mirror of
https://github.com/raysan5/raylib.git
synced 2025-09-21 10:48:15 +00:00
REVERTED: Removed the need for rlMatrix
Now rlgl uses the `Matrix` type, just make sure it has been previously defined somewhere... I don't like this approach but it's probably the easier one for the users... still looking for a better solution... maybe using something like `#define MATRIX_TYPE`, so it can be checked in other modules.
This commit is contained in:
131
src/rlgl.h
131
src/rlgl.h
@@ -148,9 +148,9 @@
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#define MAX_BATCH_ACTIVE_TEXTURES 4 // Maximum number of additional textures that can be activated on batch drawing (SetShaderValueTexture())
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#endif
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// Internal rlMatrix stack
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// Internal Matrix stack
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#ifndef MAX_MATRIX_STACK_SIZE
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#define MAX_MATRIX_STACK_SIZE 32 // Maximum size of rlMatrix stack
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#define MAX_MATRIX_STACK_SIZE 32 // Maximum size of Matrix stack
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#endif
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// Vertex buffers id limit
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@@ -193,7 +193,7 @@
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#define RL_TEXTURE_WRAP_MIRROR_REPEAT 0x8370 // GL_MIRRORED_REPEAT
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#define RL_TEXTURE_WRAP_MIRROR_CLAMP 0x8742 // GL_MIRROR_CLAMP_EXT
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// rlMatrix modes (equivalent to OpenGL)
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// Matrix modes (equivalent to OpenGL)
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#define RL_MODELVIEW 0x1700 // GL_MODELVIEW
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#define RL_PROJECTION 0x1701 // GL_PROJECTION
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#define RL_TEXTURE 0x1702 // GL_TEXTURE
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@@ -241,15 +241,6 @@ typedef enum {
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RL_ATTACHMENT_RENDERBUFFER = 200,
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} rlFramebufferAttachTextureType;
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// rlMatrix, 4x4 components, column major, OpenGL style, right handed
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// NOTE: This struct is aligned with raylib struct Matrix
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typedef struct rlMatrix {
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float m0, m4, m8, m12; // Matrix first row (4 components)
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float m1, m5, m9, m13; // Matrix second row (4 components)
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float m2, m6, m10, m14; // Matrix third row (4 components)
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float m3, m7, m11, m15; // Matrix fourth row (4 components)
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} rlMatrix;
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// Dynamic vertex buffers (position + texcoords + colors + indices arrays)
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typedef struct rlVertexBuffer {
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int elementsCount; // Number of elements in the buffer (QUADS)
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@@ -283,8 +274,8 @@ typedef struct rlDrawCall {
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//unsigned int shaderId; // Shader id to be used on the draw -> Using RLGL.currentShaderId
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unsigned int textureId; // Texture id to be used on the draw -> Use to create new draw call if changes
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//rlMatrix projection; // Projection matrix for this draw -> Using RLGL.projection by default
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//rlMatrix modelview; // Modelview matrix for this draw -> Using RLGL.modelview by default
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//Matrix projection; // Projection matrix for this draw -> Using RLGL.projection by default
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//Matrix modelview; // Modelview matrix for this draw -> Using RLGL.modelview by default
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} rlDrawCall;
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// rlRenderBatch type
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@@ -434,7 +425,7 @@ extern "C" { // Prevents name mangling of functions
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#endif
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//------------------------------------------------------------------------------------
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// Functions Declaration - rlMatrix operations
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// Functions Declaration - Matrix operations
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//------------------------------------------------------------------------------------
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RLAPI void rlMatrixMode(int mode); // Choose the current matrix to be transformed
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RLAPI void rlPushMatrix(void); // Push the current matrix to stack
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@@ -593,20 +584,20 @@ RLAPI void rlUnloadShaderProgram(unsigned int id);
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RLAPI int rlGetLocationUniform(unsigned int shaderId, const char *uniformName); // Get shader location uniform
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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, rlMatrix mat); // Set shader value matrix
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RLAPI void rlSetUniformMatrix(int locIndex, Matrix mat); // Set shader value matrix
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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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// rlMatrix state management
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RLAPI rlMatrix rlGetMatrixModelview(void); // Get internal modelview matrix
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RLAPI rlMatrix rlGetMatrixProjection(void); // Get internal projection matrix
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RLAPI rlMatrix rlGetMatrixTransform(void); // Get internal accumulated transform matrix
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RLAPI rlMatrix rlGetMatrixProjectionStereo(int eye); // Get internal projection matrix for stereo render (selected eye)
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RLAPI rlMatrix rlGetMatrixViewOffsetStereo(int eye); // Get internal view offset matrix for stereo render (selected eye)
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RLAPI void rlSetMatrixProjection(rlMatrix proj); // Set a custom projection matrix (replaces internal projection matrix)
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RLAPI void rlSetMatrixModelview(rlMatrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
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RLAPI void rlSetMatrixProjectionStereo(rlMatrix right, rlMatrix left); // Set eyes projection matrices for stereo rendering
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RLAPI void rlSetMatrixViewOffsetStereo(rlMatrix right, rlMatrix left); // Set eyes view offsets matrices for stereo rendering
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// Matrix state management
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RLAPI Matrix rlGetMatrixModelview(void); // Get internal modelview matrix
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RLAPI Matrix rlGetMatrixProjection(void); // Get internal projection matrix
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RLAPI Matrix rlGetMatrixTransform(void); // Get internal accumulated transform matrix
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RLAPI Matrix rlGetMatrixProjectionStereo(int eye); // Get internal projection matrix for stereo render (selected eye)
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RLAPI Matrix rlGetMatrixViewOffsetStereo(int eye); // Get internal view offset matrix for stereo render (selected eye)
