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@@ -21,6 +21,11 @@
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* Those preprocessor defines are only used on rlgl module, if OpenGL version is
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* Those preprocessor defines are only used on rlgl module, if OpenGL version is
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* required by any other module, use rlGetVersion() tocheck it
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* required by any other module, use rlGetVersion() tocheck it
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*
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*
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+* #define RLGL_IMPLEMENTATION
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+* Generates the implementation of the library into the included file.
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+* If not defined, the library is in header only mode and can be included in other headers
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+* or source files without problems. But only ONE file should hold the implementation.
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+*
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* #define RLGL_STANDALONE
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* #define RLGL_STANDALONE
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* Use rlgl as standalone library (no raylib dependency)
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* Use rlgl as standalone library (no raylib dependency)
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*
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*
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@@ -28,7 +33,7 @@
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* Support VR simulation functionality (stereo rendering)
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* Support VR simulation functionality (stereo rendering)
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*
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*
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* #define SUPPORT_DISTORTION_SHADER
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* #define SUPPORT_DISTORTION_SHADER
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-* Include stereo rendering distortion shader (shader_distortion.h)
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+* Include stereo rendering distortion shader (embedded)
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*
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*
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* DEPENDENCIES:
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* DEPENDENCIES:
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* raymath - 3D math functionality (Vector3, Matrix, Quaternion)
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* raymath - 3D math functionality (Vector3, Matrix, Quaternion)
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@@ -37,7 +42,7 @@
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*
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*
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* LICENSE: zlib/libpng
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* LICENSE: zlib/libpng
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*
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*
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-* Copyright (c) 2014-2017 Ramon Santamaria (@raysan5)
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+* Copyright (c) 2014-2018 Ramon Santamaria (@raysan5)
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*
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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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* 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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* will the authors be held liable for any damages arising from the use of this software.
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@@ -68,8 +73,11 @@
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#include "raymath.h" // Required for: Vector3, Matrix
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#include "raymath.h" // Required for: Vector3, Matrix
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// Security check in case no GRAPHICS_API_OPENGL_* defined
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// Security check in case no GRAPHICS_API_OPENGL_* defined
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-#if !defined(GRAPHICS_API_OPENGL_11) && !defined(GRAPHICS_API_OPENGL_21) && !defined(GRAPHICS_API_OPENGL_33) && !defined(GRAPHICS_API_OPENGL_ES2)
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- #define GRAPHICS_API_OPENGL_11
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+#if !defined(GRAPHICS_API_OPENGL_11) && \
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+ !defined(GRAPHICS_API_OPENGL_21) && \
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+ !defined(GRAPHICS_API_OPENGL_33) && \
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+ !defined(GRAPHICS_API_OPENGL_ES2)
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+ #define GRAPHICS_API_OPENGL_33
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#endif
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#endif
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// Security check in case multiple GRAPHICS_API_OPENGL_* defined
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// Security check in case multiple GRAPHICS_API_OPENGL_* defined
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@@ -498,3 +506,4259 @@ void TraceLog(int msgType, const char *text, ...); // Show trace log messag
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#endif
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#endif
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#endif // RLGL_H
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#endif // RLGL_H
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+
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+/***********************************************************************************
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+*
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+* RLGL IMPLEMENTATION
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+*
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+************************************************************************************/
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+
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+#if defined(RLGL_IMPLEMENTATION)
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+
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+#include "config.h"
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+
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+#include <stdio.h> // Required for: fopen(), fclose(), fread()... [Used only on LoadText()]
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+#include <stdlib.h> // Required for: malloc(), free(), rand()
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+#include <string.h> // Required for: strcmp(), strlen(), strtok() [Used only in extensions loading]
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+#include <math.h> // Required for: atan2()
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+
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+#if !defined(RLGL_STANDALONE)
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+ #include "raymath.h" // Required for: Vector3 and Matrix functions
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+#endif
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+
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+#if defined(GRAPHICS_API_OPENGL_11)
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+ #if defined(__APPLE__)
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+ #include <OpenGL/gl.h> // OpenGL 1.1 library for OSX
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+ #include <OpenGL/glext.h>
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+ #else
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+ // APIENTRY for OpenGL function pointer declarations is required
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+ #ifndef APIENTRY
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+ #ifdef _WIN32
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+ #define APIENTRY __stdcall
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+ #else
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+ #define APIENTRY
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+ #endif
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+ #endif
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+ // WINGDIAPI definition. Some Windows OpenGL headers need it
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+ #if !defined(WINGDIAPI) && defined(_WIN32)
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+ #define WINGDIAPI __declspec(dllimport)
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+ #endif
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+
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+ #include <GL/gl.h> // OpenGL 1.1 library
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+ #endif
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+#endif
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+
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+#if defined(GRAPHICS_API_OPENGL_21)
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+ #define GRAPHICS_API_OPENGL_33 // OpenGL 2.1 uses mostly OpenGL 3.3 Core functionality
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+#endif
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+
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+#if defined(GRAPHICS_API_OPENGL_33)
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+ #if defined(__APPLE__)
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+ #include <OpenGL/gl3.h> // OpenGL 3 library for OSX
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+ #include <OpenGL/gl3ext.h> // OpenGL 3 extensions library for OSX
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+ #else
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+ #define GLAD_IMPLEMENTATION
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+ #if defined(RLGL_STANDALONE)
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+ #include "glad.h" // GLAD extensions loading library, includes OpenGL headers
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+ #else
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+ #include "external/glad.h" // GLAD extensions loading library, includes OpenGL headers
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+ #endif
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+ #endif
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+#endif
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+
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+#if defined(GRAPHICS_API_OPENGL_ES2)
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+ #include <EGL/egl.h> // EGL library
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+ #include <GLES2/gl2.h> // OpenGL ES 2.0 library
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+ #include <GLES2/gl2ext.h> // OpenGL ES 2.0 extensions library
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+#endif
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+
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+#if defined(RLGL_STANDALONE)
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+ #include <stdarg.h> // Required for: va_list, va_start(), vfprintf(), va_end() [Used only on TraceLog()]
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+#endif
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+
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+//----------------------------------------------------------------------------------
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+// Defines and Macros
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+//----------------------------------------------------------------------------------
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+#define MATRIX_STACK_SIZE 16 // Matrix stack max size
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+#define MAX_DRAWS_BY_TEXTURE 256 // Draws are organized by texture changes
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+#define TEMP_VERTEX_BUFFER_SIZE 4096 // Temporal Vertex Buffer (required for vertex-transformations)
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+ // NOTE: Every vertex are 3 floats (12 bytes)
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+
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+#ifndef GL_SHADING_LANGUAGE_VERSION
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+ #define GL_SHADING_LANGUAGE_VERSION 0x8B8C
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+#endif
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+
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+#ifndef GL_COMPRESSED_RGB_S3TC_DXT1_EXT
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+ #define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0
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+#endif
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+#ifndef GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
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+ #define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
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+#endif
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+#ifndef GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
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+ #define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
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+#endif
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+#ifndef GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
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+ #define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
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+#endif
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+#ifndef GL_ETC1_RGB8_OES
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+ #define GL_ETC1_RGB8_OES 0x8D64
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+#endif
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+#ifndef GL_COMPRESSED_RGB8_ETC2
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+ #define GL_COMPRESSED_RGB8_ETC2 0x9274
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+#endif
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+#ifndef GL_COMPRESSED_RGBA8_ETC2_EAC
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+ #define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278
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+#endif
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+#ifndef GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG
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+ #define GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00
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+#endif
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+#ifndef GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG
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+ #define GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02
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+#endif
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+#ifndef GL_COMPRESSED_RGBA_ASTC_4x4_KHR
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+ #define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93b0
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+#endif
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+#ifndef GL_COMPRESSED_RGBA_ASTC_8x8_KHR
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+ #define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93b7
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+#endif
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+
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+#ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
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+ #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
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+#endif
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+
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+#ifndef GL_TEXTURE_MAX_ANISOTROPY_EXT
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+ #define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
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+#endif
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+
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+#if defined(GRAPHICS_API_OPENGL_11)
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+ #define GL_UNSIGNED_SHORT_5_6_5 0x8363
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+ #define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
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+ #define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
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+#endif
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+
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+#if defined(GRAPHICS_API_OPENGL_21)
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+ #define GL_LUMINANCE 0x1909
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+ #define GL_LUMINANCE_ALPHA 0x190A
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+#endif
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+
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+#if defined(GRAPHICS_API_OPENGL_ES2)
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+ #define glClearDepth glClearDepthf
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+ #define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER
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+ #define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER
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+#endif
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+
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+// Default vertex attribute names on shader to set location points
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+#define DEFAULT_ATTRIB_POSITION_NAME "vertexPosition" // shader-location = 0
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+#define DEFAULT_ATTRIB_TEXCOORD_NAME "vertexTexCoord" // shader-location = 1
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+#define DEFAULT_ATTRIB_NORMAL_NAME "vertexNormal" // shader-location = 2
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+#define DEFAULT_ATTRIB_COLOR_NAME "vertexColor" // shader-location = 3
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+#define DEFAULT_ATTRIB_TANGENT_NAME "vertexTangent" // shader-location = 4
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+#define DEFAULT_ATTRIB_TEXCOORD2_NAME "vertexTexCoord2" // shader-location = 5
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+
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+//----------------------------------------------------------------------------------
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+// Types and Structures Definition
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+//----------------------------------------------------------------------------------
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+
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+// Dynamic vertex buffers (position + texcoords + colors + indices arrays)
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+typedef struct DynamicBuffer {
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+ int vCounter; // vertex position counter to process (and draw) from full buffer
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+ int tcCounter; // vertex texcoord counter to process (and draw) from full buffer
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+ int cCounter; // vertex color counter to process (and draw) from full buffer
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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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+ unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
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+#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
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+ unsigned int *indices; // vertex indices (in case vertex data comes indexed) (6 indices per quad)
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+#elif defined(GRAPHICS_API_OPENGL_ES2)
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+ unsigned short *indices; // vertex indices (in case vertex data comes indexed) (6 indices per quad)
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+ // NOTE: 6*2 byte = 12 byte, not alignment problem!
