move extension to the fork
This commit is contained in:
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00eb2f2707
commit
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4 changed files with 6 additions and 678 deletions
2
.gitmodules
vendored
2
.gitmodules
vendored
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@ -1,6 +1,6 @@
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[submodule "raylib"]
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path = raylib
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url = https://forge.irithice.cc/irithice/raylib-voxel
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url = git@forge.irithice.cc:irithice/raylib-voxel.git
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[submodule "znoise"]
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path = znoise
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url = https://github.com/zig-gamedev/znoise
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2
raylib
2
raylib
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@ -1 +1 @@
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Subproject commit 46f01e315d07d0b1fedd1a3c388d1acaa9f6ccd6
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Subproject commit 446d6c3a6bbb3a592a84cc835a69c0e6f2f34b29
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@ -1,675 +0,0 @@
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/**********************************************************************************************
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* This file contains modified pieces of code from the Raylib library.
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* Original license follows below.
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*
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* LICENSE: zlib/libpng
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*
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* Copyright (c) 2014-2025 Ramon Santamaria (@raysan5)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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**********************************************************************************************/
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#include "raylib.h"
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#include "rlgl.h"
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#include "raymath.h"
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#define CHUNK_MAX_MESH_VERTEX_BUFFERS 5
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#define CHUNK_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION 0
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#define CHUNK_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD 1
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#define CHUNK_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL 2
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#define CHUNK_DEFAULT_SHADER_ATTRIB_LOCATION_TILETEXCOORD 3
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#define CHUNK_DEFAULT_SHADER_ATTRIB_LOCATION_METADATA1 4
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#define CHUNK_MAX_MATERIAL_MAPS 12
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#define CHUNK_MAX_SHADER_LOCATIONS 32
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typedef enum {
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CHUNK_SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position
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CHUNK_SHADER_LOC_VERTEX_TEXCOORD, // Shader location: vertex attribute: texcoord
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CHUNK_SHADER_LOC_VERTEX_NORMAL, // Shader location: vertex attribute: normal
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CHUNK_SHADER_LOC_VERTEX_TILETEXCOORD, // Shader location: vertex attribute: tiletexcoord
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CHUNK_SHADER_LOC_VERTEX_METADATA1, // Shader location: vertex attribute: metadata1
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CHUNK_SHADER_LOC_MATRIX_MVP, // Shader location: matrix uniform: model-view-projection
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CHUNK_SHADER_LOC_MATRIX_VIEW, // Shader location: matrix uniform: view (camera transform)
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CHUNK_SHADER_LOC_MATRIX_PROJECTION, // Shader location: matrix uniform: projection
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CHUNK_SHADER_LOC_MATRIX_MODEL, // Shader location: matrix uniform: model (transform)
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CHUNK_SHADER_LOC_MATRIX_NORMAL, // Shader location: matrix uniform: normal
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CHUNK_SHADER_LOC_VECTOR_VIEW, // Shader location: vector uniform: view
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CHUNK_SHADER_LOC_COLOR_DIFFUSE, // Shader location: vector uniform: diffuse color
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CHUNK_SHADER_LOC_COLOR_SPECULAR, // Shader location: vector uniform: specular color
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CHUNK_SHADER_LOC_COLOR_AMBIENT, // Shader location: vector uniform: ambient color
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CHUNK_SHADER_LOC_MAP_ALBEDO, // Shader location: sampler2d texture: albedo (same as: CHUNK_SHADER_LOC_MAP_DIFFUSE)
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CHUNK_SHADER_LOC_MAP_METALNESS, // Shader location: sampler2d texture: metalness (same as: CHUNK_SHADER_LOC_MAP_SPECULAR)
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CHUNK_SHADER_LOC_MAP_NORMAL, // Shader location: sampler2d texture: normal
