Implement functional rlNormal3f
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parent
a1ddc34433
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202
src/rlgl.h
202
src/rlgl.h
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@ -349,6 +349,7 @@ typedef struct rlVertexBuffer {
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float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
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float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
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float *normals; // Vertex normal (XYZ - 3 components per vertex) (shader-location = 2)
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unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
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#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
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unsigned int *indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
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@ -357,7 +358,7 @@ typedef struct rlVertexBuffer {
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unsigned short *indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
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#endif
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unsigned int vaoId; // OpenGL Vertex Array Object id
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unsigned int vboId[4]; // OpenGL Vertex Buffer Objects id (4 types of vertex data)
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unsigned int vboId[5]; // OpenGL Vertex Buffer Objects id (5 types of vertex data)
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} rlVertexBuffer;
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// Draw call type
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@ -1104,8 +1105,15 @@ static const char *rlGetCompressedFormatName(int format); // Get compressed form
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static int rlGetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture)
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// Auxiliar matrix math functions
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typedef struct rl_float16 {
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float v[16];
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} rl_float16;
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static rl_float16 rlMatrixToFloatV(Matrix mat); // Get float array of matrix data
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#define rlMatrixToFloat(mat) (rlMatrixToFloatV(mat).v) // Get float vector for Matrix
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static Matrix rlMatrixIdentity(void); // Get identity matrix
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static Matrix rlMatrixMultiply(Matrix left, Matrix right); // Multiply two matrices
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static Matrix rlMatrixTranspose(Matrix mat); // Transposes provided matrix
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static Matrix rlMatrixInvert(Matrix mat); // Invert provided matrix
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//----------------------------------------------------------------------------------
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// Module Functions Definition - Matrix operations
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@ -1468,7 +1476,10 @@ void rlVertex3f(float x, float y, float z)
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RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter] = RLGL.State.texcoordx;
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RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter + 1] = RLGL.State.texcoordy;
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// WARNING: By default rlVertexBuffer struct does not store normals
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// Add current normal
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RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].normals[3*RLGL.State.vertexCounter] = RLGL.State.normalx;
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RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].normals[3*RLGL.State.vertexCounter + 1] = RLGL.State.normaly;
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RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].normals[3*RLGL.State.vertexCounter + 2] = RLGL.State.normalz;
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// Add current color
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RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter] = RLGL.State.colorr;
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@ -1504,9 +1515,26 @@ void rlTexCoord2f(float x, float y)
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// NOTE: Normals limited to TRIANGLES only?
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void rlNormal3f(float x, float y, float z)
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{
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RLGL.State.normalx = x;
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RLGL.State.normaly = y;
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RLGL.State.normalz = z;
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float normalx = x;
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float normaly = y;
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float normalz = z;
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if (RLGL.State.transformRequired)
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{
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normalx = RLGL.State.transform.m0*x + RLGL.State.transform.m4*y + RLGL.State.transform.m8*z;
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normaly = RLGL.State.transform.m1*x + RLGL.State.transform.m5*y + RLGL.State.transform.m9*z;
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normalz = RLGL.State.transform.m2*x + RLGL.State.transform.m6*y + RLGL.State.transform.m10*z;
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}
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float length = sqrtf(normalx*normalx + normaly*normaly + normalz*normalz);
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if (length != 0.0f)
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{
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float ilength = 1.0f / length;
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normalx *= ilength;
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normaly *= ilength;
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normalz *= ilength;
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}
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RLGL.State.normalx = normalx;
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RLGL.State.normaly = normaly;
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RLGL.State.normalz = normalz;
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}
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// Define one vertex (color)
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@ -2175,7 +2203,10 @@ void rlglInit(int width, int height)
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RLGL.State.currentShaderLocs = RLGL.State.defaultShaderLocs;
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// Init default vertex arrays buffers
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// Simulate that the default shader has the location RL_SHADER_LOC_VERTEX_NORMAL to bind the normal buffer for the default render batch
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RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL] = RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL;
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RLGL.defaultBatch = rlLoadRenderBatch(RL_DEFAULT_BATCH_BUFFERS, RL_DEFAULT_BATCH_BUFFER_ELEMENTS);
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RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL] = -1;
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RLGL.currentBatch = &RLGL.defaultBatch;
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// Init stack matrices (emulating OpenGL 1.1)
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@ -2620,6 +2651,7 @@ rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements)
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batch.vertexBuffer[i].vertices = (float *)RL_MALLOC(bufferElements*3*4*sizeof(float)); // 3 float by vertex, 4 vertex by quad
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batch.vertexBuffer[i].texcoords = (float *)RL_MALLOC(bufferElements*2*4*sizeof(float)); // 2 float by texcoord, 4 texcoord by quad