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+#endif
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+ unsigned int vaoId; // OpenGL Vertex Array Object id
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+ unsigned int vboId[4]; // OpenGL Vertex Buffer Objects id (4 types of vertex data)
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+} DynamicBuffer;
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+
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+// Draw call type
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+// NOTE: Used to track required draw-calls, organized by texture
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+typedef struct DrawCall {
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+ int vertexCount;
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+ GLuint vaoId;
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+ GLuint textureId;
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+ GLuint shaderId;
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+
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+ Matrix projection;
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+ Matrix modelview;
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+
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+ // TODO: Store additional draw state data
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+ //int blendMode;
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+ //Guint fboId;
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+} DrawCall;
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+
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+#if defined(SUPPORT_VR_SIMULATOR)
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+// VR Stereo rendering configuration for simulator
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+typedef struct VrStereoConfig {
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+ RenderTexture2D stereoFbo; // VR stereo rendering framebuffer
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+ Shader distortionShader; // VR stereo rendering distortion shader
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+ Rectangle eyesViewport[2]; // VR stereo rendering eyes viewports
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+ Matrix eyesProjection[2]; // VR stereo rendering eyes projection matrices
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+ Matrix eyesViewOffset[2]; // VR stereo rendering eyes view offset matrices
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+} VrStereoConfig;
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+#endif
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+
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+//----------------------------------------------------------------------------------
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+// Global Variables Definition
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+//----------------------------------------------------------------------------------
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+#if !defined(GRAPHICS_API_OPENGL_11) && defined(SUPPORT_DISTORTION_SHADER)
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+ // Distortion shader embedded
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+ static char distortionFShaderStr[] =
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+ #if defined(GRAPHICS_API_OPENGL_21)
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+ "#version 120 \n"
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+ #elif defined(GRAPHICS_API_OPENGL_ES2)
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+ "#version 100 \n"
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+ "precision mediump float; \n" // precision required for OpenGL ES2 (WebGL)
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+ #endif
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+ #if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
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+ "varying vec2 fragTexCoord; \n"
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+ "varying vec4 fragColor; \n"
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+ #elif defined(GRAPHICS_API_OPENGL_33)
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+ "#version 330 \n"
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+ "in vec2 fragTexCoord; \n"
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+ "in vec4 fragColor; \n"
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+ "out vec4 finalColor; \n"
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+ #endif
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+ "uniform sampler2D texture0; \n"
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+ #if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
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+ "uniform vec2 leftLensCenter; \n"
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+ "uniform vec2 rightLensCenter; \n"
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+ "uniform vec2 leftScreenCenter; \n"
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+ "uniform vec2 rightScreenCenter; \n"
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+ "uniform vec2 scale; \n"
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+ "uniform vec2 scaleIn; \n"
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+ "uniform vec4 hmdWarpParam; \n"
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+ "uniform vec4 chromaAbParam; \n"
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+ #elif defined(GRAPHICS_API_OPENGL_33)
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+ "uniform vec2 leftLensCenter = vec2(0.288, 0.5); \n"
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+ "uniform vec2 rightLensCenter = vec2(0.712, 0.5); \n"
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+ "uniform vec2 leftScreenCenter = vec2(0.25, 0.5); \n"
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+ "uniform vec2 rightScreenCenter = vec2(0.75, 0.5); \n"
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+ "uniform vec2 scale = vec2(0.25, 0.45); \n"
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+ "uniform vec2 scaleIn = vec2(4, 2.2222); \n"
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+ "uniform vec4 hmdWarpParam = vec4(1, 0.22, 0.24, 0); \n"
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+ "uniform vec4 chromaAbParam = vec4(0.996, -0.004, 1.014, 0.0); \n"
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+ #endif
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+ "void main() \n"
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+ "{ \n"
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+ " vec2 lensCenter = fragTexCoord.x < 0.5 ? leftLensCenter : rightLensCenter; \n"
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+ " vec2 screenCenter = fragTexCoord.x < 0.5 ? leftScreenCenter : rightScreenCenter; \n"
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+ " vec2 theta = (fragTexCoord - lensCenter)*scaleIn; \n"
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+ " float rSq = theta.x*theta.x + theta.y*theta.y; \n"
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+ " vec2 theta1 = theta*(hmdWarpParam.x + hmdWarpParam.y*rSq + hmdWarpParam.z*rSq*rSq + hmdWarpParam.w*rSq*rSq*rSq); \n"
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+ " vec2 thetaBlue = theta1*(chromaAbParam.z + chromaAbParam.w*rSq); \n"
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+ " vec2 tcBlue = lensCenter + scale*thetaBlue; \n"
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+ " if (any(bvec2(clamp(tcBlue, screenCenter - vec2(0.25, 0.5), screenCenter + vec2(0.25, 0.5)) - tcBlue))) \n"
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+ " { \n"
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|
+ #if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
|
|
|
|
+ " gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); \n"
|
|
|
|
+ #elif defined(GRAPHICS_API_OPENGL_33)
|
|
|
|
+ " finalColor = vec4(0.0, 0.0, 0.0, 1.0); \n"
|
|
|
|
+ #endif
|
|
|
|
+ " } \n"
|
|
|
|
+ " else \n"
|
|
|
|
+ " { \n"
|
|
|
|
+ #if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
|
|
|
|
+ " float blue = texture2D(texture0, tcBlue).b; \n"
|
|
|
|
+ " vec2 tcGreen = lensCenter + scale*theta1; \n"
|
|
|
|
+ " float green = texture2D(texture0, tcGreen).g; \n"
|
|
|
|
+ #elif defined(GRAPHICS_API_OPENGL_33)
|
|
|
|
+ " float blue = texture(texture0, tcBlue).b; \n"
|
|
|
|
+ " vec2 tcGreen = lensCenter + scale*theta1; \n"
|
|
|
|
+ " float green = texture(texture0, tcGreen).g; \n"
|
|
|
|
+ #endif
|
|
|
|
+ " vec2 thetaRed = theta1*(chromaAbParam.x + chromaAbParam.y*rSq); \n"
|
|
|
|
+ " vec2 tcRed = lensCenter + scale*thetaRed; \n"
|
|
|
|
+ #if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
|
|
|
|
+ " float red = texture2D(texture0, tcRed).r; \n"
|
|
|
|
+ " gl_FragColor = vec4(red, green, blue, 1.0); \n"
|
|
|
|