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CHUNK_SHADER_LOC_MAP_ROUGHNESS, // Shader location: sampler2d texture: roughness
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CHUNK_SHADER_LOC_MAP_OCCLUSION, // Shader location: sampler2d texture: occlusion
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CHUNK_SHADER_LOC_MAP_EMISSION, // Shader location: sampler2d texture: emission
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CHUNK_SHADER_LOC_MAP_HEIGHT, // Shader location: sampler2d texture: height
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CHUNK_SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap
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CHUNK_SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance
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CHUNK_SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter
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CHUNK_SHADER_LOC_MAP_BRDF // Shader location: sampler2d texture: brdf
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} chunkShaderLocationIndex;
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#define CHUNK_SHADER_LOC_MAP_DIFFUSE CHUNK_SHADER_LOC_MAP_ALBEDO
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#define CHUNK_SHADER_LOC_MAP_SPECULAR CHUNK_SHADER_LOC_MAP_METALNESS
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#define CHUNK_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: CHUNK_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION
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#define CHUNK_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: CHUNK_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD
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#define CHUNK_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: CHUNK_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL
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#define CHUNK_DEFAULT_SHADER_ATTRIB_NAME_TILETEXCOORD "vertexTileTexCoord" // Bound by default to shader location: CHUNK_DEFAULT_SHADER_ATTRIB_LOCATION_TILETEXCOORD
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#define CHUNK_DEFAULT_SHADER_ATTRIB_NAME_METADATA1 "vertexMetadata1" // Bound by default to shader location: CHUNK_DEFAULT_SHADER_ATTRIB_LOCATION_METADATA1
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#define CHUNK_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
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#define CHUNK_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
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#define CHUNK_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix
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#define CHUNK_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix
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#define CHUNK_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView)))
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#define CHUNK_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
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#define CHUNK_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES "boneMatrices" // bone matrices
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#define CHUNK_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
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#define CHUNK_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1)
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#define CHUNK_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2)
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typedef struct ChunkMesh {
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int vertexCount; // Number of vertices stored in arrays
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int triangleCount; // Number of triangles stored (indexed or not)
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// Vertex attributes data
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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 normals (XYZ - 3 components per vertex) (shader-location = 2)
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float *tiletexcoords; // Vertex tile tex coordinates (UV - 2 components per vertex) (shader-location = 3)
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float *metadata1; // Vertex metadata 1 (ABCD - 4 components per vertex) (shader-location = 4)
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// OpenGL identifiers
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unsigned int vaoId; // OpenGL Vertex Array Object id
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unsigned int *vboId; // OpenGL Vertex Buffer Objects id (default vertex data)
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} ChunkMesh;
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// Model, meshes, materials and animation data
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typedef struct ChunkModel {
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Matrix transform; // Local transform matrix
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int meshCount; // Number of meshes
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int materialCount; // Number of materials
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ChunkMesh *meshes; // Meshes array
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Material *materials; // Materials array
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int *meshMaterial; // Mesh material number
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// Animation data
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int boneCount; // Number of bones
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BoneInfo *bones; // Bones information (skeleton)
