scale, Color color)
|
||||
rlglDrawModel(model, position, 0.0f, rotationAxis, vScale, color, true);
|
||||
}
|
||||
|
||||
// Draw a model wires (with texture if set) with extended parameters
|
||||
void DrawModelWiresEx(Model model, Vector3 position, float rotationAngle, Vector3 rotationAxis, Vector3 scale, Color tint)
|
||||
{
|
||||
// NOTE: Rotation must be provided in degrees, it's converted to radians inside rlglDrawModel()
|
||||
rlglDrawModel(model, position, rotationAngle, rotationAxis, scale, tint, true);
|
||||
}
|
||||
|
||||
// Draw a billboard
|
||||
void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint)
|
||||
{
|
||||
|
272
src/physics.c
Normal file
272
src/physics.c
Normal file
@ -0,0 +1,272 @@
|
||||
/**********************************************************************************************
|
||||
*
|
||||
* raylib physics engine module - Basic functions to apply physics to 2D objects
|
||||
*
|
||||
* Copyright (c) 2015 Victor Fisac and Ramon Santamaria
|
||||
*
|
||||
* This software is provided "as-is", without any express or implied warranty. In no event
|
||||
* will the authors be held liable for any damages arising from the use of this software.
|
||||
*
|
||||
* Permission is granted to anyone to use this software for any purpose, including commercial
|
||||
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
|
||||
*
|
||||
* 1. The origin of this software must not be misrepresented; you must not claim that you
|
||||
* wrote the original software. If you use this software in a product, an acknowledgment
|
||||
* in the product documentation would be appreciated but is not required.
|
||||
*
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
|
||||
* as being the original software.
|
||||
*
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*
|
||||
**********************************************************************************************/
|
||||
|
||||
//#define PHYSICS_STANDALONE // NOTE: To use the physics module as standalone lib, just uncomment this line
|
||||
|
||||
#if defined(PHYSICS_STANDALONE)
|
||||
#include "physics.h"
|
||||
#else
|
||||
#include "raylib.h"
|
||||
#endif
|
||||
|
||||
#include <math.h>
|
||||
#include <stdio.h>
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Defines and Macros
|
||||
//----------------------------------------------------------------------------------
|
||||
#define MAX_ELEMENTS 1024 // Stored rigidbodies and colliders array length
|
||||
#define DECIMAL_FIX 0.01f // Decimal margin for collision checks (avoid rigidbodies shake)
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
// ...
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Global Variables Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
static Physics physics;
|
||||
static Collider colliders[MAX_ELEMENTS];
|
||||
static Rigidbody rigidbodies[MAX_ELEMENTS];
|
||||
static bool collisionChecker = false;
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Functions Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
void InitPhysics()
|
||||
{
|
||||
for (int i = 0; i < MAX_ELEMENTS; i++)
|
||||
{
|
||||
rigidbodies[i].enabled = false;
|
||||
rigidbodies[i].mass = 0.0f;
|
||||
rigidbodies[i].velocity = (Vector2){0, 0};
|
||||
rigidbodies[i].acceleration = (Vector2){0, 0};
|
||||
rigidbodies[i].isGrounded = false;
|
||||
rigidbodies[i].isContact = false;
|
||||
rigidbodies[i].friction = 0.0f;
|
||||
|
||||
colliders[i].enabled = false;
|
||||
colliders[i].bounds = (Rectangle){0, 0, 0, 0};
|
||||
colliders[i].radius = 0;
|
||||
}
|
||||
}
|
||||
|
||||
void SetPhysics(Physics settings)
|
||||
{
|
||||
physics = settings;
|
||||
|
||||
