Added optional GPU skinning
This commit is contained in:
parent
ed61bdb568
commit
c3dac988a0
10
src/raylib.h
10
src/raylib.h
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@ -352,8 +352,10 @@ typedef struct Mesh {
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// Animation vertex data
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float *animVertices; // Animated vertex positions (after bones transformations)
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float *animNormals; // Animated normals (after bones transformations)
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unsigned char *boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning)
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float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
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unsigned char *boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning) (shader-location = 6)
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float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning) (shader-location = 7)
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Matrix *boneMatrices; // Bones animated transformation matrices
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int boneCount; // Number of bones
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// OpenGL identifiers
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unsigned int vaoId; // OpenGL Vertex Array Object id
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@ -771,11 +773,14 @@ typedef enum {
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SHADER_LOC_VERTEX_NORMAL, // Shader location: vertex attribute: normal
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SHADER_LOC_VERTEX_TANGENT, // Shader location: vertex attribute: tangent
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SHADER_LOC_VERTEX_COLOR, // Shader location: vertex attribute: color
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SHADER_LOC_VERTEX_BONEIDS, // Shader location: vertex attribute: boneIds
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SHADER_LOC_VERTEX_BONEWEIGHTS, // Shader location: vertex attribute: boneWeights
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SHADER_LOC_MATRIX_MVP, // Shader location: matrix uniform: model-view-projection
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SHADER_LOC_MATRIX_VIEW, // Shader location: matrix uniform: view (camera transform)
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SHADER_LOC_MATRIX_PROJECTION, // Shader location: matrix uniform: projection
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SHADER_LOC_MATRIX_MODEL, // Shader location: matrix uniform: model (transform)
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SHADER_LOC_MATRIX_NORMAL, // Shader location: matrix uniform: normal
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SHADER_LOC_BONE_MATRICES, // Shader location: array of matrices uniform: boneMatrices
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SHADER_LOC_VECTOR_VIEW, // Shader location: vector uniform: view
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SHADER_LOC_COLOR_DIFFUSE, // Shader location: vector uniform: diffuse color
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SHADER_LOC_COLOR_SPECULAR, // Shader location: vector uniform: specular color
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@ -1590,6 +1595,7 @@ RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame);
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RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
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RLAPI void UnloadModelAnimations(ModelAnimation *animations, int animCount); // Unload animation array data
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RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
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RLAPI void UpdateModelAnimationBoneMatrices(Model model, ModelAnimation anim, int frame); // Update model animation mesh bone matrices
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// Collision detection functions
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RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres
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@ -1295,6 +1295,8 @@ Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode)
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// vertex color location = 3
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// vertex tangent location = 4
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// vertex texcoord2 location = 5
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// vertex boneIds location = 6
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// vertex boneWeights location = 7
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// NOTE: If any location is not found, loc point becomes -1
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@ -1310,6 +1312,8 @@ Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode)
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shader.locs[SHADER_LOC_VERTEX_NORMAL] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL);
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shader.locs[SHADER_LOC_VERTEX_TANGENT] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
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shader.locs[SHADER_LOC_VERTEX_COLOR] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
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shader.locs[SHADER_LOC_VERTEX_BONEIDS] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS);
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shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS);
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// Get handles to GLSL uniform locations (vertex shader)
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shader.locs[SHADER_LOC_MATRIX_MVP] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_MVP);
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@ -1317,6 +1321,7 @@ Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode)
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shader.locs[SHADER_LOC_MATRIX_PROJECTION] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION);
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shader.locs[SHADER_LOC_MATRIX_MODEL] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL);
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shader.locs[SHADER_LOC_MATRIX_NORMAL] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL);
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shader.locs[SHADER_LOC_BONE_MATRICES] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES);
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// Get handles to GLSL uniform locations (fragment shader)
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shader.locs[SHADER_LOC_COLOR_DIFFUSE] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR);
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41
src/rlgl.h
41
src/rlgl.h
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@ -68,12 +68,15 @@
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS "vertexBoneIds" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS "vertexBoneWeights" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView)))
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES "boneMatrices" // bone matrices
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* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
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* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1)
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* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2)
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@ -324,22 +327,28 @@
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// Default shader vertex attribute locations
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION 0
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION 0
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#endif
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD 1
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD 1
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#endif
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL 2
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL 2
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#endif
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR 3
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR 3
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#endif
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT 4
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT 4
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#endif
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2 5
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2 5
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#endif
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS 6
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#endif
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS 7
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#endif
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//----------------------------------------------------------------------------------
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@ -759,6 +768,7 @@ RLAPI int rlGetLocationUniform(unsigned int shaderId, const char *uniformName);
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RLAPI int rlGetLocationAttrib(unsigned int shaderId, const char *attribName); // Get shader location attribute
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RLAPI void rlSetUniform(int locIndex, const void *value, int uniformType, int count); // Set shader value uniform
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RLAPI void rlSetUniformMatrix(int locIndex, Matrix mat); // Set shader value matrix
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RLAPI void rlSetUniformMatrices(int locIndex, const Matrix *mat, int count); // Set shader value matrices
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RLAPI void rlSetUniformSampler(int locIndex, unsigned int textureId); // Set shader value sampler
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RLAPI void rlSetShader(unsigned int id, int *locs); // Set shader currently active (id and locations)
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@ -977,6 +987,12 @@ RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
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#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2
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#define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2
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#endif
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#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS
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#define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS "vertexBoneIds" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS
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#endif
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#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS
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#define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS "vertexBoneWeights" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS
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#endif
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#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MVP
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#define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
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@ -996,6 +1012,9 @@ RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
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#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR
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#define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
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#endif
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#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES
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#define RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES "boneMatrices" // bone matrices
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#endif
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#ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0
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#define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
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#endif
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@ -4148,6 +4167,8 @@ unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId)
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glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
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glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
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glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
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glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS);
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glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS);
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// NOTE: If some attrib name is no found on the shader, it locations becomes -1
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@ -4283,6 +4304,14 @@ void rlSetUniformMatrix(int locIndex, Matrix mat)
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#endif
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}
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// Set shader value uniform matrix
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void rlSetUniformMatrices(int locIndex, const Matrix *matrices, int count)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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glUniformMatrix4fv(locIndex, count, true, (const float*)matrices);
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#endif
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}
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// Set shader value uniform sampler
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void rlSetUniformSampler(int locIndex, unsigned int textureId)
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{
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120
src/rmodels.c
120
src/rmodels.c
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@ -130,7 +130,7 @@
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#define MAX_MATERIAL_MAPS 12 // Maximum number of maps supported
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#endif
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#ifndef MAX_MESH_VERTEX_BUFFERS
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#define MAX_MESH_VERTEX_BUFFERS 7 // Maximum vertex buffers (VBO) per mesh
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#define MAX_MESH_VERTEX_BUFFERS 9 // Maximum vertex buffers (VBO) per mesh
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#endif
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//----------------------------------------------------------------------------------
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@ -1252,7 +1252,9 @@ void UploadMesh(Mesh *mesh, bool dynamic)
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mesh->vboId[3] = 0; // Vertex buffer: colors
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mesh->vboId[4] = 0; // Vertex buffer: tangents
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mesh->vboId[5] = 0; // Vertex buffer: texcoords2
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mesh->vboId[6] = 0; // Vertex buffer: indices
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mesh->vboId[6] = 0; // Vertex buffer: boneIds
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mesh->vboId[7] = 0; // Vertex buffer: boneWeights
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mesh->vboId[8] = 0; // Vertex buffer: indices
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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mesh->vaoId = rlLoadVertexArray();
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@ -1339,9 +1341,41 @@ void UploadMesh(Mesh *mesh, bool dynamic)
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rlDisableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2);
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}
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if (mesh->boneIds != NULL)
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{
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// Enable vertex attribute: boneIds (shader-location = 6)
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mesh->vboId[6] = rlLoadVertexBuffer(mesh->boneIds, mesh->vertexCount*4*sizeof(unsigned char), dynamic);
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rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS, 4, RL_UNSIGNED_BYTE, 0, 0, 0);
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rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS);
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}
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else
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{
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// Default vertex attribute: boneIds
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// WARNING: Default value provided to shader if location available
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float value[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
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rlSetVertexAttributeDefault(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS, value, SHADER_ATTRIB_VEC4, 4);
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rlDisableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS);
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}
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if (mesh->boneWeights != NULL)
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{
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// Enable vertex attribute: texcoord2 (shader-location = 5)
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mesh->vboId[7] = rlLoadVertexBuffer(mesh->boneWeights, mesh->vertexCount*4*sizeof(float), dynamic);
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rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS, 4, RL_FLOAT, 0, 0, 0);
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rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS);
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}
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else
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{
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// Default vertex attribute: texcoord2
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// WARNING: Default value provided to shader if location available
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float value[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
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rlSetVertexAttributeDefault(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS, value, SHADER_ATTRIB_VEC4, 2);
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rlDisableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS);
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}
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if (mesh->indices != NULL)
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{
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mesh->vboId[6] = rlLoadVertexBufferElement(mesh->indices, mesh->triangleCount*3*sizeof(unsigned short), dynamic);
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mesh->vboId[8] = rlLoadVertexBufferElement(mesh->indices, mesh->triangleCount*3*sizeof(unsigned short), dynamic);
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}
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if (mesh->vaoId > 0) TRACELOG(LOG_INFO, "VAO: [ID %i] Mesh uploaded successfully to VRAM (GPU)", mesh->vaoId);
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@ -1451,6 +1485,13 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
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// Upload model normal matrix (if locations available)
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if (material.shader.locs[SHADER_LOC_MATRIX_NORMAL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_NORMAL], MatrixTranspose(MatrixInvert(matModel)));
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// Upload Bone Transforms
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if (material.shader.locs[SHADER_LOC_BONE_MATRICES] != -1)
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{
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rlSetUniformMatrices(material.shader.locs[SHADER_LOC_BONE_MATRICES], mesh.boneMatrices, mesh.boneCount);
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}
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//-----------------------------------------------------
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// Bind active texture maps (if available)
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@ -1530,7 +1571,33 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
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rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02]);
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}
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if (mesh.indices != NULL) rlEnableVertexBufferElement(mesh.vboId[6]);
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// Bind mesh VBO data: vertex bone ids (shader-location = 6, if available)
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if (material.shader.locs[SHADER_LOC_VERTEX_BONEIDS] != -1)
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{
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if (mesh.vboId[6] != 0)
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{
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rlEnableVertexBuffer(mesh.vboId[6]);
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rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEIDS], 4, RL_UNSIGNED_BYTE, 0, 0, 0);
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rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEIDS]);
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}
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else
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{
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// Set default value for defined vertex attribute in shader but not provided by mesh
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// WARNING: It could result in GPU undefined behaviour
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float value[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
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rlSetVertexAttributeDefault(material.shader.locs[SHADER_LOC_VERTEX_BONEIDS], value, SHADER_ATTRIB_VEC4, 4);
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rlDisableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEIDS]);
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}
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}
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if (material.shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS] != -1)
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{
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rlEnableVertexBuffer(mesh.vboId[7]);
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rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS], 4, RL_FLOAT, 0, 0, 0);
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rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS]);
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}
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if (mesh.indices != NULL) rlEnableVertexBufferElement(mesh.vboId[8]);
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}
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int eyeCount = 1;
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@ -1825,6 +1892,7 @@ void UnloadMesh(Mesh mesh)
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RL_FREE(mesh.animNormals);
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RL_FREE(mesh.boneWeights);
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RL_FREE(mesh.boneIds);
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RL_FREE(mesh.boneMatrices);
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}
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// Export mesh data to file
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@ -2255,6 +2323,50 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
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}
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}
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void UpdateModelAnimationBoneMatrices(Model model, ModelAnimation anim, int frame)
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{
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if ((anim.frameCount > 0) && (anim.bones != NULL) && (anim.framePoses != NULL))
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{
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if (frame >= anim.frameCount) frame = frame%anim.frameCount;
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for (int i = 0; i < model.meshCount; i++)
|
||||
{
|
||||
if (model.meshes[i].boneMatrices)
|
||||
{
|
||||
assert(model.meshes[i].boneCount == anim.boneCount);
|
||||
|
||||
for (int boneId = 0; boneId < model.meshes[i].boneCount; boneId++)
|
||||
{
|
||||
Vector3 inTranslation = model.bindPose[boneId].translation;
|
||||
Quaternion inRotation = model.bindPose[boneId].rotation;
|
||||
Vector3 inScale = model.bindPose[boneId].scale;
|
||||
|
||||
Vector3 outTranslation = anim.framePoses[frame][boneId].translation;
|
||||
Quaternion outRotation = anim.framePoses[frame][boneId].rotation;
|
||||
Vector3 outScale = anim.framePoses[frame][boneId].scale;
|
||||
|
||||
Vector3 invTranslation = Vector3RotateByQuaternion(Vector3Negate(inTranslation), QuaternionInvert(inRotation));
|
||||
Quaternion invRotation = QuaternionInvert(inRotation);
|
||||
Vector3 invScale = Vector3Divide((Vector3){ 1.0f, 1.0f, 1.0f }, inScale);
|
||||
|
||||
Vector3 boneTranslation = Vector3Add(
|
||||
Vector3RotateByQuaternion(Vector3Multiply(outScale, invTranslation),
|
||||
outRotation), outTranslation);
|
||||
Quaternion boneRotation = QuaternionMultiply(outRotation, invRotation);
|
||||
Vector3 boneScale = Vector3Multiply(outScale, invScale);
|
||||
|
||||
Matrix boneMatrix = MatrixMultiply(MatrixMultiply(
|
||||
QuaternionToMatrix(boneRotation),
|
||||
MatrixTranslate(boneTranslation.x, boneTranslation.y, boneTranslation.z)),
|
||||
MatrixScale(boneScale.x, boneScale.y, boneScale.z));
|
||||
|
||||
model.meshes[i].boneMatrices[boneId] = boneMatrix;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Unload animation array data
|
||||
void UnloadModelAnimations(ModelAnimation *animations, int animCount)
|
||||
{
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user