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Transform *bindPose; // Bones base transformation (pose)
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} ChunkModel;
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RLAPI void UploadChunkMesh(ChunkMesh *mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids
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RLAPI ChunkModel LoadChunkModelFromMesh(ChunkMesh mesh); // Load model from generated mesh (default material)
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RLAPI void UnloadChunkModel(ChunkModel model); // Unload model (including meshes) from memory (RAM and/or VRAM)
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RLAPI void UnloadChunkMesh(ChunkMesh mesh); // Unload mesh data from CPU and GPU
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RLAPI void DrawChunkModel(ChunkModel model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
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RLAPI void DrawChunkModelEx(ChunkModel model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
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RLAPI void DrawChunkMesh(ChunkMesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
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RLAPI Shader LoadChunkShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
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RLAPI Shader LoadChunkShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
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RLAPI unsigned int chunkLoadShaderCode(const char *vsCode, const char *fsCode); // Load shader from code strings
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RLAPI unsigned int chunkLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId); // Load custom shader program
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// Upload vertex data into a VAO (if supported) and VBO
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void UploadChunkMesh(ChunkMesh *mesh, bool dynamic) {
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if (mesh->vaoId > 0)
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{
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// Check if mesh has already been loaded in GPU
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printf("CHUNK VAO: [ID %i] Trying to re-load an already loaded mesh\n", mesh->vaoId);
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return;
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}
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mesh->vboId = (unsigned int *)RL_CALLOC(CHUNK_MAX_MESH_VERTEX_BUFFERS, sizeof(unsigned int));
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mesh->vaoId = 0; // Vertex Array Object
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mesh->vboId[CHUNK_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION] = 0;
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mesh->vboId[CHUNK_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD] = 0;
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mesh->vboId[CHUNK_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL] = 0;
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mesh->vboId[CHUNK_DEFAULT_SHADER_ATTRIB_LOCATION_TILETEXCOORD] = 0;
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mesh->vboId[CHUNK_DEFAULT_SHADER_ATTRIB_LOCATION_METADATA1] = 0;
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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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rlEnableVertexArray(mesh->vaoId);
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// NOTE: Vertex attributes must be uploaded considering default locations points and available vertex data
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// Enable vertex attributes: position (shader-location = 0)
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mesh->vboId[CHUNK_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION] = rlLoadVertexBuffer(mesh->vertices, mesh->vertexCount*3*sizeof(float), dynamic);
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rlSetVertexAttribute(CHUNK_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, 3, RL_FLOAT, 0, 0, 0);
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rlEnableVertexAttribute(CHUNK_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION);
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// Enable vertex attributes: texcoords (shader-location = 1)
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mesh->vboId[CHUNK_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD] = rlLoadVertexBuffer(mesh->texcoords, mesh->vertexCount*2*sizeof(float), dynamic);
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rlSetVertexAttribute(CHUNK_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, 2, RL_FLOAT, 0, 0, 0);
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rlEnableVertexAttribute(CHUNK_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD);
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// Enable vertex attributes: normals (shader-location = 2)
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mesh->vboId[CHUNK_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL] = rlLoadVertexBuffer(mesh->normals, mesh->vertexCount*3*sizeof(float), dynamic);
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rlSetVertexAttribute(CHUNK_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL, 3, RL_FLOAT, 0, 0, 0);
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rlEnableVertexAttribute(CHUNK_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL);
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// Enable vertex attribute: tiletexcoord (shader-location = 3)