// To get good results, gravity needs to be 1:10 from original parameter
|
||||
physics.gravity = (Vector2){physics.gravity.x / 10, physics.gravity.y / 10};
|
||||
}
|
||||
|
||||
void AddCollider(int index, Collider collider)
|
||||
{
|
||||
colliders[index] = collider;
|
||||
}
|
||||
|
||||
void AddRigidbody(int index, Rigidbody rigidbody)
|
||||
{
|
||||
rigidbodies[index] = rigidbody;
|
||||
}
|
||||
|
||||
void ApplyPhysics(int index, Vector2 *position)
|
||||
{
|
||||
if (rigidbodies[index].enabled)
|
||||
{
|
||||
// Apply gravity
|
||||
rigidbodies[index].velocity.y += rigidbodies[index].acceleration.y;
|
||||
rigidbodies[index].velocity.x += rigidbodies[index].acceleration.x;
|
||||
|
||||
rigidbodies[index].velocity.y += physics.gravity.y;
|
||||
rigidbodies[index].velocity.x += physics.gravity.x;
|
||||
|
||||
// Apply friction to velocity
|
||||
if (rigidbodies[index].isGrounded)
|
||||
{
|
||||
if (rigidbodies[index].velocity.x > DECIMAL_FIX)
|
||||
{
|
||||
rigidbodies[index].velocity.x -= rigidbodies[index].friction;
|
||||
}
|
||||
else if (rigidbodies[index].velocity.x < -DECIMAL_FIX)
|
||||
{
|
||||
rigidbodies[index].velocity.x += rigidbodies[index].friction;
|
||||
}
|
||||
else
|
||||
{
|
||||
rigidbodies[index].velocity.x = 0;
|
||||
}
|
||||
}
|
||||
|
||||
if (rigidbodies[index].velocity.y > DECIMAL_FIX)
|
||||
{
|
||||
rigidbodies[index].velocity.y -= rigidbodies[index].friction;
|
||||
}
|
||||
else if (rigidbodies[index].velocity.y < -DECIMAL_FIX)
|
||||
{
|
||||
rigidbodies[index].velocity.y += rigidbodies[index].friction;
|
||||
}
|
||||
else
|
||||
{
|
||||
rigidbodies[index].velocity.y = 0;
|
||||
}
|
||||
|
||||
// Apply friction to acceleration
|
||||
if (rigidbodies[index].isGrounded)
|
||||
{
|
||||
if (rigidbodies[index].acceleration.x > DECIMAL_FIX)
|
||||
{
|
||||
rigidbodies[index].acceleration.x -= rigidbodies[index].friction;
|
||||
}
|
||||
else if (rigidbodies[index].acceleration.x < -DECIMAL_FIX)
|
||||
{
|
||||
rigidbodies[index].acceleration.x += rigidbodies[index].friction;
|
||||
}
|
||||
else
|
||||
{
|
||||
rigidbodies[index].acceleration.x = 0;
|
||||
}
|
||||
}
|
||||
|
||||
if (rigidbodies[index].acceleration.y > DECIMAL_FIX)
|
||||
{
|
||||
rigidbodies[index].acceleration.y -= rigidbodies[index].friction;
|
||||
}
|
||||
else if (rigidbodies[index].acceleration.y < -DECIMAL_FIX)
|
||||
{
|
||||
rigidbodies[index].acceleration.y += rigidbodies[index].friction;
|
||||
}
|
||||
else
|
||||
{
|
||||
rigidbodies[index].acceleration.y = 0;
|
||||
}
|
||||
|
||||
// Update position vector
|
||||
position->x += rigidbodies[index].velocity.x;
|
||||
position->y -= rigidbodies[index].velocity.y;
|
||||
|
||||
// Update collider bounds
|
||||
colliders[index].bounds.x = position->x;
|
||||
colliders[index].bounds.y = position->y;
|
||||
|
||||
// Check collision with other colliders
|
||||
collisionChecker = false;
|
||||
rigidbodies[index].isContact = false;
|
||||
for (int j = 0; j < MAX_ELEMENTS; j++)
|
||||
{
|
||||
if (index != j)
|
||||
{
|
||||
if (colliders[index].enabled && colliders[j].enabled)
|
||||
{
|
||||
if (colliders[index].type == RectangleCollider)
|
||||
{
|
||||
if (colliders[j].type == RectangleCollider)
|
||||
{
|
||||
if (CheckCollisionRecs(colliders[index].bounds, colliders[j].bounds))
|
||||
{
|
||||
collisionChecker = true;
|
||||
|
||||
if ((colliders[index].bounds.y + colliders[index].bounds.height <= colliders[j].bounds.y) == false)
|
||||
{
|
||||
rigidbodies[index].isContact = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (CheckCollisionCircleRec((Vector2){colliders[j].bounds.x, colliders[j].bounds.y}, colliders[j].radius, colliders[index].bounds))
