Commit Graph

334 Commits

Author SHA1 Message Date
Ray
f9bab14fdb REVIEWED: DrawMeshInstanced() 2021-03-26 00:12:29 +01:00
Ray
fb9a437f8a REVIEWED: OpenGL 1.1 working again 2021-03-25 20:35:48 +01:00
Ray
cba412cc31 WARNING: BREAKING: rlgl redesign -WIP-
rlgl module has been completely redesigned to move Mesh/Material structures to [models] module. Still some work to do, broken elements:
 - [models] OpenGL 1.1 mesh rendering: DrawMesh()
 - [models] Mesh Instancing: DrawMeshInstanced()
 - [models] Stereo rendering: DrawMesh()
 - [models] GL_FLOAT, GL_UNSIGNED_INT exposed
 - [models] GenMeshCustom()
 - [rlgl] GenTexture*() functions removal?
2021-03-25 14:28:12 +01:00
Ray
9bea64b5e4 REMOVED: DrawGizmo()
This is a very simple and specific implementation that should be better addressed by the users
2021-03-24 17:02:40 +01:00
Jeffery Myers
c6dd41495b typecast warning fixes. (#1667)
Co-authored-by: Jeffery Myers <JefMyers@blizzard.com>
2021-03-22 20:45:46 +01:00
Ray
24dae29a03 Review latest PR and some formatting 2021-03-22 20:41:33 +01:00
Ray
c37f61d31f REVIEWED: rlgl module #1523 2021-03-21 20:31:35 +01:00
Ray
ed4ca6a7f3 WARNING: BREAKING: rlgl module redesign -WIP-
- Some rlgl functions have been moved to core
 - Some functions have been made internal to rlgl
 - rlgl functions prefixed with rl*()
2021-03-21 01:29:31 +01:00
Ray
9909068714 Removed trailing spaces 2021-03-19 19:43:44 +01:00
Ray
664fbb87f5 REVIEWED: Material params #1649
Just assigned a fixed memory size for custom Material parameters in case of being required, so we shouldn't worry about allocating/freeing them.
2021-03-18 13:57:53 +01:00
Ray
8b0574a217 REVIEWED: DrawLine3D() #1643 2021-03-18 13:41:58 +01:00
Hristo Stamenov
bc9194690c Implement UnloadModelAnimations (#1648) 2021-03-14 19:30:18 +01:00
Hristo Stamenov
f9b79403d1 Improve gltf support (#1647)
* Implement a load values from accessor function.
Added some more value types for the different GLTF attributes.
Fixed crash when loading animated triangle.

* Split GLTF model loading into separate functions for readability.

* Fixed the already working models that I broke when introducing GLTFReadValue.
Improved the example for gltf models to be able to switch between a few models.

* Removed license from screen. It is pu inside a license file anyway.

* Small improvements on the naming of functions
Removed (*model). and replaced it with model->
2021-03-14 12:09:31 +01:00
Ray
01e28263be WARNING: VERY BREAKING CHANGE: Renamed some enum values for consistency
Some enums values have been renamed to be more consistent and also provide a more detailed description:
 - ShaderLocationIndex:    LOC_VERTEX_POSITION -> SHADER_SHADER_LOC_VERTEX_POSITION
 - ShaderUniformDataType:  UNIFORM_VEC2 -> SHADER_UNIFORM_VEC2
 - MaterialMapType: MAP_ALBEDO -> MATERIAL_MAP_ALBEDO
 - PixelFormat: UNCOMPRESSED_GRAYSCALE -> PIXELFORMAT_UNCOMPRESSED_GRAYSCALE
2021-03-14 11:05:51 +01:00
Hristo Stamenov
5c2983f510 Gltf model and animations exploring problems (#1635)
* Added bone binding to whole mesh and not only set vertices.
+ Also added missed setting of the animation count.
+ Removed double ; on one line

* Added more of the gltf sample models

https://github.com/KhronosGroup/glTF-Sample-Models
We need to make it working for all of them.

* Binding to initial bind pose added.

* Fix cube disappearing bug because lerpPercent could be Inf.

* Fixed for rigged figure also
2021-03-09 00:11:08 +01:00
Ray
01b3c97c42 Some misc tweaks 2021-03-02 02:03:52 +01:00
Ray
2ff5fa73e9 REVIEWED: rlUnloadMesh() #1615 2021-03-02 00:34:10 +01:00
Chris Sinclair
84ab4ce007 Patch up GLTF Skeleton loading (#1610)
* Add support for u8 bone indicies when loading glTF

* Fix segfault for glTF animations not keyframed at 0

When loading glTF animations we lerp between keyframes, and previously
assume that if the frame we are considering has a later keyframe, there
must be a previous keyframe. This is not true if the animation's first
keyframe is some time into the animation. In this case we now
effectively clamp to that first keyframe for any time prior to it.

* Respect parent bones tranform when loading glTF animations

We previously assumed that when loading glTF animations, the bones were
ordered with those higher up the skeleton tree (i.e. closer to the root)
came first in the list of nodes. This may not be true, so now we
repeatedly loop, preparing each level of the skeleton tree one after the
other, starting at the root level. This ensures that any parent
transforms are applied before transforming any child bones.

We also ensure that we have forced the loading of animation data before
attempting to interpolate to generate the animation frames for use
later, without this no animations are applied.

Finally we remove the check that assumed the first node in the nodes
list is the root, and use an invalid index value as the sentinal value
for when a node has no parent. Previously this was 0, which made
distinguishing between root nodes and children of the first node
impossible.
2021-02-24 09:25:20 +01:00
Ray
ef8318f5e3 [models] Move vboId ALLOC/FREE to rlgl module #1603
Actually, it seems more logical that rlgl takes care of OpenGL data than the models module...

Also, models module loaded vertex data is unloaded by models module.
2021-02-21 12:09:52 +01:00
Jeffery Myers
eb47cc5e93 Fix warnings generated by Visual Studio 2019 in new model loading code. (#1600)
Co-authored-by: Jeffery Myers <JefMyers@blizzard.com>
2021-02-20 19:42:32 +01:00
Jeffery Myers
0f5aab3a1c check to make sure parent bone is not null before trying to compute its offset from the root (#1594) 2021-02-16 10:29:00 +01:00
raysan5
9619e5cbf8 Review some warnings and formatting 2021-02-09 13:23:06 +01:00
raysan5
b2215cf017 REVIEWED: Replace GetImageData() by LoadImageColors() 2021-02-06 13:29:22 +01:00
raysan5
0f309b9b16 REMOVED: MeshNormalsSmooth() #1421
Current implementation is probably wrong and it should be reimplemented from scratch, in the meantime, I prefer to remove the function.
2021-02-05 19:49:05 +01:00
hristo
c8e427ad23 Update loading of gltf animation. (#1561)
This is to account for GLTF info being more like instructions on how to build your animation instead of verbose description of each pose.
2021-02-02 10:49:42 +01:00
hristo
731ab15d57 Gltf animation support (#1551)
* Added example for gltf animation and split some functions for loading model animations into IQM and GLTF similar to how models are being loaded.

* Removed wrongly duplicated function

* Bone loading for gltf model (not working at this point)

* Loading info about vertex to joint connection but animation is still not working

* Skeleton and pose is correctly loaded. Need to communicate about interpolation in GLTF

* The model almost looks like a real person on animation.

* Fixed model loading with bones.

Also updated license info on the model.

* Cleaned up some code and updated examples.

* Fix identation issues

* Fix identation issues

* Fix identation issues
2021-01-28 11:29:06 +01:00
Ray
f4f208c4ae ADDED: UploadMesh() #1529
Upload mesh data to GPU and get VAO/VBO identifiers
2021-01-22 12:16:19 +01:00
hristo
551597d579 Removed a repeating allocation of memory (#1507)
Resolves #1495
This line allocated some memory that was already allocated in the beginning of the function and was essentially creating a leak.
2021-01-03 22:43:09 +01:00
raysan5
d7b4b9e485 Update year to 2021 2021-01-02 18:15:13 +01:00
Victor Gallet
03278a74bf Avoid dereferencing a null pointer in the 'LoadMaterials' function in the models module (#1498) 2020-12-31 13:28:53 +01:00
raysan5
ea0f6c7a26 Replace TABS by 4 spaces 2020-12-24 23:07:52 +01:00
raysan5
0a9e080998 Remove trailing spaces 2020-12-23 15:03:26 +01:00
Ray
9097d0b4ef REVIEW: CheckCollisionSpheres() params naming 2020-12-19 20:05:32 +01:00
Ray
2374281204 Avoid *Rec suffix in some variables
Pefixing/Suffixing some data type identifier in the variables is not a convention used in raylib, just reviewed it for consistency...

Still, I kept the *Rec suffix in some functions.
2020-12-19 19:27:31 +01:00
Ray
e69f2f0c26 REVIEWED: DrawGrid(), issue with buffer limits check #1417 2020-12-14 23:39:12 +01:00
Ray
cd3eb3d8bd Added some security checks on GenMesh*() #1454 2020-12-14 20:41:58 +01:00
Jeffery Myers
7a0e73331d Add mesh collision function so we can check meshes directly instead of having to put them in a model. (#1459)
Make model collision function call the mesh function.
2020-12-14 19:26:32 +01:00
Ray
d1119816d7 Review comment 2020-12-03 20:16:46 +01:00
Ray
60928ec82c ADDED: UnloadModelKeepMeshes() #1441 2020-12-01 23:44:10 +01:00
Ray
0481053dad Review for issue #1446 2020-12-01 23:23:30 +01:00
Jeffery Myers
df249f5513 Fix typecast warnings in raylib code as reported by visual studio 2019 (#1443) 2020-11-30 08:14:11 +01:00
Ray
bb9d734f69 Exposing some file access results to user layer #1420 2020-11-22 00:10:16 +01:00
Ray
36dc302c25 Reverted to previous working version #1434 2020-11-21 14:14:25 +01:00
Ray
9471794449 Update to latest tiniobjloader
WARNING: OBJ loading is broken at this point...
2020-11-17 00:30:12 +01:00
raysan5
4d5ee7953c Updated tinyobjloader 2020-11-15 14:31:43 +01:00
Ray
3e1cd487df Remove trailing spaces 2020-11-03 23:47:33 +01:00
chriscamacho
6ebf6b4e72 allow for multiple materials in obj files (#1408)
* allow for multiple materials in obj files also fix obj_loader hash map issues

* minor fix for warning

Co-authored-by: codifies <nospam@antispam.com>
2020-10-08 20:31:59 +02:00
raysan5
cdc8850e68 WARNING: REDESIGN of rlgl framebuffers API #721
This redesign allows more flexibility when creating RenderTexture and a simplification (and hopefully removal) of `GenTexture*()` functions, that should not belong to this model but the user code, due to the use of custom shaders.

Also, this new API opens the door for a possible GBuffers type and advance rendering possibilities...

Some functions of the API have been also simplified or even removed.

rlgl module can be used as an standalone library, so, a version for the library has been added: v3.1.0, matching current raylib version.
2020-09-18 02:11:49 +02:00
Ray
250a0e3592 Minor tweak 2020-09-13 16:40:34 +02:00
Ray
63b739bbfa Corrected issue on log 2020-09-13 16:01:51 +02:00