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mesh->vboId[CHUNK_DEFAULT_SHADER_ATTRIB_LOCATION_TILETEXCOORD] = rlLoadVertexBuffer(mesh->tiletexcoords, mesh->vertexCount*2*sizeof(float), dynamic);
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rlSetVertexAttribute(CHUNK_DEFAULT_SHADER_ATTRIB_LOCATION_TILETEXCOORD, 2, RL_FLOAT, 0, 0, 0);
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rlEnableVertexAttribute(CHUNK_DEFAULT_SHADER_ATTRIB_LOCATION_TILETEXCOORD);
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// Enable vertex attribute: metadata1 (shader-location = 4)
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mesh->vboId[CHUNK_DEFAULT_SHADER_ATTRIB_LOCATION_METADATA1] = rlLoadVertexBuffer(mesh->metadata1, mesh->vertexCount*4*sizeof(float), dynamic);
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rlSetVertexAttribute(CHUNK_DEFAULT_SHADER_ATTRIB_LOCATION_METADATA1, 4, RL_FLOAT, 0, 0, 0);
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rlEnableVertexAttribute(CHUNK_DEFAULT_SHADER_ATTRIB_LOCATION_METADATA1);
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if (mesh->vaoId > 0) printf("CHUNK VAO: [ID %i] Mesh uploaded successfully to VRAM (GPU)\n", mesh->vaoId);
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else printf("CHUNK VBO: Mesh uploaded successfully to VRAM (GPU)");
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rlDisableVertexArray();
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#endif
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}
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// Load model from generated mesh
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// WARNING: A shallow copy of mesh is generated, passed by value,
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// as long as struct contains pointers to data and some values, we get a copy
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// of mesh pointing to same data as original version... be careful!
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ChunkModel LoadChunkModelFromMesh(ChunkMesh mesh)
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{
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ChunkModel model = { 0 };
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model.transform = MatrixIdentity();
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model.meshCount = 1;
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model.meshes = (ChunkMesh *)RL_CALLOC(model.meshCount, sizeof(ChunkMesh));
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model.meshes[0] = mesh;
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model.materialCount = 1;
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model.materials = (Material *)RL_CALLOC(model.materialCount, sizeof(Material));
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model.materials[0] = LoadMaterialDefault();
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model.meshMaterial = (int *)RL_CALLOC(model.meshCount, sizeof(int));
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model.meshMaterial[0] = 0; // First material index
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return model;
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}
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// Unload model (meshes/materials) from memory (RAM and/or VRAM)
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// NOTE: This function takes care of all model elements, for a detailed control
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// over them, use UnloadMesh() and UnloadMaterial()
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void UnloadChunkModel(ChunkModel model)
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{
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// Unload meshes
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for (int i = 0; i < model.meshCount; i++) UnloadChunkMesh(model.meshes[i]);
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// Unload materials maps
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// NOTE: As the user could be sharing shaders and textures between models,
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// we don't unload the material but just free its maps,
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// the user is responsible for freeing models shaders and textures
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for (int i = 0; i < model.materialCount; i++) RL_FREE(model.materials[i].maps);
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// Unload arrays
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RL_FREE(model.meshes);
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RL_FREE(model.materials);
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RL_FREE(model.meshMaterial);
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TRACELOG(LOG_INFO, "CHUNK MODEL: Unloaded model (and meshes) from RAM and VRAM");
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}
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// Unload mesh from memory (RAM and VRAM)
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void UnloadChunkMesh(ChunkMesh mesh)
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{
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// Unload rlgl mesh vboId data
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rlUnloadVertexArray(mesh.vaoId);
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if (mesh.vboId != NULL) for (int i = 0; i < CHUNK_MAX_MESH_VERTEX_BUFFERS; i++) rlUnloadVertexBuffer(mesh.vboId[i]);
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RL_FREE(mesh.vboId);
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RL_FREE(mesh.vertices);
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RL_FREE(mesh.texcoords);