+ #elif defined(GRAPHICS_API_OPENGL_33)
|
|
|
|
+ " float red = texture(texture0, tcRed).r; \n"
|
|
|
|
+ " finalColor = vec4(red, green, blue, 1.0); \n"
|
|
|
|
+ #endif
|
|
|
|
+ " } \n"
|
|
|
|
+ "} \n";
|
|
|
|
+#endif
|
|
|
|
+
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+static Matrix stack[MATRIX_STACK_SIZE];
|
|
|
|
+static int stackCounter = 0;
|
|
|
|
+
|
|
|
|
+static Matrix modelview;
|
|
|
|
+static Matrix projection;
|
|
|
|
+static Matrix *currentMatrix;
|
|
|
|
+static int currentMatrixMode;
|
|
|
|
+
|
|
|
|
+static int currentDrawMode;
|
|
|
|
+
|
|
|
|
+static float currentDepth = -1.0f;
|
|
|
|
+
|
|
|
|
+static DynamicBuffer lines; // Default dynamic buffer for lines data
|
|
|
|
+static DynamicBuffer triangles; // Default dynamic buffer for triangles data
|
|
|
|
+static DynamicBuffer quads; // Default dynamic buffer for quads data (used to draw textures)
|
|
|
|
+
|
|
|
|
+// Default buffers draw calls
|
|
|
|
+static DrawCall *draws;
|
|
|
|
+static int drawsCounter;
|
|
|
|
+
|
|
|
|
+// Temp vertex buffer to be used with rlTranslate, rlRotate, rlScale
|
|
|
|
+static Vector3 *tempBuffer;
|
|
|
|
+static int tempBufferCount = 0;
|
|
|
|
+static bool useTempBuffer = false;
|
|
|
|
+
|
|
|
|
+// Shaders
|
|
|
|
+static unsigned int defaultVShaderId; // Default vertex shader id (used by default shader program)
|
|
|
|
+static unsigned int defaultFShaderId; // Default fragment shader Id (used by default shader program)
|
|
|
|
+
|
|
|
|
+static Shader defaultShader; // Basic shader, support vertex color and diffuse texture
|
|
|
|
+static Shader currentShader; // Shader to be used on rendering (by default, defaultShader)
|
|
|
|
+
|
|
|
|
+// Extension supported flag: VAO
|
|
|
|
+static bool vaoSupported = false; // VAO support (OpenGL ES2 could not support VAO extension)
|
|
|
|
+
|
|
|
|
+// Extension supported flag: Compressed textures
|
|
|
|
+static bool texCompETC1Supported = false; // ETC1 texture compression support
|
|
|
|
+static bool texCompETC2Supported = false; // ETC2/EAC texture compression support
|
|
|
|
+static bool texCompPVRTSupported = false; // PVR texture compression support
|
|
|
|
+static bool texCompASTCSupported = false; // ASTC texture compression support
|
|
|
|
+
|
|
|
|
+#if defined(SUPPORT_VR_SIMULATOR)
|
|
|
|
+// VR global variables
|
|
|
|
+static VrStereoConfig vrConfig; // VR stereo configuration for simulator
|
|
|
|
+static bool vrSimulatorReady = false; // VR simulator ready flag
|
|
|
|
+static bool vrStereoRender = false; // VR stereo rendering enabled/disabled flag
|
|
|
|
+ // NOTE: This flag is useful to render data over stereo image (i.e. FPS)
|
|
|
|
+#endif // defined(SUPPORT_VR_SIMULATOR)
|
|
|
|
+
|
|
|
|
+#endif // defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+
|
|
|
|
+// Extension supported flag: Anisotropic filtering
|
|
|
|
+static bool texAnisotropicFilterSupported = false; // Anisotropic texture filtering support
|
|
|
|
+static float maxAnisotropicLevel = 0.0f; // Maximum anisotropy level supported (minimum is 2.0f)
|
|
|
|
+
|
|
|
|
+// Extension supported flag: Clamp mirror wrap mode
|
|
|
|
+static bool texClampMirrorSupported = false; // Clamp mirror wrap mode supported
|
|
|
|
+
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+// NOTE: VAO functionality is exposed through extensions (OES)
|
|
|
|
+static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays;
|
|
|
|
+static PFNGLBINDVERTEXARRAYOESPROC glBindVertexArray;
|
|
|
|
+static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays;
|
|
|
|
+//static PFNGLISVERTEXARRAYOESPROC glIsVertexArray; // NOTE: Fails in WebGL, omitted
|
|
|
|
+#endif
|
|
|
|
+
|
|
|
|
+static bool debugMarkerSupported = false;
|
|
|
|
+
|
|
|
|
+// Compressed textures support flags
|
|
|
|
+static bool texCompDXTSupported = false; // DDS texture compression support
|
|
|
|
+static bool texNPOTSupported = false; // NPOT textures full support
|
|
|
|
+static bool texFloatSupported = false; // float textures support (32 bit per channel)
|
|
|
|
+
|
|
|
|
+static int blendMode = 0; // Track current blending mode
|
|
|
|
+
|
|
|
|
+// White texture useful for plain color polys (required by shader)
|
|
|
|
+static unsigned int whiteTexture;
|
|
|
|
+
|
|
|
|
+// Default framebuffer size
|
|
|
|
+static int screenWidth; // Default framebuffer width
|
|
|
|
+static int screenHeight; // Default framebuffer height
|
|
|
|
+
|
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
|
+// Module specific Functions Declaration
|
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+static unsigned int CompileShader(const char *shaderStr, int type); // Compile custom shader and return shader id
|
|
|
|
+static unsigned int LoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId); // Load custom shader program
|
|
|
|
+
|
|
|
|
+static Shader LoadShaderDefault(void); // Load default shader (just vertex positioning and texture coloring)
|
|
|
|
+static void SetShaderDefaultLocations(Shader *shader); // Bind default shader locations (attributes and uniforms)
|
|
|
|
+static void UnloadShaderDefault(void); // Unload default shader
|
|
|
|
+
|
|
|
|
+static void LoadBuffersDefault(void); // Load default internal buffers (lines, triangles, quads)
|
|
|
|
+static void UpdateBuffersDefault(void); // Update default internal buffers (VAOs/VBOs) with vertex data
|
|
|
|
+static void DrawBuffersDefault(void); // Draw default internal buffers vertex data
|
|
|
|
+static void UnloadBuffersDefault(void); // Unload default internal buffers vertex data from CPU and GPU
|
|
|
|
+
|
|
|
|
+static void GenDrawCube(void); // Generate and draw cube
|
|
|
|
+static void GenDrawQuad(void); // Generate and draw quad
|
|
|
|
+
|
|
|
|
+#if defined(SUPPORT_VR_SIMULATOR)
|
|
|
|
+static void SetStereoConfig(VrDeviceInfo info); // Configure stereo rendering (including distortion shader) with HMD device parameters
|
|
|
|
+static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView); // Set internal projection and modelview matrix depending on eye
|
|
|
|
+#endif
|
|
|
|
+
|
|
|
|
+#endif // defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+
|
|
|
|
+// Get OpenGL internal formats and data type from raylib PixelFormat
|
|
|
|
+static void GetGlFormats(int format, int *glInternalFormat, int *glFormat, int *glType);
|
|
|
|
+
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_11)
|
|
|
|
+static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight);
|
|
|
|
+static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight);
|
|
|
|
+#endif
|
|
|
|
+
|
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
|
+// Module Functions Definition - Matrix operations
|
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
|
+
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_11)
|
|
|
|
+
|
|
|
|
+// Fallback to OpenGL 1.1 function calls
|
|
|
|
+//---------------------------------------
|
|
|
|
+void rlMatrixMode(int mode)
|
|
|
|
+{
|
|
|
|
+ switch (mode)
|
|
|
|
+ {
|
|
|
|
+ case RL_PROJECTION: glMatrixMode(GL_PROJECTION); break;
|
|
|
|
+ case RL_MODELVIEW: glMatrixMode(GL_MODELVIEW); break;
|
|
|
|
+ case RL_TEXTURE: glMatrixMode(GL_TEXTURE); break;
|
|
|
|
+ default: break;
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void rlFrustum(double left, double right, double bottom, double top, double zNear, double zFar)
|
|
|
|
+{
|
|
|
|
+ glFrustum(left, right, bottom, top, zNear, zFar);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void rlOrtho(double left, double right, double bottom, double top, double zNear, double zFar)
|
|
|
|
+{
|
|
|
|
+ glOrtho(left, right, bottom, top, zNear, zFar);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void rlPushMatrix(void) { glPushMatrix(); }
|
|
|
|
+void rlPopMatrix(void) { glPopMatrix(); }
|
|
|
|
+void rlLoadIdentity(void) { glLoadIdentity(); }
|
|
|
|
+void rlTranslatef(float x, float y, float z) { glTranslatef(x, y, z); }
|
|
|
|
+void rlRotatef(float angleDeg, float x, float y, float z) { glRotatef(angleDeg, x, y, z); }
|
|
|
|
+void rlScalef(float x, float y, float z) { glScalef(x, y, z); }
|
|
|
|
+void rlMultMatrixf(float *matf) { glMultMatrixf(matf); }
|
|
|
|
+
|
|
|
|
+#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+
|
|
|
|
+// Choose the current matrix to be transformed
|
|
|
|
+void rlMatrixMode(int mode)
|
|
|
|
+{
|
|
|
|
+ if (mode == RL_PROJECTION) currentMatrix = &projection;
|
|
|
|
+ else if (mode == RL_MODELVIEW) currentMatrix = &modelview;
|
|
|
|
+ //else if (mode == RL_TEXTURE) // Not supported
|
|
|
|
+
|
|
|
|
+ currentMatrixMode = mode;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Push the current matrix to stack
|
|
|
|
+void rlPushMatrix(void)
|
|
|
|
+{
|
|
|
|
+ if (stackCounter == MATRIX_STACK_SIZE - 1)
|
|
|
|
+ {
|
|
|
|
+ TraceLog(LOG_ERROR, "Stack Buffer Overflow (MAX %i Matrix)", MATRIX_STACK_SIZE);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ stack[stackCounter] = *currentMatrix;
|
|
|
|
+ rlLoadIdentity(); // TODO: Review matrix stack logic!