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RLAPI void rlSetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
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RLAPI void rlSetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
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RLAPI void rlSetMatrixProjectionStereo(Matrix right, Matrix left); // Set eyes projection matrices for stereo rendering
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RLAPI void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left); // Set eyes view offsets matrices for stereo rendering
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// Quick and dirty cube/quad buffers load->draw->unload
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RLAPI void rlLoadDrawCube(void); // Load and draw a cube
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@@ -817,13 +808,13 @@ typedef struct rlglData {
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struct {
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int currentMatrixMode; // Current matrix mode
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rlMatrix *currentMatrix; // Current matrix pointer
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rlMatrix modelview; // Default modelview matrix
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rlMatrix projection; // Default projection matrix
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rlMatrix transform; // Transform matrix to be used with rlTranslate, rlRotate, rlScale
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Matrix *currentMatrix; // Current matrix pointer
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Matrix modelview; // Default modelview matrix
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Matrix projection; // Default projection matrix
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Matrix transform; // Transform matrix to be used with rlTranslate, rlRotate, rlScale
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bool transformRequired; // Require transform matrix application to current draw-call vertex (if required)
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rlMatrix stack[MAX_MATRIX_STACK_SIZE];// rlMatrix stack for push/pop
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int stackCounter; // rlMatrix stack counter
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Matrix stack[MAX_MATRIX_STACK_SIZE];// Matrix stack for push/pop
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int stackCounter; // Matrix stack counter
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unsigned int defaultTextureId; // Default texture used on shapes/poly drawing (required by shader)
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unsigned int activeTextureId[MAX_BATCH_ACTIVE_TEXTURES]; // Active texture ids to be enabled on batch drawing (0 active by default)
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@@ -835,8 +826,8 @@ typedef struct rlglData {
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int *currentShaderLocs; // Current shader locations pointer to be used on rendering (by default, defaultShaderLocs)
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bool stereoRender; // Stereo rendering flag
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rlMatrix projectionStereo[2]; // VR stereo rendering eyes projection matrices
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rlMatrix viewOffsetStereo[2]; // VR stereo rendering eyes view offset matrices
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Matrix projectionStereo[2]; // VR stereo rendering eyes projection matrices
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Matrix viewOffsetStereo[2]; // VR stereo rendering eyes view offset matrices
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int currentBlendMode; // Blending mode active
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int glBlendSrcFactor; // Blending source factor
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@@ -906,11 +897,11 @@ static unsigned char *rlGenNextMipmapData(unsigned char *srcData, int srcWidth,
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#endif
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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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static rlMatrix rlMatrixIdentity(void); // Get identity matrix
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static rlMatrix rlMatrixMultiply(rlMatrix left, rlMatrix right); // Multiply two matrices
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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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//----------------------------------------------------------------------------------
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// Module Functions Definition - rlMatrix operations
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// Module Functions Definition - Matrix operations
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//----------------------------------------------------------------------------------
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#if defined(GRAPHICS_API_OPENGL_11)
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@@ -959,7 +950,7 @@ void rlMatrixMode(int mode)
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// Push the current matrix into RLGL.State.stack
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void rlPushMatrix(void)
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{
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if (RLGL.State.stackCounter >= MAX_MATRIX_STACK_SIZE) TRACELOG(LOG_ERROR, "RLGL: rlMatrix stack overflow (MAX_MATRIX_STACK_SIZE)");
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if (RLGL.State.stackCounter >= MAX_MATRIX_STACK_SIZE) TRACELOG(LOG_ERROR, "RLGL: Matrix stack overflow (MAX_MATRIX_STACK_SIZE)");
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if (RLGL.State.currentMatrixMode == RL_MODELVIEW)
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{
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@@ -976,7 +967,7 @@ void rlPopMatrix(void)
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{
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if (RLGL.State.stackCounter > 0)
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{
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rlMatrix mat = RLGL.State.stack[RLGL.State.stackCounter - 1];
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Matrix mat = RLGL.State.stack[RLGL.State.stackCounter - 1];
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*RLGL.State.currentMatrix = mat;
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RLGL.State.stackCounter--;
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}
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@@ -997,7 +988,7 @@ void rlLoadIdentity(void)
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// Multiply the current matrix by a translation matrix
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void rlTranslatef(float x, float y, float z)
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{
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rlMatrix matTranslation = {
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Matrix matTranslation = {
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1.0f, 0.0f, 0.0f, x,
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0.0f, 1.0f, 0.0f, y,
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0.0f, 0.0f, 1.0f, z,
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@@ -1012,7 +1003,7 @@ void rlTranslatef(float x, float y, float z)
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// NOTE: The provided angle must be in degrees
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void rlRotatef(float angle, float x, float y, float z)
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{
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rlMatrix matRotation = rlMatrixIdentity();
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Matrix matRotation = rlMatrixIdentity();
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// Axis vector (x, y, z) normalization
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float lengthSquared = x*x + y*y + z*z;
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@@ -1056,7 +1047,7 @@ void rlRotatef(float angle, float x, float y, float z)
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// Multiply the current matrix by a scaling matrix