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RL_FREE(mesh.normals);
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RL_FREE(mesh.tiletexcoords);
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}
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// Draw a model (with texture if set)
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void DrawChunkModel(ChunkModel model, Vector3 position, float scale, Color tint)
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{
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Vector3 vScale = { scale, scale, scale };
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Vector3 rotationAxis = { 0.0f, 1.0f, 0.0f };
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DrawChunkModelEx(model, position, rotationAxis, 0.0f, vScale, tint);
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}
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// Draw a model with extended parameters
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void DrawChunkModelEx(ChunkModel model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint)
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{
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// Calculate transformation matrix from function parameters
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// Get transform matrix (rotation -> scale -> translation)
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Matrix matScale = MatrixScale(scale.x, scale.y, scale.z);
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Matrix matRotation = MatrixRotate(rotationAxis, rotationAngle*DEG2RAD);
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Matrix matTranslation = MatrixTranslate(position.x, position.y, position.z);
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Matrix matTransform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation);
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// Combine model transformation matrix (model.transform) with matrix generated by function parameters (matTransform)
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model.transform = MatrixMultiply(model.transform, matTransform);
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for (int i = 0; i < model.meshCount; i++)
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{
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Color color = model.materials[model.meshMaterial[i]].maps[MATERIAL_MAP_DIFFUSE].color;
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Color colorTint = WHITE;
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colorTint.r = (unsigned char)(((int)color.r*(int)tint.r)/255);
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colorTint.g = (unsigned char)(((int)color.g*(int)tint.g)/255);
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colorTint.b = (unsigned char)(((int)color.b*(int)tint.b)/255);
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colorTint.a = (unsigned char)(((int)color.a*(int)tint.a)/255);
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model.materials[model.meshMaterial[i]].maps[MATERIAL_MAP_DIFFUSE].color = colorTint;
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DrawChunkMesh(model.meshes[i], model.materials[model.meshMaterial[i]], model.transform);
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model.materials[model.meshMaterial[i]].maps[MATERIAL_MAP_DIFFUSE].color = color;
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}
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}
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// Draw a 3d mesh with material and transform
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void DrawChunkMesh(ChunkMesh mesh, Material material, Matrix transform)
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{
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#if defined(GRAPHICS_API_OPENGL_11)
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#define GL_VERTEX_ARRAY 0x8074
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#define GL_NORMAL_ARRAY 0x8075
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#define GL_COLOR_ARRAY 0x8076
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#define GL_TEXTURE_COORD_ARRAY 0x8078
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rlEnableTexture(material.maps[MATERIAL_MAP_DIFFUSE].texture.id);
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rlEnableStatePointer(GL_VERTEX_ARRAY, mesh.vertices);
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rlEnableStatePointer(GL_TEXTURE_COORD_ARRAY, mesh.texcoords);
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rlEnableStatePointer(GL_NORMAL_ARRAY, mesh.normals);
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rlEnableStatePointer(GL_COLOR_ARRAY, mesh.colors);
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rlPushMatrix();
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rlMultMatrixf(MatrixToFloat(transform));
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rlColor4ub(material.maps[MATERIAL_MAP_DIFFUSE].color.r,
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material.maps[MATERIAL_MAP_DIFFUSE].color.g,
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material.maps[MATERIAL_MAP_DIFFUSE].color.b,
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material.maps[MATERIAL_MAP_DIFFUSE].color.a);
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if (mesh.indices != NULL) rlDrawVertexArrayElements(0, mesh.triangleCount*3, mesh.indices);
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else rlDrawVertexArray(0, mesh.vertexCount);
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rlPopMatrix();
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rlDisableStatePointer(GL_VERTEX_ARRAY);