|
||||
{
|
||||
collisionChecker = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (colliders[j].type == RectangleCollider)
|
||||
{
|
||||
if (CheckCollisionCircleRec((Vector2){colliders[index].bounds.x, colliders[index].bounds.y}, colliders[index].radius, colliders[j].bounds))
|
||||
{
|
||||
collisionChecker = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (CheckCollisionCircles((Vector2){colliders[j].bounds.x, colliders[j].bounds.y}, colliders[j].radius, (Vector2){colliders[index].bounds.x, colliders[index].bounds.y}, colliders[index].radius))
|
||||
{
|
||||
collisionChecker = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Update grounded rigidbody state
|
||||
rigidbodies[index].isGrounded = collisionChecker;
|
||||
|
||||
// Set grounded state if needed (fix overlap and set y velocity)
|
||||
if (collisionChecker && rigidbodies[index].velocity.y != 0)
|
||||
{
|
||||
position->y += rigidbodies[index].velocity.y;
|
||||
rigidbodies[index].velocity.y = -rigidbodies[index].velocity.y * rigidbodies[index].bounciness;
|
||||
}
|
||||
|
||||
if (rigidbodies[index].isContact)
|
||||
{
|
||||
position->x -= rigidbodies[index].velocity.x;
|
||||
rigidbodies[index].velocity.x = rigidbodies[index].velocity.x;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SetRigidbodyEnabled(int index, bool state)
|
||||
{
|
||||
rigidbodies[index].enabled = state;
|
||||
}
|
||||
|
||||
void SetRigidbodyVelocity(int index, Vector2 velocity)
|
||||
{
|
||||
rigidbodies[index].velocity.x = velocity.x;
|
||||
rigidbodies[index].velocity.y = velocity.y;
|
||||
}
|
||||
|
||||
void AddRigidbodyForce(int index, Vector2 force)
|
||||
{
|
||||
rigidbodies[index].acceleration.x = force.x * rigidbodies[index].mass;
|
||||
rigidbodies[index].acceleration.y = force.y * rigidbodies[index].mass;
|
||||
}
|
||||
|
||||
void SetColliderEnabled(int index, bool state)
|
||||
{
|
||||
colliders[index].enabled = state;
|
||||
}
|
||||
|
||||
Collider GetCollider(int index)
|
||||
{
|
||||
return colliders[index];
|
||||
}
|
||||
|
||||
Rigidbody GetRigidbody(int index)
|
||||
{
|
||||
return rigidbodies[index];
|
||||
}
|
99
src/physics.h
Normal file
99
src/physics.h
Normal file
@ -0,0 +1,99 @@
|
||||
/**********************************************************************************************
|
||||
*
|
||||
* raylib physics engine module - Basic functions to apply physics to 2D objects
|
||||
*
|
||||
* Copyright (c) 2015 Victor Fisac and Ramon Santamaria
|
||||
*
|
||||
* This software is provided "as-is", without any express or implied warranty. In no event
|
||||
* will the authors be held liable for any damages arising from the use of this software.
|
||||
*
|
||||
* Permission is granted to anyone to use this software for any purpose, including commercial
|
||||
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
|
||||
*
|
||||
* 1. The origin of this software must not be misrepresented; you must not claim that you
|
||||
* wrote the original software. If you use this software in a product, an acknowledgment
|
||||
* in the product documentation would be appreciated but is not required.
|
||||
*
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
|
||||
* as being the original software.
|
||||
*
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*
|
||||
**********************************************************************************************/
|
||||
|
||||
#ifndef PHYSICS_H
|
||||
#define PHYSICS_H
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Defines and Macros
|
||||
//----------------------------------------------------------------------------------
|
||||
// ...
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
typedef enum { RectangleCollider, CircleCollider } ColliderType;
|
||||
|
||||
// Physics struct
|
||||
typedef struct Physics {
|
||||
bool enabled;
|
||||
bool debug; // Should be used by programmer for testing purposes
|
||||
Vector2 gravity;
|
||||
} Physics;
|
||||
|
||||
// Transform struct
|
||||
typedef struct Transform {
|
||||
Vector2 position;
|
||||
float rotation;
|
||||
Vector2 scale;
|
||||
} Transform;
|
||||
|
||||
// Rigidbody struct
|
||||
typedef struct Rigidbody {
|
||||
bool enabled;
|
||||
float mass;
|
||||
Vector2 acceleration;
|
||||
Vector2 velocity;
|
||||
bool isGrounded;
|
||||
bool isContact; // Avoid freeze player when touching floor
|
||||
bool applyGravity;
|
||||
float friction; // 0.0f to 1.0f
|
||||
float bounciness; // 0.0f to 1.0f
|
||||
} Rigidbody;
|
||||
|
||||
// Collider struct
|
||||
typedef struct Collider {
|
||||
bool enabled;
|
||||
ColliderType type;
|
||||
Rectangle bounds; // Just used for RectangleCollider type
|
||||
int radius; // Just used for CircleCollider type
|
||||
} Collider;
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" { // Prevents name mangling of functions
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Functions Declaration
|
||||
//----------------------------------------------------------------------------------
|
||||
void InitPhysics(); // Initialize all internal physics values
|
||||
void SetPhysics(Physics settings); // Set physics settings values using Physics data type to overwrite internal physics settings
|
||||
|
||||
void AddRigidbody(int index, Rigidbody rigidbody); // Initialize a new rigidbody with parameters to internal index slot
|
||||
void AddCollider(int index, Collider collider); // Initialize a new Collider with parameters to internal index slot
|
||||
|
||||
void ApplyPhysics(int index, Vector2 *position); // Apply physics to internal rigidbody, physics calculations are applied to position pointer parameter
|
||||
void SetRigidbodyEnabled(int index, bool state); // Set enabled state to a defined rigidbody
|
||||
void SetRigidbodyVelocity(int index, Vector2 velocity); // Set velocity of rigidbody (without considering of mass value)
|
||||
void AddRigidbodyForce(int index, Vector2 force); // Set rigidbody force (considering mass value)
|
||||
|
||||
void SetColliderEnabled(int index, bool state); // Set enabled state to a defined collider
|
||||
|
||||
Rigidbody GetRigidbody(int index); // Returns the internal rigidbody data defined by index parameter
|
||||
Collider GetCollider(int index); // Returns the internal collider data defined by index parameter
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif // PHYSICS_H
|
102
src/raylib.h
102
src/raylib.h
@ -329,7 +329,9 @@ typedef struct Shader {
|
||||
|
||||
// Uniforms
|
||||
int projectionLoc; // Projection matrix uniform location point (vertex shader)
|
||||
int modelviewLoc; // ModeView matrix uniform location point (vertex shader)
|
||||
int modelviewLoc; // ModelView matrix uniform location point (vertex shader)
|
||||
int modelLoc; // Model transformation matrix uniform location point (vertex shader)
|
||||
int viewLoc; // View transformation matrix uniform location point (vertex shader)
|
||||
int tintColorLoc; // Color uniform location point (fragment shader)
|
||||
|
||||
int mapDiffuseLoc; // Diffuse map texture uniform location point (fragment shader)
|
||||
@ -366,6 +368,26 @@ typedef struct Wave {
|
||||
short channels;
|
||||
} Wave;
|
||||
|
||||
// Light type
|
||||
typedef struct Light {
|
||||
float position[3];
|
||||
float rotation[3];
|
||||
float intensity[1];
|
||||
float ambientColor[3];
|
||||
float diffuseColor[3];
|
||||
float specularColor[3];
|
||||
float specularIntensity[1];
|
||||
} Light;
|
||||
|
||||
// Material type