|
|
|
|
+ stackCounter++;
|
|
|
|
+
|
|
|
|
+ if (currentMatrixMode == RL_MODELVIEW) useTempBuffer = true;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Pop lattest inserted matrix from stack
|
|
|
|
+void rlPopMatrix(void)
|
|
|
|
+{
|
|
|
|
+ if (stackCounter > 0)
|
|
|
|
+ {
|
|
|
|
+ Matrix mat = stack[stackCounter - 1];
|
|
|
|
+ *currentMatrix = mat;
|
|
|
|
+ stackCounter--;
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Reset current matrix to identity matrix
|
|
|
|
+void rlLoadIdentity(void)
|
|
|
|
+{
|
|
|
|
+ *currentMatrix = MatrixIdentity();
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Multiply the current matrix by a translation matrix
|
|
|
|
+void rlTranslatef(float x, float y, float z)
|
|
|
|
+{
|
|
|
|
+ Matrix matTranslation = MatrixTranslate(x, y, z);
|
|
|
|
+
|
|
|
|
+ // NOTE: We transpose matrix with multiplication order
|
|
|
|
+ *currentMatrix = MatrixMultiply(matTranslation, *currentMatrix);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Multiply the current matrix by a rotation matrix
|
|
|
|
+void rlRotatef(float angleDeg, float x, float y, float z)
|
|
|
|
+{
|
|
|
|
+ Matrix matRotation = MatrixIdentity();
|
|
|
|
+
|
|
|
|
+ Vector3 axis = (Vector3){ x, y, z };
|
|
|
|
+ matRotation = MatrixRotate(Vector3Normalize(axis), angleDeg*DEG2RAD);
|
|
|
|
+
|
|
|
|
+ // NOTE: We transpose matrix with multiplication order
|
|
|
|
+ *currentMatrix = MatrixMultiply(matRotation, *currentMatrix);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Multiply the current matrix by a scaling matrix
|
|
|
|
+void rlScalef(float x, float y, float z)
|
|
|
|
+{
|
|
|
|
+ Matrix matScale = MatrixScale(x, y, z);
|
|
|
|
+
|
|
|
|
+ // NOTE: We transpose matrix with multiplication order
|
|
|
|
+ *currentMatrix = MatrixMultiply(matScale, *currentMatrix);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Multiply the current matrix by another matrix
|
|
|
|
+void rlMultMatrixf(float *matf)
|
|
|
|
+{
|
|
|
|
+ // Matrix creation from array
|
|
|
|
+ Matrix mat = { matf[0], matf[4], matf[8], matf[12],
|
|
|
|
+ matf[1], matf[5], matf[9], matf[13],
|
|
|
|
+ matf[2], matf[6], matf[10], matf[14],
|
|
|
|
+ matf[3], matf[7], matf[11], matf[15] };
|
|
|
|
+
|
|
|
|
+ *currentMatrix = MatrixMultiply(*currentMatrix, mat);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Multiply the current matrix by a perspective matrix generated by parameters
|
|
|
|
+void rlFrustum(double left, double right, double bottom, double top, double near, double far)
|
|
|
|
+{
|
|
|
|
+ Matrix matPerps = MatrixFrustum(left, right, bottom, top, near, far);
|
|
|
|
+
|
|
|
|
+ *currentMatrix = MatrixMultiply(*currentMatrix, matPerps);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Multiply the current matrix by an orthographic matrix generated by parameters
|
|
|
|
+void rlOrtho(double left, double right, double bottom, double top, double near, double far)
|
|
|
|
+{
|
|
|
|
+ Matrix matOrtho = MatrixOrtho(left, right, bottom, top, near, far);
|
|
|
|
+
|
|
|
|
+ *currentMatrix = MatrixMultiply(*currentMatrix, matOrtho);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+#endif
|
|
|
|
+
|
|
|
|
+// Set the viewport area (transformation from normalized device coordinates to window coordinates)
|
|
|
|
+// NOTE: Updates global variables: screenWidth, screenHeight
|
|
|
|
+void rlViewport(int x, int y, int width, int height)
|
|
|
|
+{
|
|
|
|
+ glViewport(x, y, width, height);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
|
+// Module Functions Definition - Vertex level operations
|
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_11)
|
|
|
|
+
|
|
|
|
+// Fallback to OpenGL 1.1 function calls
|
|
|
|
+//---------------------------------------
|
|
|
|
+void rlBegin(int mode)
|
|
|
|
+{
|
|
|
|
+ switch (mode)
|
|
|
|
+ {
|
|
|
|
+ case RL_LINES: glBegin(GL_LINES); break;
|
|
|
|
+ case RL_TRIANGLES: glBegin(GL_TRIANGLES); break;
|
|
|
|
+ case RL_QUADS: glBegin(GL_QUADS); break;
|
|
|
|
+ default: break;
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void rlEnd() { glEnd(); }
|
|
|
|
+void rlVertex2i(int x, int y) { glVertex2i(x, y); }
|
|
|
|
+void rlVertex2f(float x, float y) { glVertex2f(x, y); }
|
|
|
|
+void rlVertex3f(float x, float y, float z) { glVertex3f(x, y, z); }
|
|
|
|
+void rlTexCoord2f(float x, float y) { glTexCoord2f(x, y); }
|
|
|
|
+void rlNormal3f(float x, float y, float z) { glNormal3f(x, y, z); }
|
|
|
|
+void rlColor4ub(byte r, byte g, byte b, byte a) { glColor4ub(r, g, b, a); }
|
|
|
|
+void rlColor3f(float x, float y, float z) { glColor3f(x, y, z); }
|
|
|
|
+void rlColor4f(float x, float y, float z, float w) { glColor4f(x, y, z, w); }
|
|
|
|
+
|
|
|
|
+#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+
|
|
|
|
+// Initialize drawing mode (how to organize vertex)
|
|
|
|
+void rlBegin(int mode)
|
|
|
|
+{
|
|
|
|
+ // Draw mode can only be RL_LINES, RL_TRIANGLES and RL_QUADS
|
|
|
|
+ currentDrawMode = mode;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Finish vertex providing
|
|
|
|
+void rlEnd(void)
|
|
|
|
+{
|
|
|
|
+ if (useTempBuffer)
|
|
|
|
+ {
|
|
|
|
+ // NOTE: In this case, *currentMatrix is already transposed because transposing has been applied
|
|
|
|
+ // independently to translation-scale-rotation matrices -> t(M1 x M2) = t(M2) x t(M1)
|
|
|
|
+ // This way, rlTranslatef(), rlRotatef()... behaviour is the same than OpenGL 1.1
|
|
|
|
+
|
|
|
|
+ // Apply transformation matrix to all temp vertices
|
|
|
|
+ for (int i = 0; i < tempBufferCount; i++) tempBuffer[i] = Vector3Transform(tempBuffer[i], *currentMatrix);
|
|
|
|
+
|
|
|
|
+ // Deactivate tempBuffer usage to allow rlVertex3f do its job
|
|
|
|
+ useTempBuffer = false;
|
|
|
|
+
|
|
|
|
+ // Copy all transformed vertices to right VAO
|
|
|
|
+ for (int i = 0; i < tempBufferCount; i++) rlVertex3f(tempBuffer[i].x, tempBuffer[i].y, tempBuffer[i].z);
|
|
|
|
+
|
|
|
|
+ // Reset temp buffer
|
|
|
|
+ tempBufferCount = 0;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Make sure vertexCount is the same for vertices-texcoords-normals-colors
|
|
|
|
+ // NOTE: In OpenGL 1.1, one glColor call can be made for all the subsequent glVertex calls.