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batch.vertexBuffer[i].normals = (float *)RL_MALLOC(bufferElements*3*4*sizeof(float)); // 3 float by vertex, 4 vertex by quad
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batch.vertexBuffer[i].colors = (unsigned char *)RL_MALLOC(bufferElements*4*4*sizeof(unsigned char)); // 4 float by color, 4 colors by quad
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#if defined(GRAPHICS_API_OPENGL_33)
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batch.vertexBuffer[i].indices = (unsigned int *)RL_MALLOC(bufferElements*6*sizeof(unsigned int)); // 6 int by quad (indices)
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@ -2630,6 +2662,7 @@ rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements)
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for (int j = 0; j < (3*4*bufferElements); j++) batch.vertexBuffer[i].vertices[j] = 0.0f;
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for (int j = 0; j < (2*4*bufferElements); j++) batch.vertexBuffer[i].texcoords[j] = 0.0f;
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for (int j = 0; j < (3*4*bufferElements); j++) batch.vertexBuffer[i].normals[j] = 0.0f;
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for (int j = 0; j < (4*4*bufferElements); j++) batch.vertexBuffer[i].colors[j] = 0;
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int k = 0;
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@ -2679,16 +2712,23 @@ rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements)
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glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01]);
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glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
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// Vertex color buffer (shader-location = 3)
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// Vertex normal buffer (shader-location = 2)
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glGenBuffers(1, &batch.vertexBuffer[i].vboId[2]);
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glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[2]);
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glBufferData(GL_ARRAY_BUFFER, bufferElements*3*4*sizeof(float), batch.vertexBuffer[i].normals, GL_DYNAMIC_DRAW);
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glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL]);
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glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0);
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// Vertex color buffer (shader-location = 3)
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glGenBuffers(1, &batch.vertexBuffer[i].vboId[3]);
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glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[3]);
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glBufferData(GL_ARRAY_BUFFER, bufferElements*4*4*sizeof(unsigned char), batch.vertexBuffer[i].colors, GL_DYNAMIC_DRAW);
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glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR]);
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glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
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// Fill index buffer
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glGenBuffers(1, &batch.vertexBuffer[i].vboId[3]);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[3]);
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glGenBuffers(1, &batch.vertexBuffer[i].vboId[4]);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[4]);
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#if defined(GRAPHICS_API_OPENGL_33)
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(int), batch.vertexBuffer[i].indices, GL_STATIC_DRAW);
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#endif
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@ -2755,6 +2795,7 @@ void rlUnloadRenderBatch(rlRenderBatch batch)
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glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[1]);
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glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[2]);
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glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[3]);
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glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[4]);
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// Delete VAOs from GPU (VRAM)
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if (RLGL.ExtSupported.vao) glDeleteVertexArrays(1, &batch.vertexBuffer[i].vaoId);
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@ -2762,6 +2803,7 @@ void rlUnloadRenderBatch(rlRenderBatch batch)
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// Free vertex arrays memory from CPU (RAM)
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RL_FREE(batch.vertexBuffer[i].vertices);
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RL_FREE(batch.vertexBuffer[i].texcoords);
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RL_FREE(batch.vertexBuffer[i].normals);
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RL_FREE(batch.vertexBuffer[i].colors);
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RL_FREE(batch.vertexBuffer[i].indices);
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}
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@ -2796,8 +2838,13 @@ void rlDrawRenderBatch(rlRenderBatch *batch)
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glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*2*sizeof(float), batch->vertexBuffer[batch->currentBuffer].texcoords);
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//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].texcoords, GL_DYNAMIC_DRAW); // Update all buffer
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// Colors buffer
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// Normals buffer
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glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]);
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glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*3*sizeof(float), batch->vertexBuffer[batch->currentBuffer].normals);
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//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].normals, GL_DYNAMIC_DRAW); // Update all buffer
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// Colors buffer
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glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]);
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glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*4*sizeof(unsigned char), batch->vertexBuffer[batch->currentBuffer].colors);
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//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].colors, GL_DYNAMIC_DRAW); // Update all buffer
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@ -2850,13 +2897,30 @@ void rlDrawRenderBatch(rlRenderBatch *batch)
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// Create modelview-projection matrix and upload to shader
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Matrix matMVP = rlMatrixMultiply(RLGL.State.modelview, RLGL.State.projection);
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float matMVPfloat[16] = {
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matMVP.m0, matMVP.m1, matMVP.m2, matMVP.m3,
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matMVP.m4, matMVP.m5, matMVP.m6, matMVP.m7,
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matMVP.m8, matMVP.m9, matMVP.m10, matMVP.m11,
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matMVP.m12, matMVP.m13, matMVP.m14, matMVP.m15
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};
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glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MVP], 1, false, matMVPfloat);
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glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MVP], 1, false, rlMatrixToFloat(matMVP));
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if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_PROJECTION] != -1)
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{
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glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_PROJECTION], 1, false, rlMatrixToFloat(RLGL.State.projection));
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}
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// WARNING: For the following setup of the view, model, and normal matrices, it is expected that
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// transformations and rendering occur between rlPushMatrix and rlPopMatrix.