|
||||
typedef struct Material {
|
||||
float ambientColor[3];
|
||||
float diffuseColor[3];
|
||||
float specularColor[3];
|
||||
float glossiness[1];
|
||||
float normalDepth[1];
|
||||
} Material;
|
||||
|
||||
// Texture formats
|
||||
// NOTE: Support depends on OpenGL version and platform
|
||||
typedef enum {
|
||||
@ -411,6 +433,44 @@ typedef enum {
|
||||
// Camera system modes
|
||||
typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode;
|
||||
|
||||
// Collider types
|
||||
typedef enum { RectangleCollider, CircleCollider } ColliderType;
|
||||
|
||||
// Physics struct
|
||||
typedef struct Physics {
|
||||
bool enabled;
|
||||
bool debug; // Should be used by programmer for testing purposes
|
||||
Vector2 gravity;
|
||||
} Physics;
|
||||
|
||||
// Transform struct
|
||||
typedef struct Transform {
|
||||
Vector2 position;
|
||||
float rotation;
|
||||
Vector2 scale;
|
||||
} Transform;
|
||||
|
||||
// Rigidbody struct
|
||||
typedef struct Rigidbody {
|
||||
bool enabled;
|
||||
float mass;
|
||||
Vector2 acceleration;
|
||||
Vector2 velocity;
|
||||
bool isGrounded;
|
||||
bool isContact; // Avoid freeze player when touching floor
|
||||
bool applyGravity;
|
||||
float friction; // 0.0f to 1.0f
|
||||
float bounciness; // 0.0f to 1.0f
|
||||
} Rigidbody;
|
||||
|
||||
// Collider struct
|
||||
typedef struct Collider {
|
||||
bool enabled;
|
||||
ColliderType type;
|
||||
Rectangle bounds; // Just used for RectangleCollider type
|
||||
int radius; // Just used for CircleCollider type
|
||||
} Collider;
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" { // Prevents name mangling of functions
|
||||
#endif
|
||||
@ -666,6 +726,7 @@ void SetModelTexture(Model *model, Texture2D texture);
|
||||
void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
|
||||
void DrawModelEx(Model model, Vector3 position, float rotationAngle, Vector3 rotationAxis, Vector3 scale, Color tint); // Draw a model with extended parameters
|
||||
void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires (with texture if set)
|
||||
void DrawModelWiresEx(Model model, Vector3 position, float rotationAngle, Vector3 rotationAxis, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
|
||||
|
||||
void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
|
||||
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
|
||||
@ -699,6 +760,45 @@ void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textur
|
||||
|
||||
void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied)
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Lighting System Functions (engine-module: lighting)
|
||||
// NOTE: light and material structs uses float pointers instead of vectors to be compatible with SetShaderValue()
|
||||
//----------------------------------------------------------------------------------
|
||||
// Lights functions
|
||||
void SetLightPosition(Light *light, Vector3 position); // Set light position converting position vector to float pointer
|
||||
void SetLightRotation(Light *light, Vector3 rotation); // Set light rotation converting rotation vector to float pointer
|
||||
void SetLightIntensity(Light *light, float intensity); // Set light intensity value
|
||||
void SetLightAmbientColor(Light *light, Vector3 color); // Set light ambient color value (it will be multiplied by material ambient color)
|
||||
void SetLightDiffuseColor(Light *light, Vector3 color); // Set light diffuse color (light color)
|
||||
void SetLightSpecularColor(Light *light, Vector3 color); // Set light specular color (it will be multiplied by material specular color)
|
||||
void SetLightSpecIntensity(Light *light, float specIntensity); // Set light specular intensity (specular color scalar multiplier)
|
||||
|
||||
// Materials functions
|
||||
void SetMaterialAmbientColor(Material *material, Vector3 color); // Set material ambient color value (it will be multiplied by light ambient color)
|
||||
void SetMaterialDiffuseColor(Material *material, Vector3 color); // Set material diffuse color (material color, should use DrawModel() tint parameter)
|
||||
void SetMaterialSpecularColor(Material *material, Vector3 color); // Set material specular color (it will be multiplied by light specular color)
|
||||
void SetMaterialGlossiness(Material *material, float glossiness); // Set material glossiness value (recommended values: 0 - 100)
|
||||
void SetMaterialNormalDepth(Material *material, float depth); // Set normal map depth (B component from RGB type map scalar multiplier)
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Physics System Functions (engine-module: physics)
|
||||
//----------------------------------------------------------------------------------
|
||||
void InitPhysics(); // Initialize all internal physics values
|
||||
void SetPhysics(Physics settings); // Set physics settings values using Physics data type to overwrite internal physics settings
|
||||
|
||||
void AddRigidbody(int index, Rigidbody rigidbody); // Initialize a new rigidbody with parameters to internal index slot
|
||||
void AddCollider(int index, Collider collider); // Initialize a new Collider with parameters to internal index slot
|
||||
|
||||
void ApplyPhysics(int index, Vector2 *position); // Apply physics to internal rigidbody, physics calculations are applied to position pointer parameter
|
||||
void SetRigidbodyEnabled(int index, bool state); // Set enabled state to a defined rigidbody
|
||||
void SetRigidbodyVelocity(int index, Vector2 velocity); // Set velocity of rigidbody (without considering of mass value)
|
||||
void AddRigidbodyForce(int index, Vector2 force); // Set rigidbody force (considering mass value)
|
||||
|
||||
void SetColliderEnabled(int index, bool state); // Set enabled state to a defined collider
|
||||
|
||||
Rigidbody GetRigidbody(int index); // Returns the internal rigidbody data defined by index parameter
|
||||
Collider GetCollider(int index); // Returns the internal collider data defined by index parameter
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Audio Loading and Playing Functions (Module: audio)
|
||||
//------------------------------------------------------------------------------------
|
||||
|
17
src/rlgl.c
17
src/rlgl.c
@ -1094,6 +1094,7 @@ void rlglInit(void)
|
||||
// Modifies global variables: postproFbo, postproQuad
|
||||
void rlglInitPostpro(void)
|
||||
{
|
||||
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||
postproFbo = rlglLoadFBO(screenWidth, screenHeight);
|
||||
|
||||
if (postproFbo.id > 0)
|
||||
@ -1120,6 +1121,7 @@ void rlglInitPostpro(void)
|
||||
|
||||
// NOTE: postproFbo.colorTextureId must be assigned to postproQuad model shader
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
// Load a framebuffer object
|
||||
@ -1195,11 +1197,13 @@ FBO rlglLoadFBO(int width, int height)
|
||||
// Unload framebuffer object
|
||||
void rlglUnloadFBO(FBO fbo)
|
||||
{
|
||||
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||
glDeleteFramebuffers(1, &fbo.id);
|
||||
glDeleteTextures(1, &fbo.colorTextureId);
|
||||
glDeleteTextures(1, &fbo.depthTextureId);
|
||||
|
||||
TraceLog(INFO, "[FBO ID %i] Unloaded framebuffer object successfully", fbo.id);
|
||||
#endif
|
||||
}
|
||||
|
||||
// Vertex Buffer Object deinitialization (memory free)
|
||||
@ -1498,6 +1502,8 @@ void rlglDrawModel(Model model, Vector3 position, float rotationAngle, Vector3 r
|
||||
glUseProgram(model.shader.id);
|
||||
|
||||
// Apply transformation provided in model.transform matrix
|
||||
// TODO: review if at this point the modelview matrix just contains view matrix values
|
||||