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rlDisableStatePointer(GL_TEXTURE_COORD_ARRAY);
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rlDisableStatePointer(GL_NORMAL_ARRAY);
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rlDisableStatePointer(GL_COLOR_ARRAY);
|
||||
|
||||
rlDisableTexture();
|
||||
#endif
|
||||
|
||||
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||
// Bind shader program
|
||||
rlEnableShader(material.shader.id);
|
||||
|
||||
// Send required data to shader (matrices, values)
|
||||
//-----------------------------------------------------
|
||||
// Upload to shader material.colDiffuse
|
||||
if (material.shader.locs[CHUNK_SHADER_LOC_COLOR_DIFFUSE] != -1)
|
||||
{
|
||||
float values[4] = {
|
||||
(float)material.maps[MATERIAL_MAP_DIFFUSE].color.r/255.0f,
|
||||
(float)material.maps[MATERIAL_MAP_DIFFUSE].color.g/255.0f,
|
||||
(float)material.maps[MATERIAL_MAP_DIFFUSE].color.b/255.0f,
|
||||
(float)material.maps[MATERIAL_MAP_DIFFUSE].color.a/255.0f
|
||||
};
|
||||
|
||||
rlSetUniform(material.shader.locs[CHUNK_SHADER_LOC_COLOR_DIFFUSE], values, SHADER_UNIFORM_VEC4, 1);
|
||||
}
|
||||
|
||||
// Upload to shader material.colSpecular (if location available)
|
||||
if (material.shader.locs[CHUNK_SHADER_LOC_COLOR_SPECULAR] != -1)
|
||||
{
|
||||
float values[4] = {
|
||||
(float)material.maps[MATERIAL_MAP_SPECULAR].color.r/255.0f,
|
||||
(float)material.maps[MATERIAL_MAP_SPECULAR].color.g/255.0f,
|
||||
(float)material.maps[MATERIAL_MAP_SPECULAR].color.b/255.0f,
|
||||
(float)material.maps[MATERIAL_MAP_SPECULAR].color.a/255.0f
|
||||
};
|
||||
|
||||
rlSetUniform(material.shader.locs[CHUNK_SHADER_LOC_COLOR_SPECULAR], values, SHADER_UNIFORM_VEC4, 1);
|
||||
}
|
||||
|
||||
// Get a copy of current matrices to work with,
|
||||
// just in case stereo render is required, and we need to modify them
|
||||
// NOTE: At this point the modelview matrix just contains the view matrix (camera)
|
||||
// That's because BeginMode3D() sets it and there is no model-drawing function
|
||||
// that modifies it, all use rlPushMatrix() and rlPopMatrix()
|
||||
Matrix matModel = MatrixIdentity();
|
||||
Matrix matView = rlGetMatrixModelview();
|
||||
Matrix matModelView = MatrixIdentity();
|
||||
Matrix matProjection = rlGetMatrixProjection();
|
||||
|
||||
// Upload view and projection matrices (if locations available)
|
||||
if (material.shader.locs[CHUNK_SHADER_LOC_MATRIX_VIEW] != -1) rlSetUniformMatrix(material.shader.locs[CHUNK_SHADER_LOC_MATRIX_VIEW], matView);
|
||||
if (material.shader.locs[CHUNK_SHADER_LOC_MATRIX_PROJECTION] != -1) rlSetUniformMatrix(material.shader.locs[CHUNK_SHADER_LOC_MATRIX_PROJECTION], matProjection);
|
||||
|
||||
// Accumulate several model transformations:
|
||||
// transform: model transformation provided (includes DrawModel() params combined with model.transform)
|
||||
// rlGetMatrixTransform(): rlgl internal transform matrix due to push/pop matrix stack
|
||||
matModel = MatrixMultiply(transform, rlGetMatrixTransform());
|
||||
|
||||
// Model transformation matrix is sent to shader uniform location: SHADER_LOC_MATRIX_MODEL
|
||||
if (material.shader.locs[CHUNK_SHADER_LOC_MATRIX_MODEL] != -1) rlSetUniformMatrix(material.shader.locs[CHUNK_SHADER_LOC_MATRIX_MODEL], matModel);
|
||||
|
||||
// Get model-view matrix
|
||||
matModelView = MatrixMultiply(matModel, matView);
|
||||
|
||||
// Upload model normal matrix (if locations available)
|
||||
if (material.shader.locs[CHUNK_SHADER_LOC_MATRIX_NORMAL] != -1) rlSetUniformMatrix(material.shader.locs[CHUNK_SHADER_LOC_MATRIX_NORMAL], MatrixTranspose(MatrixInvert(matModel)));
|
||||
//-----------------------------------------------------
|
||||
|
||||
// Bind active texture maps (if available)
|
||||
for (int i = 0; i < CHUNK_MAX_MATERIAL_MAPS; i++)
|
||||
{
|
||||
if (material.maps[i].texture.id > 0)
|
||||
{
|
||||
// Select current shader texture slot
|
||||
rlActiveTextureSlot(i);
|
||||
|
||||
// Enable texture for active slot
|
||||
if ((i == MATERIAL_MAP_IRRADIANCE) ||
|
||||
(i == MATERIAL_MAP_PREFILTER) ||
|
||||
(i == MATERIAL_MAP_CUBEMAP)) rlEnableTextureCubemap(material.maps[i].texture.id);
|
||||
else rlEnableTexture(material.maps[i].texture.id);
|
||||
|
||||
rlSetUniform(material.shader.locs[CHUNK_SHADER_LOC_MAP_DIFFUSE + i], &i, SHADER_UNIFORM_INT, 1);
|
||||
}
|
||||
}
|
||||
|
||||
// Try binding vertex array objects (VAO) or use VBOs if not possible
|
||||
// WARNING: UploadMesh() enables all vertex attributes available in mesh and sets default attribute values
|
||||
// for shader expected vertex attributes that are not provided by the mesh (i.e. colors)
|
||||
// This could be a dangerous approach because different meshes with different shaders can enable/disable some attributes
|
||||
if (!rlEnableVertexArray(mesh.vaoId))
|
||||
{
|
||||
// Bind mesh VBO data: vertex position (shader-location = 0)
|
||||
rlEnableVertexBuffer(mesh.vboId[CHUNK_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION]);
|
||||
rlSetVertexAttribute(material.shader.locs[CHUNK_SHADER_LOC_VERTEX_POSITION], 3, RL_FLOAT, 0, 0, 0);
|
||||
rlEnableVertexAttribute(material.shader.locs[CHUNK_SHADER_LOC_VERTEX_POSITION]);
|
||||
|
||||
// Bind mesh VBO data: vertex texcoords (shader-location = 1)
|
||||
rlEnableVertexBuffer(mesh.vboId[CHUNK_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD]);
|
||||
rlSetVertexAttribute(material.shader.locs[CHUNK_SHADER_LOC_VERTEX_TEXCOORD], 2, RL_FLOAT, 0, 0, 0);
|
||||
rlEnableVertexAttribute(material.shader.locs[CHUNK_SHADER_LOC_VERTEX_TEXCOORD]);
|
||||
|
||||
// Bind mesh VBO data: vertex normal (shader-location = 2)
|
||||
rlEnableVertexBuffer(mesh.vboId[CHUNK_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL]);
|
||||
rlSetVertexAttribute(material.shader.locs[CHUNK_SHADER_LOC_VERTEX_NORMAL], 3, RL_FLOAT, 0, 0, 0);
