Adapt multiple functions to rlgl

Nearly a complete rework of Models module
Some teaks on multiple functions
This commit is contained in:
raysan5
2014-04-04 20:11:57 +02:00
parent 79cf87d91d
commit c04f37d0f5
8 changed files with 760 additions and 454 deletions

View File

@ -273,31 +273,30 @@ void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float sc
{
rlEnableTexture(texture.glId);
// TODO: Apply rotation to vertex! --> rotate from origin CW (0, 0)
// TODO: Compute vertex scaling!
// NOTE: Rotation is applied before translation and scaling, even being called in inverse order...
// NOTE: Rotation point is upper-left corner
//rlTranslatef(position.x, position.y, 0);
//rlScalef(scale, scale, 1.0f);
//rlRotatef(rotation, 0, 0, 1);
rlBegin(RL_QUADS);
rlColor4ub(tint.r, tint.g, tint.b, tint.a);
rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer
rlTexCoord2f(0.0f, 0.0f);
rlVertex2f(position.x, position.y); // Bottom-left corner for texture and quad
rlTexCoord2f(0.0f, 1.0f);
rlVertex2f(position.x, position.y + texture.height); // Bottom-right corner for texture and quad
rlTexCoord2f(1.0f, 1.0f);
rlVertex2f(position.x + texture.width, position.y + texture.height); // Top-right corner for texture and quad
rlTexCoord2f(1.0f, 0.0f);
rlVertex2f(position.x + texture.width, position.y); // Top-left corner for texture and quad
rlEnd();
// NOTE: Rotation point is upper-left corner
rlPushMatrix();
rlTranslatef(position.x, position.y, 0.0);
rlScalef(scale, scale, 1.0f);
rlRotatef(rotation, 0, 0, 1);
rlBegin(RL_QUADS);
rlColor4ub(tint.r, tint.g, tint.b, tint.a);
rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer
rlTexCoord2f(0.0f, 0.0f);
rlVertex2f(position.x, position.y); // Bottom-left corner for texture and quad
rlTexCoord2f(0.0f, 1.0f);
rlVertex2f(position.x, position.y + texture.height); // Bottom-right corner for texture and quad
rlTexCoord2f(1.0f, 1.0f);
rlVertex2f(position.x + texture.width, position.y + texture.height); // Top-right corner for texture and quad
rlTexCoord2f(1.0f, 0.0f);
rlVertex2f(position.x + texture.width, position.y); // Top-left corner for texture and quad
rlEnd();
rlPopMatrix();
rlDisableTexture();
}
@ -337,32 +336,33 @@ void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, V
{
rlEnableTexture(texture.glId);
// TODO: Apply translation, rotation and scaling of vertex manually!
//rlTranslatef(-origin.x, -origin.y, 0);
//rlRotatef(rotation, 0, 0, 1);
//rlTranslatef(destRec.x + origin.x, destRec.y + origin.y, 0);
rlBegin(RL_QUADS);
rlColor4ub(tint.r, tint.g, tint.b, tint.a);
rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer
// Bottom-left corner for texture and quad
rlTexCoord2f((float)sourceRec.x / texture.width, (float)sourceRec.y / texture.height);
rlVertex2f(0.0f, 0.0f);
// Bottom-right corner for texture and quad
rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)sourceRec.y / texture.height);
rlVertex2f(destRec.width, 0.0f);
// Top-right corner for texture and quad
rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
rlVertex2f(destRec.width, destRec.height);
// Top-left corner for texture and quad
rlTexCoord2f((float)sourceRec.x / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
rlVertex2f(0.0f, destRec.height);
rlEnd();
// NOTE: First we translate texture to origin to apply rotation and translation from there
rlPushMatrix();
rlTranslatef(-origin.x, -origin.y, 0);
rlRotatef(rotation, 0, 0, 1);
rlTranslatef(destRec.x + origin.x, destRec.y + origin.y, 0);
rlBegin(RL_QUADS);
rlColor4ub(tint.r, tint.g, tint.b, tint.a);
rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer
// Bottom-left corner for texture and quad
rlTexCoord2f((float)sourceRec.x / texture.width, (float)sourceRec.y / texture.height);
rlVertex2f(0.0f, 0.0f);
// Bottom-right corner for texture and quad
rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)sourceRec.y / texture.height);
rlVertex2f(destRec.width, 0.0f);
// Top-right corner for texture and quad
rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
rlVertex2f(destRec.width, destRec.height);
// Top-left corner for texture and quad
rlTexCoord2f((float)sourceRec.x / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
rlVertex2f(0.0f, destRec.height);
rlEnd();
rlPopMatrix();
rlDisableTexture();
}
@ -385,7 +385,7 @@ Texture2D CreateTexture(Image image)
j++;
}
texture.glId = rlglTexture(image.width, image.height, img);
texture.glId = rlglLoadTexture(image.width, image.height, img);
texture.width = image.width;
texture.height = image.height;