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Merge branch 'master' of https://github.com/raysan5/raylib

raysan5 3 years ago
parent
commit
252bd22738
3 changed files with 116 additions and 2 deletions
  1. 8 2
      CHANGELOG
  2. 2 0
      src/raylib.h
  3. 106 0
      src/rmodels.c

+ 8 - 2
CHANGELOG

@@ -30,6 +30,7 @@ Detailed changes:
 [core] REVIEWED: Raspberry RPI/DRM keyboard blocking render loop (#1879) @luizpestana
 [core] REVIEWED: Android multi-touch (#1869) by @humbe
 [core] REVIEWED: Implemented GetGamepadName() for emscripten by @nbarkhina
+[core] REVIEWED: HighDPI support (#1987) by @ArnaudValensi
 [rlgl] ADDED: rlUpdateVertexBufferElements() (#1915)
 [rlgl] ADDED: rlActiveDrawBuffers() (#1911)
 [rlgl] ADDED: rlEnableColorBlend()/rlDisableColorBlend()
@@ -43,6 +44,7 @@ Detailed changes:
 [shapes] ADDED: RenderPolyLinesEx() (#1758) by @lambertwang
 [shapes] ADDED: DrawLineBezierCubic() (#2021) by @SAOMDVN
 [textures] ADDED: GetImageColor() #2024
+[textures] REMOVED: GenImagePerlinNoise() 
 [textures] RENAMED: GetTextureData() to LoadImageFromTexture()
 [textures] RENAMED: GetScreenData() to LoadImageFromScreen()
 [textures] REVIEWED: ExportImage() to use SaveFileData() (#1779)
@@ -63,6 +65,7 @@ Detailed changes:
 [models] ADDED: GetModelBoundingBox()
 [models] ADDED: DrawBillboardPro() (#1759) by @nobytesgiven
 [models] ADDED: DrawCubeTextureRec() (#2001) by @tdgroot
+[models] ADDED: DrawCylinderEx() and DrawCylinderWiresEx() (#2049) by @Horrowind
 [models] REMOVED: DrawBillboardEx()
 [models] RENAMED: MeshBoundingBox() to GetMeshBoundingBox()
 [models] RENAMED: MeshTangents() to GenMeshTangents()
@@ -87,8 +90,10 @@ Detailed changes:
 [examples] ADDED: core_basic_screen_manager
 [examples] ADDED: core_split_screen (#1806) by @JeffM2501
 [examples] ADDED: core_2d_camera_smooth_pixelperfect (#1771) by @NotManyIdeasDev
-[examples] ADDED: shaders_shapes_outline (#1883) by @GoldenThumbs
-[examples] ADDED: models_magicavoxel_loading (#1940) by @procfxgen
+[examples] ADDED: shaders_texture_outline (#1883) by @GoldenThumbs
+[examples] ADDED: models_loading_vox (#1940) by @procfxgen
+[examples] REMOVED: models_material_pbr
+[examples] REMOVED: models_gltf_animation
 [examples] REVIEWED: core_3d_picking
 [examples] REVIEWED: core_input_mouse
 [examples] REVIEWED: core_vr_simulator, RenderTexture usage
@@ -114,6 +119,7 @@ Detailed changes:
 [examples] REVIEWED: raylib_opengl_interop
 [examples] REVIEWED: rlgl_standalone.c
 [examples] REVIEWED: Resources licenses
+[examples] REVIEWED: models resources reorganization
 [build] ADDED: Zig build file (#2014) by @TommiSinivuo
 [build] ADDED: Android VS2019 solution (#2013) by @Kronka
 [build] REMOVED: VS2017 project, outdated

+ 2 - 0
src/raylib.h

@@ -1383,7 +1383,9 @@ RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color);
 RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color);            // Draw sphere with extended parameters
 RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color);         // Draw sphere wires
 RLAPI void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
+RLAPI void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder with base at startPos and top at endPos
 RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
+RLAPI void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder wires with base at startPos and top at endPos
 RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color);                                      // Draw a plane XZ
 RLAPI void DrawRay(Ray ray, Color color);                                                                // Draw a ray line
 RLAPI void DrawGrid(int slices, float spacing);                                                          // Draw a grid (centered at (0, 0, 0))

+ 106 - 0
src/rmodels.c

@@ -703,6 +703,64 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h
     rlPopMatrix();
 }
 
+// Draw a cylinder with base at startPos and top at endPos
+// NOTE: It could be also used for pyramid and cone
+void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color)
+{
+    if (sides < 3) sides = 3;
+
+    int numVertex = sides*6;
+    rlCheckRenderBatchLimit(numVertex);
+    if(sides < 3) sides = 3;
+
+    Vector3 direction = { endPos.x - startPos.x, endPos.y - startPos.y, endPos.z - startPos.z };
+    // Construct a basis of the base and the top face:
+    Vector3 b1 = Vector3Normalize(Vector3Perpendicular(direction));
+    Vector3 b2 = Vector3Normalize(Vector3CrossProduct(b1, direction));
+
+    float baseAngle = (2.0*PI)/sides;
+
+    rlBegin(RL_TRIANGLES);
+        rlColor4ub(color.r, color.g, color.b, color.a);
+
+        for (int i = 0; i < sides; i++) {
+            // compute the four vertices
+            float s1 = sinf(baseAngle*(i + 0))*startRadius;
+            float c1 = cosf(baseAngle*(i + 0))*startRadius;
+            Vector3 w1 = { startPos.x + s1*b1.x + c1*b2.x, startPos.y + s1*b1.y + c1*b2.y, startPos.z + s1*b1.z + c1*b2.z };
+            float s2 = sinf(baseAngle*(i + 1))*startRadius;
+            float c2 = cosf(baseAngle*(i + 1))*startRadius;
+            Vector3 w2 = { startPos.x + s2*b1.x + c2*b2.x, startPos.y + s2*b1.y + c2*b2.y, startPos.z + s2*b1.z + c2*b2.z };
+            float s3 = sinf(baseAngle*(i + 0))*endRadius;
+            float c3 = cosf(baseAngle*(i + 0))*endRadius;
+            Vector3 w3 = { endPos.x + s3*b1.x + c3*b2.x, endPos.y + s3*b1.y + c3*b2.y, endPos.z + s3*b1.z + c3*b2.z };
+            float s4 = sinf(baseAngle*(i + 1))*endRadius;
+            float c4 = cosf(baseAngle*(i + 1))*endRadius;
+            Vector3 w4 = { endPos.x + s4*b1.x + c4*b2.x, endPos.y + s4*b1.y + c4*b2.y, endPos.z + s4*b1.z + c4*b2.z };
+
+            if (startRadius > 0) {                              //
+                rlVertex3f(startPos.x, startPos.y, startPos.z); // |
+                rlVertex3f(w2.x, w2.y, w2.z);                   // T0
+                rlVertex3f(w1.x, w1.y, w1.z);                   // |
+            }                                                   //
+                                                                //          w2 x.-----------x startPos
+            rlVertex3f(w1.x, w1.y, w1.z);                       // |           |\'.  T0    /
+            rlVertex3f(w2.x, w2.y, w2.z);                       // T1          | \ '.     /
+            rlVertex3f(w3.x, w3.y, w3.z);                       // |           |T \  '.  /
+                                                                //             | 2 \ T 'x w1
+            rlVertex3f(w2.x, w2.y, w2.z);                       // |        w4 x.---\-1-|---x endPos
+            rlVertex3f(w4.x, w4.y, w4.z);                       // T2            '.  \  |T3/
+            rlVertex3f(w3.x, w3.y, w3.z);                       // |               '. \ | /
+                                                                //                   '.\|/
+            if (endRadius > 0) {                                //                     'x w3
+                rlVertex3f(endPos.x, endPos.y, endPos.z);       // |
+                rlVertex3f(w3.x, w3.y, w3.z);                   // T3
+                rlVertex3f(w4.x, w4.y, w4.z);                   // |
+            }                                                   //
+        }
+    rlEnd();
+}
+
 // Draw a wired cylinder
 // NOTE: It could be also used for pyramid and cone
 void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int sides, Color color)
@@ -736,6 +794,54 @@ void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, fl
     rlPopMatrix();
 }
 
+
+// Draw a wired cylinder with base at startPos and top at endPos
+// NOTE: It could be also used for pyramid and cone
+void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color)
+{
+    if (sides < 3) sides = 3;
+
+    int numVertex = sides*6;
+    rlCheckRenderBatchLimit(numVertex);
+
+    Vector3 difference = Vector3Subtract(endPos, startPos);
+    // Construct a basis of the base and the top face:
+    Vector3 b1 = Vector3Normalize(Vector3Perpendicular(difference));
+    Vector3 b2 = Vector3Normalize(Vector3CrossProduct(b1, difference));
+
+    float baseAngle = (2.0*PI)/sides;
+
+    rlBegin(RL_LINES);
+        rlColor4ub(color.r, color.g, color.b, color.a);
+
+        for (int i = 0; i < sides; i++) {
+            // compute the four vertices
+            float s1 = sinf(baseAngle*(i + 0))*startRadius;
+            float c1 = cosf(baseAngle*(i + 0))*startRadius;
+            Vector3 w1 = { startPos.x + s1*b1.x + c1*b2.x, startPos.y + s1*b1.y + c1*b2.y, startPos.z + s1*b1.z + c1*b2.z };
+            float s2 = sinf(baseAngle*(i + 1))*startRadius;
+            float c2 = cosf(baseAngle*(i + 1))*startRadius;
+            Vector3 w2 = { startPos.x + s2*b1.x + c2*b2.x, startPos.y + s2*b1.y + c2*b2.y, startPos.z + s2*b1.z + c2*b2.z };
+            float s3 = sinf(baseAngle*(i + 0))*endRadius;
+            float c3 = cosf(baseAngle*(i + 0))*endRadius;
+            Vector3 w3 = { endPos.x + s3*b1.x + c3*b2.x, endPos.y + s3*b1.y + c3*b2.y, endPos.z + s3*b1.z + c3*b2.z };
+            float s4 = sinf(baseAngle*(i + 1))*endRadius;
+            float c4 = cosf(baseAngle*(i + 1))*endRadius;
+            Vector3 w4 = { endPos.x + s4*b1.x + c4*b2.x, endPos.y + s4*b1.y + c4*b2.y, endPos.z + s4*b1.z + c4*b2.z };
+
+            rlVertex3f(w1.x, w1.y, w1.z);
+            rlVertex3f(w2.x, w2.y, w2.z);
+
+            rlVertex3f(w1.x, w1.y, w1.z);
+            rlVertex3f(w3.x, w3.y, w3.z);
+
+            rlVertex3f(w3.x, w3.y, w3.z);
+            rlVertex3f(w4.x, w4.y, w4.z);
+        }
+    rlEnd();
+}
+
+
 // Draw a plane
 void DrawPlane(Vector3 centerPos, Vector2 size, Color color)
 {