|
||||
rlEnableVertexAttribute(material.shader.locs[CHUNK_SHADER_LOC_VERTEX_NORMAL]);
|
||||
|
||||
// Bind mesh VBO data: vertex tiletexcoords (shader-location = 3)
|
||||
rlEnableVertexBuffer(mesh.vboId[CHUNK_DEFAULT_SHADER_ATTRIB_LOCATION_TILETEXCOORD]);
|
||||
rlSetVertexAttribute(material.shader.locs[CHUNK_SHADER_LOC_VERTEX_TILETEXCOORD], 2, RL_FLOAT, 0, 0, 0);
|
||||
rlEnableVertexAttribute(material.shader.locs[CHUNK_SHADER_LOC_VERTEX_TILETEXCOORD]);
|
||||
|
||||
// Bind mesh VBO data: vertex metadata1 (shader-location = 4)
|
||||
rlEnableVertexBuffer(mesh.vboId[CHUNK_DEFAULT_SHADER_ATTRIB_LOCATION_METADATA1]);
|
||||
rlSetVertexAttribute(material.shader.locs[CHUNK_SHADER_LOC_VERTEX_METADATA1], 4, RL_FLOAT, 0, 0, 0);
|
||||
rlEnableVertexAttribute(material.shader.locs[CHUNK_SHADER_LOC_VERTEX_METADATA1]);
|
||||
}
|
||||
|
||||
int eyeCount = 1;
|
||||
if (rlIsStereoRenderEnabled()) eyeCount = 2;
|
||||
|
||||
for (int eye = 0; eye < eyeCount; eye++)
|
||||
{
|
||||
// Calculate model-view-projection matrix (MVP)
|
||||
Matrix matModelViewProjection = MatrixIdentity();
|
||||
if (eyeCount == 1) matModelViewProjection = MatrixMultiply(matModelView, matProjection);
|
||||
else
|
||||
{
|
||||
// Setup current eye viewport (half screen width)
|
||||
rlViewport(eye*rlGetFramebufferWidth()/2, 0, rlGetFramebufferWidth()/2, rlGetFramebufferHeight());
|
||||
matModelViewProjection = MatrixMultiply(MatrixMultiply(matModelView, rlGetMatrixViewOffsetStereo(eye)), rlGetMatrixProjectionStereo(eye));
|
||||
}
|
||||
|
||||
// Send combined model-view-projection matrix to shader
|
||||
rlSetUniformMatrix(material.shader.locs[CHUNK_SHADER_LOC_MATRIX_MVP], matModelViewProjection);
|
||||
|
||||
// Draw mesh
|
||||
rlDrawVertexArray(0, mesh.vertexCount);
|
||||
}
|
||||
|
||||
// Unbind all bound texture maps
|
||||
for (int i = 0; i < CHUNK_MAX_MATERIAL_MAPS; i++)
|
||||
{
|
||||
if (material.maps[i].texture.id > 0)
|
||||
{
|
||||
// Select current shader texture slot
|
||||
rlActiveTextureSlot(i);
|
||||
|
||||
// Disable texture for active slot
|
||||
if ((i == MATERIAL_MAP_IRRADIANCE) ||
|
||||
(i == MATERIAL_MAP_PREFILTER) ||
|
||||
(i == MATERIAL_MAP_CUBEMAP)) rlDisableTextureCubemap();
|
||||
else rlDisableTexture();
|
||||
}
|
||||
}
|
||||
|
||||
// Disable all possible vertex array objects (or VBOs)
|
||||
rlDisableVertexArray();
|
||||
rlDisableVertexBuffer();
|
||||
rlDisableVertexBufferElement();
|
||||
|
||||
// Disable shader program
|
||||
rlDisableShader();
|
||||
|
||||
// Restore rlgl internal modelview and projection matrices
|
||||
rlSetMatrixModelview(matView);
|
||||
rlSetMatrixProjection(matProjection);
|
||||
#endif
|
||||
}
|
||||
|
||||
// Load shader from files and bind default locations
|
||||
// NOTE: If shader string is NULL, using default vertex/fragment shaders
|
||||
Shader LoadChunkShader(const char *vsFileName, const char *fsFileName)
|
||||
{
|
||||
Shader shader = { 0 };
|
||||
|
||||
char *vShaderStr = NULL;
|
||||
char *fShaderStr = NULL;
|
||||
|
||||
if (vsFileName != NULL) vShaderStr = LoadFileText(vsFileName);
|
||||
if (fsFileName != NULL) fShaderStr = LoadFileText(fsFileName);
|
||||
|
||||
if ((vShaderStr == NULL) && (fShaderStr == NULL)) printf("CHUNK SHADER: Shader files provided are not valid, using default shader\n");
|
||||
|
||||
shader = LoadChunkShaderFromMemory(vShaderStr, fShaderStr);
|
||||
|
||||
UnloadFileText(vShaderStr);
|
||||
UnloadFileText(fShaderStr);
|
||||
|
||||
printf("CHUNK SHADER: Shader loaded successfully from shader files\n");
|
||||
return shader;
|
||||
}
|
||||
|
||||
// Load shader from code strings and bind default locations
|
||||
Shader LoadChunkShaderFromMemory(const char *vsCode, const char *fsCode)
|
||||
{
|
||||
Shader shader = { 0 };
|
||||
|
||||
shader.id = rlLoadShaderCode(vsCode, fsCode);
|
||||
|
||||
if (shader.id == rlGetShaderIdDefault()) shader.locs = rlGetShaderLocsDefault();
|
||||
else if (shader.id > 0)
|
||||
{
|
||||
// After custom shader loading, we TRY to set default location names
|
||||
// Default shader attribute locations have been binded before linking:
|
||||
// vertex position location = 0
|
||||
// vertex texcoord location = 1
|
||||
// vertex normal location = 2
|
||||
// vertex tiletexcoord location = 3
|
||||
// vertex metadata1 location = 4
|
||||
|
||||
// NOTE: If any location is not found, loc point becomes -1
|
||||
|
||||
shader.locs = (int *)RL_CALLOC(CHUNK_MAX_SHADER_LOCATIONS, sizeof(int));
|
||||
|
||||
// All locations reset to -1 (no location)
|
||||
for (int i = 0; i < CHUNK_MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1;
|
||||
|
||||
// Get handles to GLSL input attribute locations
|
||||
shader.locs[CHUNK_SHADER_LOC_VERTEX_POSITION] = rlGetLocationAttrib(shader.id, CHUNK_DEFAULT_SHADER_ATTRIB_NAME_POSITION);
|
||||
shader.locs[CHUNK_SHADER_LOC_VERTEX_TEXCOORD] = rlGetLocationAttrib(shader.id, CHUNK_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
|
||||
shader.locs[CHUNK_SHADER_LOC_VERTEX_NORMAL] = rlGetLocationAttrib(shader.id, CHUNK_DEFAULT_SHADER_ATTRIB_NAME_NORMAL);
|
||||
shader.locs[CHUNK_SHADER_LOC_VERTEX_TILETEXCOORD] = rlGetLocationAttrib(shader.id, CHUNK_DEFAULT_SHADER_ATTRIB_NAME_TILETEXCOORD);
|
||||
shader.locs[CHUNK_SHADER_LOC_VERTEX_METADATA1] = rlGetLocationAttrib(shader.id, CHUNK_DEFAULT_SHADER_ATTRIB_NAME_METADATA1);
|
||||
|
||||
// Get handles to GLSL uniform locations (vertex shader)
|
||||
shader.locs[CHUNK_SHADER_LOC_MATRIX_MVP] = rlGetLocationUniform(shader.id, CHUNK_DEFAULT_SHADER_UNIFORM_NAME_MVP);
|
||||
shader.locs[CHUNK_SHADER_LOC_MATRIX_VIEW] = rlGetLocationUniform(shader.id, CHUNK_DEFAULT_SHADER_UNIFORM_NAME_VIEW);
|
||||