Matrix viewworld = modelview; // Store view matrix before applying model transformations
|
||||
Matrix modelviewworld = MatrixMultiply(model.transform, modelview); // World-space transformation
|
||||
|
||||
// Apply transformations provided in function
|
||||
@ -1513,6 +1519,8 @@ void rlglDrawModel(Model model, Vector3 position, float rotationAngle, Vector3 r
|
||||
|
||||
// NOTE: Drawing in OpenGL 3.3+, transform is passed to shader
|
||||
glUniformMatrix4fv(model.shader.projectionLoc, 1, false, GetMatrixVector(projection));
|
||||
glUniformMatrix4fv(model.shader.modelLoc, 1, false, GetMatrixVector(transform));
|
||||
glUniformMatrix4fv(model.shader.viewLoc, 1, false, GetMatrixVector(viewworld));
|
||||
glUniformMatrix4fv(model.shader.modelviewLoc, 1, false, GetMatrixVector(modelviewworld));
|
||||
|
||||
// Apply color tinting to model
|
||||
@ -1935,7 +1943,8 @@ void rlglGenerateMipmaps(unsigned int textureId)
|
||||
{
|
||||
#if defined(GRAPHICS_API_OPENGL_11)
|
||||
// Compute required mipmaps
|
||||
void *data = rlglReadTexturePixels(textureId, UNCOMPRESSED_R8G8B8A8); // TODO: Detect internal format
|
||||
// TODO: rlglReadTexturePixels() needs Texture2D type parameter, not unsigned int parameter
|
||||
void *data; // = rlglReadTexturePixels(textureId, UNCOMPRESSED_R8G8B8A8); // TODO: Detect internal format
|
||||
|
||||
// NOTE: data size is reallocated to fit mipmaps data
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||||
int mipmapCount = GenerateMipmaps(data, width, height);
|
||||
@ -2242,6 +2251,8 @@ Shader LoadShader(char *vsFileName, char *fsFileName)
|
||||
|
||||
// Get handles to GLSL uniform locations (vertex shader)
|
||||
shader.modelviewLoc = glGetUniformLocation(shader.id, "modelviewMatrix");
|
||||
shader.modelLoc = glGetUniformLocation(shader.id, "modelMatrix");
|
||||
shader.viewLoc = glGetUniformLocation(shader.id, "viewMatrix");
|
||||
shader.projectionLoc = glGetUniformLocation(shader.id, "projectionMatrix");
|
||||
|
||||
// Get handles to GLSL uniform locations (fragment shader)
|
||||
@ -2781,6 +2792,8 @@ static Shader LoadDefaultShader(void)
|
||||
|
||||
// Get handles to GLSL uniform locations (vertex shader)
|
||||
shader.modelviewLoc = glGetUniformLocation(shader.id, "modelviewMatrix");
|
||||
shader.modelLoc = glGetUniformLocation(shader.id, "modelMatrix");
|
||||
shader.viewLoc = glGetUniformLocation(shader.id, "viewMatrix");
|
||||
shader.projectionLoc = glGetUniformLocation(shader.id, "projectionMatrix");
|
||||
|
||||
// Get handles to GLSL uniform locations (fragment shader)
|
||||
@ -2861,6 +2874,8 @@ static Shader LoadSimpleShader(void)
|
||||
|
||||
// Get handles to GLSL uniform locations (vertex shader)
|
||||
shader.modelviewLoc = glGetUniformLocation(shader.id, "modelviewMatrix");
|
||||
shader.modelLoc = glGetUniformLocation(shader.id, "modelMatrix");
|
||||
shader.viewLoc = glGetUniformLocation(shader.id, "viewMatrix");
|
||||
shader.projectionLoc = glGetUniformLocation(shader.id, "projectionMatrix");
|
||||
|
||||
// Get handles to GLSL uniform locations (fragment shader)
|
||||
|
@ -160,7 +160,9 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
|
||||
|
||||
// Uniforms
|
||||
int projectionLoc; // Projection matrix uniform location point (vertex shader)
|
||||
int modelviewLoc; // ModeView matrix uniform location point (vertex shader)
|
||||
int modelviewLoc; // ModelView matrix uniform location point (vertex shader)
|
||||
int modelLoc; // Model transformation matrix uniform location point (vertex shader)
|
||||
int viewLoc; // View transformation matrix uniform location point (vertex shader)
|
||||
int tintColorLoc; // Color uniform location point (fragment shader)
|
||||
|
||||
int mapDiffuseLoc; // Diffuse map texture uniform location point (fragment shader)
|
||||
|
Loading…
Reference in New Issue
Block a user