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void rlScalef(float x, float y, float z)
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{
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rlMatrix matScale = {
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Matrix matScale = {
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x, 0.0f, 0.0f, 0.0f,
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0.0f, y, 0.0f, 0.0f,
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0.0f, 0.0f, z, 0.0f,
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@@ -1070,8 +1061,8 @@ void rlScalef(float x, float y, float z)
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// Multiply the current matrix by another matrix
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void rlMultMatrixf(float *matf)
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{
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// rlMatrix creation from array
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rlMatrix mat = { matf[0], matf[4], matf[8], matf[12],
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// Matrix creation from array
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Matrix mat = { matf[0], matf[4], matf[8], matf[12],
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matf[1], matf[5], matf[9], matf[13],
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matf[2], matf[6], matf[10], matf[14],
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matf[3], matf[7], matf[11], matf[15] };
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@@ -1082,7 +1073,7 @@ void rlMultMatrixf(float *matf)
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// Multiply the current matrix by a perspective matrix generated by parameters
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void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar)
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{
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rlMatrix matFrustum = { 0 };
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Matrix matFrustum = { 0 };
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float rl = (float)(right - left);
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float tb = (float)(top - bottom);
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@@ -1116,7 +1107,7 @@ void rlOrtho(double left, double right, double bottom, double top, double znear,
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{
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// NOTE: If left-right and top-botton values are equal it could create a division by zero,
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// response to it is platform/compiler dependant
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rlMatrix matOrtho = { 0 };
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Matrix matOrtho = { 0 };
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float rl = (float)(right - left);
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float tb = (float)(top - bottom);
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@@ -2303,8 +2294,8 @@ void rlDrawRenderBatch(rlRenderBatch *batch)
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// Draw batch vertex buffers (considering VR stereo if required)
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//------------------------------------------------------------------------------------------------------------
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rlMatrix matProjection = RLGL.State.projection;
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rlMatrix matModelView = RLGL.State.modelview;
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Matrix matProjection = RLGL.State.projection;
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Matrix matModelView = RLGL.State.modelview;
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int eyesCount = 1;
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if (RLGL.State.stereoRender) eyesCount = 2;
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@@ -2329,7 +2320,7 @@ void rlDrawRenderBatch(rlRenderBatch *batch)
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glUseProgram(RLGL.State.currentShaderId);
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// Create modelview-projection matrix and upload to shader
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rlMatrix matMVP = rlMatrixMultiply(RLGL.State.modelview, RLGL.State.projection);
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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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@@ -3561,7 +3552,7 @@ void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType
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}
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// Set shader value uniform matrix
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void rlSetUniformMatrix(int locIndex, rlMatrix mat)
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void rlSetUniformMatrix(int locIndex, Matrix mat)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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float matfloat[16] = {
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@@ -3608,12 +3599,12 @@ void rlSetShader(unsigned int id, int *locs)
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#endif
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}
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// rlMatrix state management
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// Matrix state management
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//-----------------------------------------------------------------------------------------
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// Get internal modelview matrix
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rlMatrix rlGetMatrixModelview(void)
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Matrix rlGetMatrixModelview(void)
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{
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rlMatrix matrix = rlMatrixIdentity();
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Matrix matrix = rlMatrixIdentity();
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#if defined(GRAPHICS_API_OPENGL_11)
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float mat[16];
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glGetFloatv(GL_MODELVIEW_MATRIX, mat);
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@@ -3640,12 +3631,12 @@ rlMatrix rlGetMatrixModelview(void)
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}
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// Get internal projection matrix
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rlMatrix rlGetMatrixProjection(void)
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Matrix rlGetMatrixProjection(void)
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{
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#if defined(GRAPHICS_API_OPENGL_11)
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float mat[16];
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glGetFloatv(GL_PROJECTION_MATRIX,mat);
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rlMatrix m;
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Matrix m;
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m.m0 = mat[0];
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m.m1 = mat[1];
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m.m2 = mat[2];
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@@ -3669,13 +3660,13 @@ rlMatrix rlGetMatrixProjection(void)
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}
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// Get internal accumulated transform matrix
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rlMatrix rlGetMatrixTransform(void)
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Matrix rlGetMatrixTransform(void)
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{
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rlMatrix mat = rlMatrixIdentity();
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Matrix mat = rlMatrixIdentity();
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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// TODO: Consider possible transform matrices in the RLGL.State.stack
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// Is this the right order? or should we start with the first stored matrix instead of the last one?
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//rlMatrix matStackTransform = rlMatrixIdentity();
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//Matrix matStackTransform = rlMatrixIdentity();
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//for (int i = RLGL.State.stackCounter; i > 0; i--) matStackTransform = rlMatrixMultiply(RLGL.State.stack[i], matStackTransform);
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mat = RLGL.State.transform;
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#endif
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@@ -3683,9 +3674,9 @@ rlMatrix rlGetMatrixTransform(void)
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}
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// Get internal projection matrix for stereo render (selected eye)
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RLAPI rlMatrix rlGetMatrixProjectionStereo(int eye)
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RLAPI Matrix rlGetMatrixProjectionStereo(int eye)
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{
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rlMatrix mat = rlMatrixIdentity();
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Matrix mat = rlMatrixIdentity();
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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mat = RLGL.State.projectionStereo[eye];
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#endif
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@@ -3693,9 +3684,9 @@ RLAPI rlMatrix rlGetMatrixProjectionStereo(int eye)
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}
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// Get internal view offset matrix for stereo render (selected eye)
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RLAPI rlMatrix rlGetMatrixViewOffsetStereo(int eye)
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RLAPI Matrix rlGetMatrixViewOffsetStereo(int eye)
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{
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rlMatrix mat = rlMatrixIdentity();
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Matrix mat = rlMatrixIdentity();
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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mat = RLGL.State.viewOffsetStereo[eye];
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#endif
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@@ -3703,7 +3694,7 @@ RLAPI rlMatrix rlGetMatrixViewOffsetStereo(int eye)
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}
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// Set a custom modelview matrix (replaces internal modelview matrix)
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void rlSetMatrixModelview(rlMatrix view)
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void rlSetMatrixModelview(Matrix view)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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RLGL.State.modelview = view;
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@@ -3711,7 +3702,7 @@ void rlSetMatrixModelview(rlMatrix view)
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}
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// Set a custom projection matrix (replaces internal projection matrix)
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void rlSetMatrixProjection(rlMatrix projection)
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void rlSetMatrixProjection(Matrix projection)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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RLGL.State.projection = projection;
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@@ -3719,7 +3710,7 @@ void rlSetMatrixProjection(rlMatrix projection)
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}
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// Set eyes projection matrices for stereo rendering
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void rlSetMatrixProjectionStereo(rlMatrix right, rlMatrix left)
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void rlSetMatrixProjectionStereo(Matrix right, Matrix left)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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RLGL.State.projectionStereo[0] = right;
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@@ -3728,7 +3719,7 @@ void rlSetMatrixProjectionStereo(rlMatrix right, rlMatrix left)
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}
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// Set eyes view offsets matrices for stereo rendering
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void rlSetMatrixViewOffsetStereo(rlMatrix right, rlMatrix left)
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void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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RLGL.State.viewOffsetStereo[0] = right;
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@@ -4271,9 +4262,9 @@ static int rlGetPixelDataSize(int width, int height, int format)
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// Auxiliar math functions
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// Get identity matrix
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static rlMatrix rlMatrixIdentity(void)
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static Matrix rlMatrixIdentity(void)
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{
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rlMatrix result = {
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Matrix result = {
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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@@ -4285,9 +4276,9 @@ static rlMatrix rlMatrixIdentity(void)
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// Get two matrix multiplication
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// NOTE: When multiplying matrices... the order matters!
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static rlMatrix rlMatrixMultiply(rlMatrix left, rlMatrix right)
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static Matrix rlMatrixMultiply(Matrix left, Matrix right)
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{
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rlMatrix result = { 0 };
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Matrix result = { 0 };
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result.m0 = left.m0*right.m0 + left.m1*right.m4 + left.m2*right.m8 + left.m3*right.m12;
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result.m1 = left.m0*right.m1 + left.m1*right.m5 + left.m2*right.m9 + left.m3*right.m13;
|
||||
|
Reference in New Issue
Block a user