shader.locs[CHUNK_SHADER_LOC_MATRIX_PROJECTION] = rlGetLocationUniform(shader.id, CHUNK_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION);
|
||||
shader.locs[CHUNK_SHADER_LOC_MATRIX_MODEL] = rlGetLocationUniform(shader.id, CHUNK_DEFAULT_SHADER_UNIFORM_NAME_MODEL);
|
||||
shader.locs[CHUNK_SHADER_LOC_MATRIX_NORMAL] = rlGetLocationUniform(shader.id, CHUNK_DEFAULT_SHADER_UNIFORM_NAME_NORMAL);
|
||||
|
||||
// Get handles to GLSL uniform locations (fragment shader)
|
||||
shader.locs[CHUNK_SHADER_LOC_COLOR_DIFFUSE] = rlGetLocationUniform(shader.id, CHUNK_DEFAULT_SHADER_UNIFORM_NAME_COLOR);
|
||||
shader.locs[CHUNK_SHADER_LOC_MAP_DIFFUSE] = rlGetLocationUniform(shader.id, CHUNK_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0); // SHADER_LOC_MAP_ALBEDO
|
||||
shader.locs[CHUNK_SHADER_LOC_MAP_SPECULAR] = rlGetLocationUniform(shader.id, CHUNK_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1); // SHADER_LOC_MAP_METALNESS
|
||||
shader.locs[CHUNK_SHADER_LOC_MAP_NORMAL] = rlGetLocationUniform(shader.id, CHUNK_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2);
|
||||
}
|
||||
|
||||
return shader;
|
||||
}
|
||||
|
||||
#ifdef RLGL_IMPLEMENTATION
|
||||
|
||||
// Load custom shader strings and return program id
|
||||
unsigned int chunkLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId)
|
||||
{
|
||||
unsigned int program = 0;
|
||||
|
||||
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||
GLint success = 0;
|
||||
program = glCreateProgram();
|
||||
|
||||
glAttachShader(program, vShaderId);
|
||||
glAttachShader(program, fShaderId);
|
||||
|
||||
// NOTE: Default attribute shader locations must be Bound before linking
|
||||
glBindAttribLocation(program, CHUNK_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, CHUNK_DEFAULT_SHADER_ATTRIB_NAME_POSITION);
|
||||
glBindAttribLocation(program, CHUNK_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, CHUNK_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
|
||||
glBindAttribLocation(program, CHUNK_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL, CHUNK_DEFAULT_SHADER_ATTRIB_NAME_NORMAL);
|
||||
glBindAttribLocation(program, CHUNK_DEFAULT_SHADER_ATTRIB_LOCATION_TILETEXCOORD, CHUNK_DEFAULT_SHADER_ATTRIB_NAME_TILETEXCOORD);
|
||||
glBindAttribLocation(program, CHUNK_DEFAULT_SHADER_ATTRIB_LOCATION_METADATA1, CHUNK_DEFAULT_SHADER_ATTRIB_NAME_METADATA1);
|
||||
|
||||
// NOTE: If some attrib name is no found on the shader, it locations becomes -1
|
||||
|
||||
glLinkProgram(program);
|
||||
|
||||
// NOTE: All uniform variables are intitialised to 0 when a program links
|
||||
|
||||
glGetProgramiv(program, GL_LINK_STATUS, &success);
|
||||
|
||||
if (success == GL_FALSE)
|
||||
{
|
||||
printf("SHADER: [ID %i] Failed to link shader program\n", program);
|
||||
|
||||
int maxLength = 0;
|
||||
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
|
||||
|
||||
if (maxLength > 0)
|
||||
{
|
||||
int length = 0;
|
||||
char *log = (char *)RL_CALLOC(maxLength, sizeof(char));
|
||||
glGetProgramInfoLog(program, maxLength, &length, log);
|
||||
printf("SHADER: [ID %i] Link error: %s\n", program, log);
|
||||
RL_FREE(log);
|
||||
}
|
||||
|
||||
glDeleteProgram(program);
|
||||
|
||||
program = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Get the size of compiled shader program (not available on OpenGL ES 2.0)
|
||||
// NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero
|
||||
//GLint binarySize = 0;
|
||||
//glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize);
|
||||
|
||||
printf(RL_LOG_INFO, "SHADER: [ID %i] Program shader loaded successfully\n", program);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
// Load shader from code strings
|
||||
// NOTE: If shader string is NULL, using default vertex/fragment shaders
|
||||
unsigned int chunkLoadShaderCode(const char *vsCode, const char *fsCode)
|
||||
{
|
||||
unsigned int id = 0;
|
||||
|
||||
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||
unsigned int vertexShaderId = 0;
|
||||
unsigned int fragmentShaderId = 0;
|
||||
|
||||
// Compile vertex shader (if provided)
|
||||
// NOTE: If not vertex shader is provided, use default one
|
||||
if (vsCode != NULL) vertexShaderId = rlCompileShader(vsCode, GL_VERTEX_SHADER);
|
||||
else {
|
||||
printf("vertex shader is null!\n");
|
||||
exit(1);
|
||||
}
|
||||
|
||||
// Compile fragment shader (if provided)
|
||||
// NOTE: If not vertex shader is provided, use default one
|
||||
if (fsCode != NULL) fragmentShaderId = rlCompileShader(fsCode, GL_FRAGMENT_SHADER);
|
||||
else {
|
||||
printf("fragment shader is null!\n");
|
||||
exit(1);
|
||||
}
|
||||
|
||||
if ((vertexShaderId > 0) && (fragmentShaderId > 0))
|
||||
{
|
||||
// One of or both shader are new, we need to compile a new shader program
|
||||
id = chunkLoadShaderProgram(vertexShaderId, fragmentShaderId);
|
||||
|
||||
// WARNING: Shader program linkage could fail and returned id is 0
|
||||
if (id > 0) glDetachShader(id, vertexShaderId);
|
||||
glDeleteShader(vertexShaderId);
|
||||
|
||||
// WARNING: Shader program linkage could fail and returned id is 0
|
||||
if (id > 0) glDetachShader(id, fragmentShaderId);
|
||||
glDeleteShader(fragmentShaderId);
|
||||
|
||||
// In case shader program loading failed
|
||||
if (id == 0)
|
||||
{
|
||||
printf("failed to load custom shaders!\n");
|
||||
exit(1);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
return id;
|
||||
}
|
||||
#endif // RLGL_IMPLEMENTATION
|
||||
|
|
@ -1,5 +1,8 @@
|
|||
pub const raylib = @cImport({
|
||||
@cInclude("raylib_extension.h");
|
||||
@cInclude("raylib.h");
|
||||
@cInclude("rlgl.h");
|
||||
@cInclude("raymath.h");
|
||||
@cInclude("rchunks_extension.h");
|
||||
});
|
||||
|
||||
pub const v3 = struct {
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue