Commit Graph

299 Commits

Author SHA1 Message Date
Ray
d10ff78822 WARNING: Renamed Vector3Multiply() to Vector3Scale()
Renamed for consistency with Vecto2Scale()
Also renamed Vector3MultiplyV() to Vector3Multiply()
2020-01-23 21:10:12 +01:00
Victor Gallet
6a46dcb374 Fix compilation when the SUPPORT_MESH_GENERATION feature is not supported (previously, the loadModel function was using the GenMeshCube texture, if no model founded, to generate a default cube mesh (#1075) 2020-01-17 23:06:46 +01:00
raysan5
21c30f43d4 Update year to 2020 2020-01-05 20:01:54 +01:00
las3rlars
f8bd56b07f Normals was not correctly updated when using animated meshes (#1052)
* Normal vbo not correctly updated
2019-12-29 12:17:36 +01:00
Ray
1397242d88 Small code tweak to avoid warning 2019-12-11 23:14:32 +01:00
Ray
416a52b5bc Minor comments tweak 2019-12-01 12:55:33 +01:00
Ray
2783d0d63e DrawPoint3D(): PR review 2019-11-22 00:33:50 +01:00
Eric J
5d27c1e6c9 Add DrawPoint3D() function to models.c (#1019)
Uses fewer vertexes than using DrawCube() or DrawSphere() for points.  The small line is on analogy to the code for DrawPoint() in shapes.c.
2019-11-22 00:30:19 +01:00
João Coelho
75b0264f35 fix various problems, thanks CppCheck :) (#1005)
* explained a bit more the core_window_letterbox example

* fixed a few 'ups' moments that could lead to mild head pain and time loss
2019-10-29 15:57:19 +01:00
chriscamacho
3d8b1165a8 mem leak in gltf loader (#995) 2019-10-23 10:42:17 +02:00
Ray
9b6227688f Corrected issue #992 2019-10-22 23:31:04 +02:00
Ray
ea70c47a1a Review latest PR 2019-10-21 17:55:37 +02:00
Tyler Jessilynn Bezera
3f7fa6d6e7 Add multi texture support for materials in GLTF format (#979)
* Initial commit of addition for GLTF materials.. should support loading more than just albedo map.

* Clean up

* fixed seg faults and leaks

* temp don't overwrite defuse colour when rendering

* undid something dumb!

* correctly mixed diffuse map color when rendering to preserve not overwrite it
2019-10-21 17:38:23 +02:00
Michael Vetter
596338b26a Check whether parsing mtl file was succesful (#982) 2019-10-03 21:05:21 +02:00
Michael Vetter
eb772bc1e0 Check whether GLTF was loaded correctly (#981) 2019-10-03 17:07:32 +02:00
Ray
bdcb16e7bb Review PR and comments 2019-09-22 21:47:19 +02:00
Ray
741afde3bc Review PR formatting 2019-09-19 13:36:55 +02:00
chriscamacho
314c4061df fixs issue mem leak with LoadModel / OBJ and issue with -1 material index (#969) 2019-09-19 13:28:01 +02:00
chriscamacho
6916ff58b1 fixed some memory leaks, still issue with material index allocation leaking 4 bytes (possibly double allocation) (#964) 2019-09-13 13:29:52 +02:00
Ray
a2fd427224 Comment tweak 2019-09-12 16:26:37 +02:00
raysan5
37bb8e9554 UpdateModelAnimation() - Added security check 2019-08-27 12:23:30 +02:00
raysan5
8241dcf80b Review models loading, memory initialization 2019-08-27 11:16:43 +02:00
raysan5
c661cad692 Review all RL_CALLOC() calls
All data should be properly initialized by now
2019-08-27 10:56:49 +02:00
Ray
973d32f9a7 Reviewed issue #943 2019-08-19 12:17:02 +02:00
Oraoto
7ebcd06652 Fix uninitialized vboId in GenMeshHeightmap (#949) 2019-08-19 10:25:26 +02:00
raysan5
3ebc55fdfe Reviewed comment 2019-08-08 10:18:12 +02:00
chriscamacho
2d5cc5ddbf fixed xmloader bug, user must free model shaders and textures as they might be shared (#933) 2019-08-08 09:57:21 +02:00
Ray
3d5fa81bf2 WARNING: Redesigned structs
- Mesh, Shader, Material structs have been reviewed to minimize size when passed by value, all required code has been reviewed.
 - GetCollisionRayModel() reviewed to avoid pointer, not required because model is not modified inside the function
 - UnloadMesh() reviewed, pointer not required
 - CheckCollisionRay*() parameters name reviewed
2019-08-07 00:32:44 +02:00
Michael Vetter
6267fd1865 Fix memory leak in LoadGLTF() (#929)
Free texturePath in LoadGLTF()
2019-08-06 23:09:27 +02:00
culacant
f518c4e939 Fix loading multiple animations from .iqm file (#928)
* Fix loading multiple animations from .iqm file

* Fix memory leak in models_animation example

* Added export instructions to the animation example

* use raylib free

* include <stdlib.h> to appease the travis CI gods

* replace tabs with spaces
2019-08-06 23:08:58 +02:00
Leandro Gabriel
89c16baf18 Replace tabs with spaces and update year of copyright notices (#927)
* Update year of copyright notices

* Fix mistake in comment

* Fix typo ("algorythms")

* Replace tabs with spaces

* Remove trailing whitespace and fix mistake in comment

* Fix ExportImageAsCode missing comment rectangle corner

* Replace tab with spaces

* Replace tabs with spaces
2019-08-03 11:07:41 +02:00
raysan5
b83d165764 Replace tabs by spaces 2019-07-28 15:33:55 +02:00
Ray
4b2f6b2b5f Check buffer limit on DrawBillboardRec() 2019-07-22 00:12:51 +02:00
raysan5
f9a2d89ed2 Use function GetSizeBase64() 2019-07-12 14:33:06 +02:00
Ray
0c60af8981 Tweak: Change check order 2019-06-12 12:14:36 +02:00
Ray
9609ebf49a Corrected IQM function declaration 2019-06-12 12:12:59 +02:00
Wilhem Barbier
13a1744ca9 Fix #848 2019-05-22 20:29:34 +02:00
Ray
371abb0a26 Review glTF implementation formatting
Added comments for the future
2019-05-20 11:13:38 +02:00
Wilhem Barbier
e01a381aec Load glTF 2019-05-18 11:36:47 +02:00
Ray
5a1a0a3492 Corrected issue with multi-mesh obj models
Note that all meshes are loaded as a single one at this moment, loading should be improved!
2019-05-15 15:12:56 +02:00
Ray
a2ed65aa14 Make code a bit clearer for beginners 2019-05-09 16:10:55 +02:00
Ray
46bac0ba2c Add comment in CheckCollisionSpheres() 2019-05-09 16:09:49 +02:00
ProfJski
1655463ba5
Update models.c 2019-05-08 14:14:57 -04:00
ProfJski
d3dae38449
Update CheckCollisionSpheres() to avoid sqrt
Square root calls are computationally expensive.  In this case, they can be avoided.  Instead of checking distance<RadA+RadB, check distance squared against (RadA+RadB) squared.  The dot product of Vector3Subtract(B,A) with itself gives distance squared, so I used this code instead of an element-by-element computation of distance squared.  The only downside is that your geometric code is very readable, whereas this is less so.
2019-05-08 13:54:12 -04:00
Ray
e67ebabb02 Support custom memory management macros
Users can define their custom memory management macros.

NOTE: Most external libraries support custom macros in the same way, raylib should redefine those macros to raylib ones, to unify custom memory loading. That redefinition is only implemented as example for stb_image.h in [textures] module.
2019-04-23 14:55:35 +02:00
Ray
8c22f685d1 Check buffer overflow 2019-04-14 22:29:14 +02:00
Ray
45c820eeb4 Set default white texture for diffuse mat 2019-04-10 22:39:42 +02:00
Ray
21092266b5 Check textures available before loading 2019-04-10 00:44:24 +02:00
Ray
32ccecb8ca Start working on glTF loading... 2019-04-09 13:23:51 +02:00
Ray
b8ada4b877 Review creation years 2019-04-08 12:25:13 +02:00
ChillerDragon
f21761fbbb Happy new year 2019 2019-04-07 17:49:12 +02:00
Ray
c600dd0766 Review PBR shaders
Issue was related to vertex tangent attibutes not uploaded to GPU, a quick solution was implemented for new vertex attributes loading for already existing meshes... I don't like it specially but it will work for now.
2019-04-05 16:43:09 +02:00
Ray
92733d6695 BIG UPDATE: New models functions for animations!
Multiple functions added and some reviewed to adapt to the new multi-mesh, multi-material and animated models.
2019-04-05 13:15:56 +02:00
Ray
a103086443 Removed trail spaces 2019-04-04 13:50:52 +02:00
Ray
d89d24c5e8 BIG UPDATE: Support model animations! 2019-04-04 13:33:54 +02:00
Ray
f1cbdd6b3a Corrected some issues
- Support compiling for OpenGL 1.1
- Free meshes/materials memory after usage...
2019-04-01 18:22:56 +02:00
Ray
86212e8462 Support material loading from OBJ/MTL 2019-04-01 12:41:32 +02:00
Ray
e5edbb7104 Reviewed OBJ loading implementation -WIP-
One mesh files can be loaded correctly

MISSING:
 - Multimesh OBJ loading
 - Materials loading
2019-04-01 12:17:29 +02:00
Ray
fe702cd6a2 Implementing LoadOBJ() -WIP-
It seems obj loading is working ok but there is some problem with drawing...
2019-04-01 00:16:56 +02:00
Ray
a197f40bb4 Default to white cube mesh if not loaded 2019-03-29 20:22:30 +01:00
Ray
19debd2b4e Review some warnings 2019-03-29 17:28:10 +01:00
Ray
8a73c5d0b4 Replace custom OBJ/MTL implementations by tinyobj_loader -WIP- 2019-03-29 17:15:22 +01:00
Ray
a643dc4ca0 WARNING: Redesigned model struct for multi-meshes
This is quite a big change, Model struct has been redesigned to support multiple meshes and multiple materials, most 3d fileformats contain multiple meshes and reference multiple materials.

Consequently, multiple functions have been reviewed.

LoadOBJ(), LoadIQM(), LoadGLFT() now return a Model.

Current LoadOBJ() is not valid anymore, actually, tinyobj_loader_c library is considered for replacement.
2019-03-29 16:48:23 +01:00
Rafael Sachetto
9f54a69cec Adding DrawCubeWiresV for convenience 2019-03-08 15:06:17 -03:00
Ray
374811c440 Change ternary operator formatting 2019-02-22 13:13:11 +01:00
Ray
641895b5ba Remove end-line spaces 2019-02-21 18:45:19 +01:00
Ray
d62652c5b2 Update cgltf library
Added some comments to loader function...
2019-02-18 18:46:17 +01:00
Jens Pitkanen
f9963d4ed4 Fix config.h flags 2019-02-14 13:52:18 +02:00
Ray
d0d81ea545 Review ExportMesh() header 2019-02-06 10:51:06 +01:00
Ray
e13975beeb Some security checks added 2019-01-11 18:54:48 +01:00
Ray
66c360d385 Corrected issue on plane drawing 2018-12-19 11:55:58 +01:00
Ray
f822650a3b Support externally provided compilation flags
Useful in case raylib compilation want to be automated and compilation config flags provided by command line.
2018-12-18 00:20:08 +01:00
Ray
7d81e673ed ADDED: GenMeshPoly()
To generate 2D polygonal shape
2018-12-15 23:31:56 +01:00
Ray
5ef4661216 Comments removed 2018-12-03 16:48:01 +01:00
Ray
ec5c9686b3 Improved data export capabilities!
REVIEWED: ExportImage()
REVIEWED: ExportMesh()
ADDED: ExportWave()
REMOVED: Internal funcs: SavePNG(), SaveBMP()

NOTE: These changes break the API (parameters order)
2018-09-17 16:56:02 +02:00
Ray
3a1a489545 Removed TABS 2018-09-14 13:00:48 +02:00
Ray
5b09630d45 Update mini_al to v0.8.8
Some minor tweaks around
2018-09-14 12:47:31 +02:00
F.H
9f1489dc1d
Update models.c
fix bug with GenMeshPlane() creating too many vertices/texcoords/normals for the plane mesh
2018-09-06 21:11:00 +02:00
Ray
1fcb3c0317 Started working on IQM/glTF loaders 2018-09-05 10:59:05 +02:00
Kim Kulling
ecf8bff4aa Fix compiler warnings, first part 2018-08-04 10:32:16 +02:00
Ray
0148432588 fabsf() not working with TCC
Replaced by fabs() that seem to work ok
2018-05-28 00:48:45 +02:00
Ray
2aae62cea2 Header tweak and comments 2018-05-17 00:04:36 +02:00
raysan5
400c345f96 Added tangent computation alternative method
As stated in the note, I'm not sure if math is right, just followed a
reference implementation...
2018-04-30 11:21:44 +02:00
raysan5
23e335d933 Implemented MeshTangents()
- Added Vector3OrthoNormalize() to raymath.h - not sure if it is correct
- Implemented MeshBinormals() - Mesh struct has not a place for them...
- Updated model_material_pbr example - tested but not working on my GPU
(old Intel HD), actually, it never worked on it...
2018-04-30 02:47:48 +02:00
Ray
847bdaf682 Implemented default mesh
In case mesh loading fails, a cube is generated instead!
2018-04-19 20:20:34 +02:00
Ray
cd616258c6
Merge pull request #522 from a3f/master
Refactor all #define SUPPORT_* into a config.h
2018-04-08 22:46:44 +02:00
Ahmad Fatoum
1841afad11
Refactor all #define SUPPORT_* into a config.h
That way, a user needs only to touch a single file to configure what
features raylib is built with.
Include guards are left out intentionally, because config.h should only
be included in source files, not headers.

Later on, config.h can also define the raylib version (#461).
2018-04-07 23:37:48 +02:00
lumaio teon
d2cc5b88df
Removed useless GetCollisionRayMesh and libraylib.a 2018-04-07 03:49:56 -04:00
lumaio teon
d003c23ecf
Added GetCollisionRayModel 2018-04-06 12:04:09 -04:00
Ray
6edf15b9f9 Added funtion: ExportMesh() 2018-04-04 12:00:54 +02:00
Ray
3e0de31424
Merge pull request #504 from Martinfx/master
Fix potential bugs from static analysis
2018-04-02 18:10:38 +02:00
raysan5
375adf86a6 Review math usage to reduce temp variables 2018-04-02 15:16:45 +02:00
maficccc@gmail.com
201007e426 Fix sscanf() without field limits can crash with huge input data 2018-04-02 13:30:20 +02:00
Ray
61e0e4b4f3 Complete review of raymath for API consistency 2018-03-16 13:47:01 +01:00
raysan5
fd5e457bb4 Correct issue with triangleCount 2018-03-11 10:41:49 +01:00
Ray
fd2adbe62d Renamed CalculateBoundingBox() to MeshBoundingBox()
Renamed function for consistency with a possible Mesh manipulation functions (maybe added in a future). Naming follows Image*() manipulation functions.
2018-02-26 12:10:45 +01:00
Ray
a7207dc6d4 Removed tangents generation
It has no sense to be inside LoadOBJ(), mesh processing moved to own functions: MeshTangents() and MeshBinormals(). Not exposed to user yet.
2018-02-26 12:02:05 +01:00
Ray
077bef4286 Support 4 components mesh.tangent data
Added struct Vector4 for convenience
2018-02-24 12:31:32 +01:00
Ray
6d64327a87 Reviewed unloading model data
When UnloadModel() --> UnloadMaterial(), avoid unloading default shader (if used) and avoid unlaoding default texture (if used), that data is managed by raylib internally. The question is... should UnloadModel() also UnloadMaterial()?
2018-02-22 12:39:17 +01:00
raysan5
e7cf03b1e4 Minor tweaks 2017-12-28 19:27:02 +01:00