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if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_VIEW] != -1)
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{
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glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_VIEW], 1, false, rlMatrixToFloat(RLGL.State.modelview));
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}
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if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MODEL] != -1)
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{
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glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MODEL], 1, false, rlMatrixToFloat(RLGL.State.transform));
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}
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if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_NORMAL] != -1)
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{
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glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_NORMAL], 1, false, rlMatrixToFloat(rlMatrixTranspose(rlMatrixInvert(RLGL.State.transform))));
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}
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if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId);
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else
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@ -2871,12 +2935,17 @@ void rlDrawRenderBatch(rlRenderBatch *batch)
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glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01]);
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// Bind vertex attrib: color (shader-location = 3)
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// Bind vertex attrib: normal (shader-location = 2)
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glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]);
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glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL]);
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// Bind vertex attrib: color (shader-location = 3)
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glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]);
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glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
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glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR]);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[4]);
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}
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// Setup some default shader values
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@ -4880,6 +4949,31 @@ static int rlGetPixelDataSize(int width, int height, int format)
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// Auxiliar math functions
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// Get float array of matrix data
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static rl_float16 rlMatrixToFloatV(Matrix mat)
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{
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rl_float16 result = { 0 };
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result.v[0] = mat.m0;
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result.v[1] = mat.m1;
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result.v[2] = mat.m2;
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result.v[3] = mat.m3;
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result.v[4] = mat.m4;
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result.v[5] = mat.m5;
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result.v[6] = mat.m6;
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result.v[7] = mat.m7;
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result.v[8] = mat.m8;
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result.v[9] = mat.m9;
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result.v[10] = mat.m10;
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result.v[11] = mat.m11;
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result.v[12] = mat.m12;
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result.v[13] = mat.m13;
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result.v[14] = mat.m14;
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result.v[15] = mat.m15;
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return result;
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}
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// Get identity matrix
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static Matrix rlMatrixIdentity(void)
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{
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@ -4919,4 +5013,76 @@ static Matrix rlMatrixMultiply(Matrix left, Matrix right)
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return result;
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}
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// Transposes provided matrix
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static Matrix rlMatrixTranspose(Matrix mat)
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{
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Matrix result = { 0 };
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result.m0 = mat.m0;
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result.m1 = mat.m4;
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result.m2 = mat.m8;
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result.m3 = mat.m12;
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result.m4 = mat.m1;
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result.m5 = mat.m5;
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result.m6 = mat.m9;
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result.m7 = mat.m13;
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result.m8 = mat.m2;
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result.m9 = mat.m6;
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result.m10 = mat.m10;
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result.m11 = mat.m14;
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result.m12 = mat.m3;
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result.m13 = mat.m7;
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result.m14 = mat.m11;
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result.m15 = mat.m15;
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return result;
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}
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// Invert provided matrix
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static Matrix rlMatrixInvert(Matrix mat)
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{
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Matrix result = { 0 };
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// Cache the matrix values (speed optimization)
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float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3;
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float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7;
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float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11;
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float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15;
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float b00 = a00*a11 - a01*a10;
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float b01 = a00*a12 - a02*a10;
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float b02 = a00*a13 - a03*a10;
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float b03 = a01*a12 - a02*a11;
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float b04 = a01*a13 - a03*a11;
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float b05 = a02*a13 - a03*a12;
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float b06 = a20*a31 - a21*a30;
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float b07 = a20*a32 - a22*a30;
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float b08 = a20*a33 - a23*a30;
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float b09 = a21*a32 - a22*a31;
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float b10 = a21*a33 - a23*a31;
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float b11 = a22*a33 - a23*a32;
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// Calculate the invert determinant (inlined to avoid double-caching)
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float invDet = 1.0f/(b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06);
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result.m0 = (a11*b11 - a12*b10 + a13*b09)*invDet;
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result.m1 = (-a01*b11 + a02*b10 - a03*b09)*invDet;
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result.m2 = (a31*b05 - a32*b04 + a33*b03)*invDet;
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result.m3 = (-a21*b05 + a22*b04 - a23*b03)*invDet;
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result.m4 = (-a10*b11 + a12*b08 - a13*b07)*invDet;
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result.m5 = (a00*b11 - a02*b08 + a03*b07)*invDet;
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result.m6 = (-a30*b05 + a32*b02 - a33*b01)*invDet;
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result.m7 = (a20*b05 - a22*b02 + a23*b01)*invDet;
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result.m8 = (a10*b10 - a11*b08 + a13*b06)*invDet;
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result.m9 = (-a00*b10 + a01*b08 - a03*b06)*invDet;
|
||||
result.m10 = (a30*b04 - a31*b02 + a33*b00)*invDet;
|
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result.m11 = (-a20*b04 + a21*b02 - a23*b00)*invDet;
|
||||
result.m12 = (-a10*b09 + a11*b07 - a12*b06)*invDet;
|
||||
result.m13 = (a00*b09 - a01*b07 + a02*b06)*invDet;
|
||||
result.m14 = (-a30*b03 + a31*b01 - a32*b00)*invDet;
|
||||
result.m15 = (a20*b03 - a21*b01 + a22*b00)*invDet;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
#endif // RLGL_IMPLEMENTATION
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user