|
|
|
|
+ switch (currentDrawMode)
|
|
|
|
+ {
|
|
|
|
+ case RL_LINES:
|
|
|
|
+ {
|
|
|
|
+ if (lines.vCounter != lines.cCounter)
|
|
|
|
+ {
|
|
|
|
+ int addColors = lines.vCounter - lines.cCounter;
|
|
|
|
+
|
|
|
|
+ for (int i = 0; i < addColors; i++)
|
|
|
|
+ {
|
|
|
|
+ lines.colors[4*lines.cCounter] = lines.colors[4*lines.cCounter - 4];
|
|
|
|
+ lines.colors[4*lines.cCounter + 1] = lines.colors[4*lines.cCounter - 3];
|
|
|
|
+ lines.colors[4*lines.cCounter + 2] = lines.colors[4*lines.cCounter - 2];
|
|
|
|
+ lines.colors[4*lines.cCounter + 3] = lines.colors[4*lines.cCounter - 1];
|
|
|
|
+
|
|
|
|
+ lines.cCounter++;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ } break;
|
|
|
|
+ case RL_TRIANGLES:
|
|
|
|
+ {
|
|
|
|
+ if (triangles.vCounter != triangles.cCounter)
|
|
|
|
+ {
|
|
|
|
+ int addColors = triangles.vCounter - triangles.cCounter;
|
|
|
|
+
|
|
|
|
+ for (int i = 0; i < addColors; i++)
|
|
|
|
+ {
|
|
|
|
+ triangles.colors[4*triangles.cCounter] = triangles.colors[4*triangles.cCounter - 4];
|
|
|
|
+ triangles.colors[4*triangles.cCounter + 1] = triangles.colors[4*triangles.cCounter - 3];
|
|
|
|
+ triangles.colors[4*triangles.cCounter + 2] = triangles.colors[4*triangles.cCounter - 2];
|
|
|
|
+ triangles.colors[4*triangles.cCounter + 3] = triangles.colors[4*triangles.cCounter - 1];
|
|
|
|
+
|
|
|
|
+ triangles.cCounter++;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ } break;
|
|
|
|
+ case RL_QUADS:
|
|
|
|
+ {
|
|
|
|
+ // Make sure colors count match vertex count
|
|
|
|
+ if (quads.vCounter != quads.cCounter)
|
|
|
|
+ {
|
|
|
|
+ int addColors = quads.vCounter - quads.cCounter;
|
|
|
|
+
|
|
|
|
+ for (int i = 0; i < addColors; i++)
|
|
|
|
+ {
|
|
|
|
+ quads.colors[4*quads.cCounter] = quads.colors[4*quads.cCounter - 4];
|
|
|
|
+ quads.colors[4*quads.cCounter + 1] = quads.colors[4*quads.cCounter - 3];
|
|
|
|
+ quads.colors[4*quads.cCounter + 2] = quads.colors[4*quads.cCounter - 2];
|
|
|
|
+ quads.colors[4*quads.cCounter + 3] = quads.colors[4*quads.cCounter - 1];
|
|
|
|
+
|
|
|
|
+ quads.cCounter++;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Make sure texcoords count match vertex count
|
|
|
|
+ if (quads.vCounter != quads.tcCounter)
|
|
|
|
+ {
|
|
|
|
+ int addTexCoords = quads.vCounter - quads.tcCounter;
|
|
|
|
+
|
|
|
|
+ for (int i = 0; i < addTexCoords; i++)
|
|
|
|
+ {
|
|
|
|
+ quads.texcoords[2*quads.tcCounter] = 0.0f;
|
|
|
|
+ quads.texcoords[2*quads.tcCounter + 1] = 0.0f;
|
|
|
|
+
|
|
|
|
+ quads.tcCounter++;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // TODO: Make sure normals count match vertex count... if normals support is added in a future... :P
|
|
|
|
+
|
|
|
|
+ } break;
|
|
|
|
+ default: break;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // NOTE: Depth increment is dependant on rlOrtho(): z-near and z-far values,
|
|
|
|
+ // as well as depth buffer bit-depth (16bit or 24bit or 32bit)
|
|
|
|
+ // Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits)
|
|
|
|
+ currentDepth += (1.0f/20000.0f);
|
|
|
|
+
|
|
|
|
+ // Verify internal buffers limits
|
|
|
|
+ // NOTE: This check is combined with usage of rlCheckBufferLimit()
|
|
|
|
+ if ((lines.vCounter/2 >= MAX_LINES_BATCH - 2) ||
|
|
|
|
+ (triangles.vCounter/3 >= MAX_TRIANGLES_BATCH - 3) ||
|
|
|
|
+ (quads.vCounter/4 >= MAX_QUADS_BATCH - 4)) rlglDraw();
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Define one vertex (position)
|
|
|
|
+void rlVertex3f(float x, float y, float z)
|
|
|
|
+{
|
|
|
|
+ if (useTempBuffer)
|
|
|
|
+ {
|
|
|
|
+ tempBuffer[tempBufferCount].x = x;
|
|
|
|
+ tempBuffer[tempBufferCount].y = y;
|
|
|
|
+ tempBuffer[tempBufferCount].z = z;
|
|
|
|
+ tempBufferCount++;
|
|
|
|
+ }
|
|
|
|
+ else
|
|
|
|
+ {
|
|
|
|
+ switch (currentDrawMode)
|
|
|
|
+ {
|
|
|
|
+ case RL_LINES:
|
|
|
|
+ {
|
|
|
|
+ // Verify that MAX_LINES_BATCH limit not reached
|
|
|
|
+ if (lines.vCounter/2 < MAX_LINES_BATCH)
|
|
|
|
+ {
|
|
|
|
+ lines.vertices[3*lines.vCounter] = x;
|
|
|
|
+ lines.vertices[3*lines.vCounter + 1] = y;
|
|
|
|
+ lines.vertices[3*lines.vCounter + 2] = z;
|
|
|
|
+
|
|
|
|
+ lines.vCounter++;
|
|
|
|
+ }
|
|
|
|
+ else TraceLog(LOG_ERROR, "MAX_LINES_BATCH overflow");
|
|
|
|
+
|
|
|
|
+ } break;
|
|
|
|
+ case RL_TRIANGLES:
|
|
|
|
+ {
|
|
|
|
+ // Verify that MAX_TRIANGLES_BATCH limit not reached
|
|
|
|
+ if (triangles.vCounter/3 < MAX_TRIANGLES_BATCH)
|
|
|
|
+ {
|
|
|
|
+ triangles.vertices[3*triangles.vCounter] = x;
|
|
|
|
+ triangles.vertices[3*triangles.vCounter + 1] = y;
|
|
|
|
+ triangles.vertices[3*triangles.vCounter + 2] = z;
|
|
|
|
+
|
|
|
|
+ triangles.vCounter++;
|
|
|
|
+ }
|
|
|
|
+ else TraceLog(LOG_ERROR, "MAX_TRIANGLES_BATCH overflow");
|
|
|
|
+
|
|
|
|
+ } break;
|
|
|
|
+ case RL_QUADS:
|
|
|
|
+ {
|
|
|
|
+ // Verify that MAX_QUADS_BATCH limit not reached
|
|
|
|
+ if (quads.vCounter/4 < MAX_QUADS_BATCH)
|
|
|
|
+ {
|
|
|
|
+ quads.vertices[3*quads.vCounter] = x;
|
|
|
|
+ quads.vertices[3*quads.vCounter + 1] = y;
|
|
|
|
+ quads.vertices[3*quads.vCounter + 2] = z;
|
|
|
|
+
|
|
|
|
+ quads.vCounter++;
|
|
|
|
+
|
|
|
|
+ draws[drawsCounter - 1].vertexCount++;
|
|
|
|
+ }
|
|
|
|
+ else TraceLog(LOG_ERROR, "MAX_QUADS_BATCH overflow");
|
|
|
|
+
|
|
|
|
+ } break;
|
|
|
|
+ default: break;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Define one vertex (position)
|
|
|
|
+void rlVertex2f(float x, float y)
|
|
|
|
+{
|
|
|
|
+ rlVertex3f(x, y, currentDepth);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Define one vertex (position)
|
|
|
|
+void rlVertex2i(int x, int y)
|
|
|
|
+{
|
|
|
|
+ rlVertex3f((float)x, (float)y, currentDepth);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Define one vertex (texture coordinate)
|
|
|
|
+// NOTE: Texture coordinates are limited to QUADS only
|
|
|
|
+void rlTexCoord2f(float x, float y)
|
|
|
|
+{
|
|
|
|
+ if (currentDrawMode == RL_QUADS)
|
|
|
|
+ {
|
|
|
|
+ quads.texcoords[2*quads.tcCounter] = x;
|
|
|
|
+ quads.texcoords[2*quads.tcCounter + 1] = y;
|
|
|
|
+
|
|
|
|
+ quads.tcCounter++;
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Define one vertex (normal)
|
|
|
|
+// NOTE: Normals limited to TRIANGLES only ?
|
|
|
|
+void rlNormal3f(float x, float y, float z)
|
|
|
|
+{
|
|
|
|
+ // TODO: Normals usage...
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Define one vertex (color)
|
|
|
|
+void rlColor4ub(byte x, byte y, byte z, byte w)
|
|
|
|
+{
|
|
|
|
+ switch (currentDrawMode)
|
|
|
|
+ {
|
|
|
|
+ case RL_LINES:
|
|
|
|
+ {
|
|
|
|
+ lines.colors[4*lines.cCounter] = x;
|
|
|
|
+ lines.colors[4*lines.cCounter + 1] = y;
|
|
|
|
+ lines.colors[4*lines.cCounter + 2] = z;
|
|
|
|
+ lines.colors[4*lines.cCounter + 3] = w;
|
|
|
|
+
|
|
|
|
+ lines.cCounter++;
|
|
|
|
+
|
|
|
|
+ } break;
|
|
|
|
+ case RL_TRIANGLES:
|
|
|
|
+ {
|
|
|
|
+ triangles.colors[4*triangles.cCounter] = x;
|
|
|
|
+ triangles.colors[4*triangles.cCounter + 1] = y;
|
|
|
|
+ triangles.colors[4*triangles.cCounter + 2] = z;
|
|
|
|
+ triangles.colors[4*triangles.cCounter + 3] = w;
|
|
|
|
+
|
|
|
|
+ triangles.cCounter++;
|
|
|
|
+
|
|
|
|
+ } break;
|
|
|
|
+ case RL_QUADS:
|
|
|
|
+ {
|
|
|
|
+ quads.colors[4*quads.cCounter] = x;
|
|
|
|
+ quads.colors[4*quads.cCounter + 1] = y;
|
|
|
|
+ quads.colors[4*quads.cCounter + 2] = z;
|
|
|
|
+ quads.colors[4*quads.cCounter + 3] = w;
|
|
|
|
+
|
|
|
|
+ quads.cCounter++;
|
|
|
|
+
|
|
|
|
+ } break;
|
|
|
|
+ default: break;
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Define one vertex (color)
|
|
|
|
+void rlColor4f(float r, float g, float b, float a)
|
|
|
|
+{
|
|
|
|
+ rlColor4ub((byte)(r*255), (byte)(g*255), (byte)(b*255), (byte)(a*255));
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Define one vertex (color)
|
|
|
|
+void rlColor3f(float x, float y, float z)
|
|
|
|
+{
|
|
|
|
+ rlColor4ub((byte)(x*255), (byte)(y*255), (byte)(z*255), 255);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+#endif
|
|
|
|
+
|
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
|
+// Module Functions Definition - OpenGL equivalent functions (common to 1.1, 3.3+, ES2)
|
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
|
+
|
|
|
|
+// Enable texture usage
|
|
|
|
+void rlEnableTexture(unsigned int id)
|
|
|
|
+{
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_11)
|
|
|
|
+ glEnable(GL_TEXTURE_2D);
|
|
|
|
+ glBindTexture(GL_TEXTURE_2D, id);
|
|
|
|
+#endif
|
|
|
|
+
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+ if (draws[drawsCounter - 1].textureId != id)
|
|
|
|
+ {
|
|
|
|
+ if (draws[drawsCounter - 1].vertexCount > 0) drawsCounter++;
|
|
|
|
+
|
|
|
|
+ if (drawsCounter >= MAX_DRAWS_BY_TEXTURE)
|
|
|
|
+ {
|
|
|
|
+ rlglDraw();
|
|
|
|
+ drawsCounter = 1;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ draws[drawsCounter - 1].textureId = id;
|
|
|
|
+ draws[drawsCounter - 1].vertexCount = 0;
|
|
|
|
+ }
|
|
|
|
+#endif
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Disable texture usage
|
|
|
|
+void rlDisableTexture(void)
|
|
|
|
+{
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_11)
|
|
|
|
+ glDisable(GL_TEXTURE_2D);
|
|
|
|
+ glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
+#else
|
|
|
|
+ // NOTE: If quads batch limit is reached,
|
|
|
|
+ // we force a draw call and next batch starts
|
|
|
|
+ if (quads.vCounter/4 >= MAX_QUADS_BATCH) rlglDraw();
|
|
|
|
+#endif
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Set texture parameters (wrap mode/filter mode)
|
|
|
|
+void rlTextureParameters(unsigned int id, int param, int value)
|
|
|
|
+{
|
|
|
|
+ glBindTexture(GL_TEXTURE_2D, id);
|
|
|
|
+
|
|
|
|
+ switch (param)
|
|
|
|
+ {
|
|
|
|
+ case RL_TEXTURE_WRAP_S:
|
|
|
|
+ case RL_TEXTURE_WRAP_T:
|
|
|
|
+ {
|
|
|
|
+ if ((value == RL_WRAP_CLAMP_MIRROR) && !texClampMirrorSupported) TraceLog(LOG_WARNING, "Clamp mirror wrap mode not supported");
|
|
|
|
+ else glTexParameteri(GL_TEXTURE_2D, param, value);
|
|
|
|
+ } break;
|
|
|
|
+ case RL_TEXTURE_MAG_FILTER:
|
|
|
|
+ case RL_TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_2D, param, value); break;
|
|
|
|
+ case RL_TEXTURE_ANISOTROPIC_FILTER:
|
|
|
|
+ {
|
|
|
|
+ if (value <= maxAnisotropicLevel) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
|
|
|
|
+ else if (maxAnisotropicLevel > 0.0f)
|
|
|
|
+ {
|
|
|
|
+ TraceLog(LOG_WARNING, "[TEX ID %i] Maximum anisotropic filter level supported is %iX", id, maxAnisotropicLevel);
|
|
|
|
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
|
|
|
|
+ }
|
|
|
|
+ else TraceLog(LOG_WARNING, "Anisotropic filtering not supported");
|
|
|
|
+ } break;
|
|
|
|
+ default: break;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Enable rendering to texture (fbo)
|
|
|
|
+void rlEnableRenderTexture(unsigned int id)
|
|
|
|
+{
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+ glBindFramebuffer(GL_FRAMEBUFFER, id);
|
|
|
|
+
|
|
|
|
+ //glDisable(GL_CULL_FACE); // Allow double side drawing for texture flipping
|
|
|
|
+ //glCullFace(GL_FRONT);
|
|
|
|
+#endif
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Disable rendering to texture
|
|
|
|
+void rlDisableRenderTexture(void)
|
|
|
|
+{
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
+
|
|
|
|
+ //glEnable(GL_CULL_FACE);
|
|
|
|
+ //glCullFace(GL_BACK);
|
|
|
|
+#endif
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Enable depth test
|
|
|
|
+void rlEnableDepthTest(void)
|
|
|
|
+{
|
|
|
|
+ glEnable(GL_DEPTH_TEST);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Disable depth test
|
|
|
|
+void rlDisableDepthTest(void)
|
|
|
|
+{
|
|
|
|
+ glDisable(GL_DEPTH_TEST);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Enable wire mode
|
|
|
|
+void rlEnableWireMode(void)
|
|
|
|
+{
|
|
|
|
+#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
|
|
|
|
+ // NOTE: glPolygonMode() not available on OpenGL ES
|
|
|
|
+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
|
|
|
+#endif
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Disable wire mode
|
|
|
|
+void rlDisableWireMode(void)
|
|
|
|
+{
|
|
|
|
+#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
|
|
|
|
+ // NOTE: glPolygonMode() not available on OpenGL ES
|
|
|
|
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
|
|
+#endif
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Unload texture from GPU memory
|
|
|
|
+void rlDeleteTextures(unsigned int id)
|
|
|
|
+{
|
|
|
|
+ if (id > 0) glDeleteTextures(1, &id);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Unload render texture from GPU memory
|
|
|
|
+void rlDeleteRenderTextures(RenderTexture2D target)
|
|
|
|
+{
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+ if (target.id > 0) glDeleteFramebuffers(1, &target.id);
|
|
|
|
+ if (target.texture.id > 0) glDeleteTextures(1, &target.texture.id);
|
|
|
|
+ if (target.depth.id > 0) glDeleteTextures(1, &target.depth.id);
|
|
|
|
+
|
|
|
|
+ TraceLog(LOG_INFO, "[FBO ID %i] Unloaded render texture data from VRAM (GPU)", target.id);
|
|
|
|
+#endif
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Unload shader from GPU memory
|
|
|
|
+void rlDeleteShader(unsigned int id)
|
|
|
|
+{
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+ if (id != 0) glDeleteProgram(id);
|
|
|
|
+#endif
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Unload vertex data (VAO) from GPU memory
|
|
|
|
+void rlDeleteVertexArrays(unsigned int id)
|
|
|
|
+{
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+ if (vaoSupported)
|
|
|
|
+ {
|
|
|
|
+ if (id != 0) glDeleteVertexArrays(1, &id);
|
|
|
|
+ TraceLog(LOG_INFO, "[VAO ID %i] Unloaded model data from VRAM (GPU)", id);
|
|
|
|
+ }
|
|
|
|
+#endif
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Unload vertex data (VBO) from GPU memory
|
|
|
|
+void rlDeleteBuffers(unsigned int id)
|
|
|
|
+{
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+ if (id != 0)
|
|
|
|
+ {
|
|
|
|
+ glDeleteBuffers(1, &id);
|
|
|
|
+ if (!vaoSupported) TraceLog(LOG_INFO, "[VBO ID %i] Unloaded model vertex data from VRAM (GPU)", id);
|
|
|
|
+ }
|
|
|
|
+#endif
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Clear color buffer with color
|
|
|
|
+void rlClearColor(byte r, byte g, byte b, byte a)
|
|
|
|
+{
|
|
|
|
+ // Color values clamp to 0.0f(0) and 1.0f(255)
|
|
|
|
+ float cr = (float)r/255;
|
|
|
|
+ float cg = (float)g/255;
|
|
|
|
+ float cb = (float)b/255;
|
|
|
|
+ float ca = (float)a/255;
|
|
|
|
+
|
|
|
|
+ glClearColor(cr, cg, cb, ca);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Clear used screen buffers (color and depth)
|
|
|
|
+void rlClearScreenBuffers(void)
|
|
|
|
+{
|
|
|
|
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers: Color and Depth (Depth is used for 3D)
|
|
|
|
+ //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Stencil buffer not used...
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
|
+// Module Functions Definition - rlgl Functions
|
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
|
+
|
|
|
|
+// Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states
|
|
|
|
+void rlglInit(int width, int height)
|
|
|
|
+{
|
|
|
|
+ // Check OpenGL information and capabilities
|
|
|
|
+ //------------------------------------------------------------------------------
|
|
|
|
+
|
|
|
|
+ // Print current OpenGL and GLSL version
|
|
|
|
+ TraceLog(LOG_INFO, "GPU: Vendor: %s", glGetString(GL_VENDOR));
|
|
|
|
+ TraceLog(LOG_INFO, "GPU: Renderer: %s", glGetString(GL_RENDERER));
|
|
|
|
+ TraceLog(LOG_INFO, "GPU: Version: %s", glGetString(GL_VERSION));
|
|
|
|
+ TraceLog(LOG_INFO, "GPU: GLSL: %s", glGetString(GL_SHADING_LANGUAGE_VERSION));
|
|
|
|
+
|
|
|
|
+ // NOTE: We can get a bunch of extra information about GPU capabilities (glGet*)
|
|
|
|
+ //int maxTexSize;
|
|
|
|
+ //glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTexSize);
|
|
|
|
+ //TraceLog(LOG_INFO, "GL_MAX_TEXTURE_SIZE: %i", maxTexSize);
|
|
|
|
+
|
|
|
|
+ //GL_MAX_TEXTURE_IMAGE_UNITS
|
|
|
|
+ //GL_MAX_VIEWPORT_DIMS
|
|
|
|
+
|
|
|
|
+ //int numAuxBuffers;
|
|
|
|
+ //glGetIntegerv(GL_AUX_BUFFERS, &numAuxBuffers);
|
|
|
|
+ //TraceLog(LOG_INFO, "GL_AUX_BUFFERS: %i", numAuxBuffers);
|
|
|
|
+
|
|
|
|
+ //GLint numComp = 0;
|
|
|
|
+ //GLint format[32] = { 0 };
|
|
|
|
+ //glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &numComp);
|
|
|
|
+ //glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, format);
|
|
|
|
+ //for (int i = 0; i < numComp; i++) TraceLog(LOG_INFO, "Supported compressed format: 0x%x", format[i]);
|
|
|
|
+
|
|
|
|
+ // NOTE: We don't need that much data on screen... right now...
|
|
|
|
+
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_11)
|
|
|
|
+ //TraceLog(LOG_INFO, "OpenGL 1.1 (or driver default) profile initialized");
|
|
|
|
+#endif
|
|
|
|
+
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+ // Get supported extensions list
|
|
|
|
+ GLint numExt = 0;
|
|
|
|
+
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33)
|
|
|
|
+
|
|
|
|
+ // NOTE: On OpenGL 3.3 VAO and NPOT are supported by default
|
|
|
|
+ vaoSupported = true;
|
|
|
|
+ texNPOTSupported = true;
|
|
|
|
+ texFloatSupported = true;
|
|
|
|
+
|
|
|
|
+ // We get a list of available extensions and we check for some of them (compressed textures)
|
|
|
|
+ // NOTE: We don't need to check again supported extensions but we do (GLAD already dealt with that)
|
|
|
|
+ glGetIntegerv(GL_NUM_EXTENSIONS, &numExt);
|
|
|
|
+
|
|
|
|
+#ifdef _MSC_VER
|
|
|
|
+ const char **extList = malloc(sizeof(const char *)*numExt);
|
|
|
|
+#else
|
|
|
|
+ const char *extList[numExt];
|
|
|
|
+#endif
|
|
|
|
+
|
|
|
|
+ for (int i = 0; i < numExt; i++) extList[i] = (char *)glGetStringi(GL_EXTENSIONS, i);
|
|
|
|
+
|
|
|
|
+#elif defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+ char *extensions = (char *)glGetString(GL_EXTENSIONS); // One big const string
|
|
|
|
+
|
|
|
|
+ // NOTE: We have to duplicate string because glGetString() returns a const value
|
|
|
|
+ // If not duplicated, it fails in some systems (Raspberry Pi)
|
|
|
|
+ // Equivalent to function: char *strdup(const char *str)
|
|
|
|
+ char *extensionsDup;
|
|
|
|
+ size_t len = strlen(extensions) + 1;
|
|
|
|
+ void *newstr = malloc(len);
|
|
|
|
+ if (newstr == NULL) extensionsDup = NULL;
|
|
|
|
+ extensionsDup = (char *)memcpy(newstr, extensions, len);
|
|
|
|
+
|
|
|
|
+ // NOTE: String could be splitted using strtok() function (string.h)
|
|
|
|
+ // NOTE: strtok() modifies the received string, it can not be const
|
|
|
|
+
|
|
|
|
+ char *extList[512]; // Allocate 512 strings pointers (2 KB)
|
|
|
|
+
|
|
|
|
+ extList[numExt] = strtok(extensionsDup, " ");
|
|
|
|
+
|
|
|
|
+ while (extList[numExt] != NULL)
|
|
|
|
+ {
|
|
|
|
+ numExt++;
|
|
|
|
+ extList[numExt] = strtok(NULL, " ");
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ free(extensionsDup); // Duplicated string must be deallocated
|
|
|
|
+
|
|
|
|
+ numExt -= 1;
|
|
|
|
+#endif
|
|
|
|
+
|
|
|
|
+ TraceLog(LOG_INFO, "Number of supported extensions: %i", numExt);
|
|
|
|
+
|
|
|
|
+ // Show supported extensions
|
|
|
|
+ //for (int i = 0; i < numExt; i++) TraceLog(LOG_INFO, "Supported extension: %s", extList[i]);
|
|
|
|
+
|
|
|
|
+ // Check required extensions
|
|
|
|
+ for (int i = 0; i < numExt; i++)
|
|
|
|
+ {
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+ // Check VAO support
|
|
|
|
+ // NOTE: Only check on OpenGL ES, OpenGL 3.3 has VAO support as core feature
|
|
|
|
+ if (strcmp(extList[i], (const char *)"GL_OES_vertex_array_object") == 0)
|
|
|
|
+ {
|
|
|
|
+ vaoSupported = true;
|
|
|
|
+
|
|
|
|
+ // The extension is supported by our hardware and driver, try to get related functions pointers
|
|
|
|
+ // NOTE: emscripten does not support VAOs natively, it uses emulation and it reduces overall performance...
|
|
|
|
+ glGenVertexArrays = (PFNGLGENVERTEXARRAYSOESPROC)eglGetProcAddress("glGenVertexArraysOES");
|
|
|
|
+ glBindVertexArray = (PFNGLBINDVERTEXARRAYOESPROC)eglGetProcAddress("glBindVertexArrayOES");
|
|
|
|
+ glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSOESPROC)eglGetProcAddress("glDeleteVertexArraysOES");
|
|
|
|
+ //glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)eglGetProcAddress("glIsVertexArrayOES"); // NOTE: Fails in WebGL, omitted
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Check NPOT textures support
|
|
|
|
+ // NOTE: Only check on OpenGL ES, OpenGL 3.3 has NPOT textures full support as core feature
|
|
|
|
+ if (strcmp(extList[i], (const char *)"GL_OES_texture_npot") == 0) texNPOTSupported = true;
|
|
|
|
+
|
|
|
|
+ // Check texture float support
|
|
|
|
+ if (strcmp(extList[i], (const char *)"GL_OES_texture_float") == 0) texFloatSupported = true;
|
|
|
|
+#endif
|
|
|
|
+
|
|
|
|
+ // DDS texture compression support
|
|
|
|
+ if ((strcmp(extList[i], (const char *)"GL_EXT_texture_compression_s3tc") == 0) ||
|
|
|
|
+ (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_s3tc") == 0) ||
|
|
|
|
+ (strcmp(extList[i], (const char *)"GL_WEBKIT_WEBGL_compressed_texture_s3tc") == 0)) texCompDXTSupported = true;
|
|
|
|
+
|
|
|
|
+ // ETC1 texture compression support
|
|
|
|
+ if ((strcmp(extList[i], (const char *)"GL_OES_compressed_ETC1_RGB8_texture") == 0) ||
|
|
|
|
+ (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_etc1") == 0)) texCompETC1Supported = true;
|
|
|
|
+
|
|
|
|
+ // ETC2/EAC texture compression support
|
|
|
|
+ if (strcmp(extList[i], (const char *)"GL_ARB_ES3_compatibility") == 0) texCompETC2Supported = true;
|
|
|
|
+
|
|
|
|
+ // PVR texture compression support
|
|
|
|
+ if (strcmp(extList[i], (const char *)"GL_IMG_texture_compression_pvrtc") == 0) texCompPVRTSupported = true;
|
|
|
|
+
|
|
|
|
+ // ASTC texture compression support
|
|
|
|
+ if (strcmp(extList[i], (const char *)"GL_KHR_texture_compression_astc_hdr") == 0) texCompASTCSupported = true;
|
|
|
|
+
|
|
|
|
+ // Anisotropic texture filter support
|
|
|
|
+ if (strcmp(extList[i], (const char *)"GL_EXT_texture_filter_anisotropic") == 0)
|
|
|
|
+ {
|
|
|
|
+ texAnisotropicFilterSupported = true;
|
|
|
|
+ glGetFloatv(0x84FF, &maxAnisotropicLevel); // GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Clamp mirror wrap mode supported
|
|
|
|
+ if (strcmp(extList[i], (const char *)"GL_EXT_texture_mirror_clamp") == 0) texClampMirrorSupported = true;
|
|
|
|
+
|
|
|
|
+ // Debug marker support
|
|
|
|
+ if(strcmp(extList[i], (const char *)"GL_EXT_debug_marker") == 0) debugMarkerSupported = true;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+#if defined(_MSC_VER)
|
|
|
|
+ //free(extList);
|
|
|
|
+#endif
|
|
|
|
+
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+ if (vaoSupported) TraceLog(LOG_INFO, "[EXTENSION] VAO extension detected, VAO functions initialized successfully");
|
|
|
|
+ else TraceLog(LOG_WARNING, "[EXTENSION] VAO extension not found, VAO usage not supported");
|
|
|
|
+
|
|
|
|
+ if (texNPOTSupported) TraceLog(LOG_INFO, "[EXTENSION] NPOT textures extension detected, full NPOT textures supported");
|
|
|
|
+ else TraceLog(LOG_WARNING, "[EXTENSION] NPOT textures extension not found, limited NPOT support (no-mipmaps, no-repeat)");
|
|
|
|
+#endif
|
|
|
|
+
|
|
|
|
+ if (texCompDXTSupported) TraceLog(LOG_INFO, "[EXTENSION] DXT compressed textures supported");
|
|
|
|
+ if (texCompETC1Supported) TraceLog(LOG_INFO, "[EXTENSION] ETC1 compressed textures supported");
|
|
|
|
+ if (texCompETC2Supported) TraceLog(LOG_INFO, "[EXTENSION] ETC2/EAC compressed textures supported");
|
|
|
|
+ if (texCompPVRTSupported) TraceLog(LOG_INFO, "[EXTENSION] PVRT compressed textures supported");
|
|
|
|
+ if (texCompASTCSupported) TraceLog(LOG_INFO, "[EXTENSION] ASTC compressed textures supported");
|
|
|
|
+
|
|
|
|
+ if (texAnisotropicFilterSupported) TraceLog(LOG_INFO, "[EXTENSION] Anisotropic textures filtering supported (max: %.0fX)", maxAnisotropicLevel);
|
|
|
|
+ if (texClampMirrorSupported) TraceLog(LOG_INFO, "[EXTENSION] Clamp mirror wrap texture mode supported");
|
|
|
|
+
|
|
|
|
+ if (debugMarkerSupported) TraceLog(LOG_INFO, "[EXTENSION] Debug Marker supported");
|
|
|
|
+
|
|
|
|
+ // Initialize buffers, default shaders and default textures
|
|
|
|
+ //----------------------------------------------------------
|
|
|
|
+
|
|
|
|
+ // Init default white texture
|
|
|
|
+ unsigned char pixels[4] = { 255, 255, 255, 255 }; // 1 pixel RGBA (4 bytes)
|
|
|
|
+
|
|
|
|
+ whiteTexture = rlLoadTexture(pixels, 1, 1, UNCOMPRESSED_R8G8B8A8, 1);
|
|
|
|
+
|
|
|
|
+ if (whiteTexture != 0) TraceLog(LOG_INFO, "[TEX ID %i] Base white texture loaded successfully", whiteTexture);
|
|
|
|
+ else TraceLog(LOG_WARNING, "Base white texture could not be loaded");
|
|
|
|
+
|
|
|
|
+ // Init default Shader (customized for GL 3.3 and ES2)
|
|
|
|
+ defaultShader = LoadShaderDefault();
|
|
|
|
+ currentShader = defaultShader;
|
|
|
|
+
|
|
|
|
+ // Init default vertex arrays buffers (lines, triangles, quads)
|
|
|
|
+ LoadBuffersDefault();
|
|
|
|
+
|
|
|
|
+ // Init temp vertex buffer, used when transformation required (translate, rotate, scale)
|
|
|
|
+ tempBuffer = (Vector3 *)malloc(sizeof(Vector3)*TEMP_VERTEX_BUFFER_SIZE);
|
|
|
|
+
|
|
|
|
+ for (int i = 0; i < TEMP_VERTEX_BUFFER_SIZE; i++) tempBuffer[i] = Vector3Zero();
|
|
|
|
+
|
|
|
|
+ // Init draw calls tracking system
|
|
|
|
+ draws = (DrawCall *)malloc(sizeof(DrawCall)*MAX_DRAWS_BY_TEXTURE);
|
|
|
|
+
|
|
|
|
+ for (int i = 0; i < MAX_DRAWS_BY_TEXTURE; i++)
|
|
|
|
+ {
|
|
|
|
+ draws[i].textureId = 0;
|
|
|
|
+ draws[i].vertexCount = 0;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ drawsCounter = 1;
|
|
|
|
+ draws[drawsCounter - 1].textureId = whiteTexture;
|
|
|
|
+ currentDrawMode = RL_TRIANGLES; // Set default draw mode
|
|
|
|
+
|
|
|
|
+ // Init internal matrix stack (emulating OpenGL 1.1)
|
|
|
|
+ for (int i = 0; i < MATRIX_STACK_SIZE; i++) stack[i] = MatrixIdentity();
|
|
|
|
+
|
|
|
|
+ // Init internal projection and modelview matrices
|
|
|
|
+ projection = MatrixIdentity();
|
|
|
|
+ modelview = MatrixIdentity();
|
|
|
|
+ currentMatrix = &modelview;
|
|
|
|
+#endif // defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+
|
|
|
|
+ // Initialize OpenGL default states
|
|
|
|
+ //----------------------------------------------------------
|
|
|
|
+
|
|
|
|
+ // Init state: Depth test
|
|
|
|
+ glDepthFunc(GL_LEQUAL); // Type of depth testing to apply
|
|
|
|
+ glDisable(GL_DEPTH_TEST); // Disable depth testing for 2D (only used for 3D)
|
|
|
|
+
|
|
|
|
+ // Init state: Blending mode
|
|
|
|
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Color blending function (how colors are mixed)
|
|
|
|
+ glEnable(GL_BLEND); // Enable color blending (required to work with transparencies)
|
|
|
|
+
|
|
|
|
+ // Init state: Culling
|
|
|
|
+ // NOTE: All shapes/models triangles are drawn CCW
|
|
|
|
+ glCullFace(GL_BACK); // Cull the back face (default)
|
|
|
|
+ glFrontFace(GL_CCW); // Front face are defined counter clockwise (default)
|
|
|
|
+ glEnable(GL_CULL_FACE); // Enable backface culling
|
|
|
|
+
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_11)
|
|
|
|
+ // Init state: Color hints (deprecated in OpenGL 3.0+)
|
|
|
|
+ glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Improve quality of color and texture coordinate interpolation
|
|
|
|
+ glShadeModel(GL_SMOOTH); // Smooth shading between vertex (vertex colors interpolation)
|
|
|
|
+#endif
|
|
|
|
+
|
|
|
|
+ // Init state: Color/Depth buffers clear
|
|
|
|
+ glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color (black)
|
|
|
|
+ glClearDepth(1.0f); // Set clear depth value (default)
|
|
|
|
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers (depth buffer required for 3D)
|
|
|
|
+
|
|
|
|
+ // Store screen size into global variables
|
|
|
|
+ screenWidth = width;
|
|
|
|
+ screenHeight = height;
|
|
|
|
+
|
|
|
|
+ TraceLog(LOG_INFO, "OpenGL default states initialized successfully");
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Vertex Buffer Object deinitialization (memory free)
|
|
|
|
+void rlglClose(void)
|
|
|
|
+{
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+ UnloadShaderDefault(); // Unload default shader
|
|
|
|
+ UnloadBuffersDefault(); // Unload default buffers (lines, triangles, quads)
|
|
|
|
+ glDeleteTextures(1, &whiteTexture); // Unload default texture
|
|
|
|
+
|
|
|
|
+ TraceLog(LOG_INFO, "[TEX ID %i] Unloaded texture data (base white texture) from VRAM", whiteTexture);
|
|
|
|
+
|
|
|
|
+ free(draws);
|
|
|
|
+#endif
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Drawing batches: triangles, quads, lines
|
|
|
|
+void rlglDraw(void)
|
|
|
|
+{
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+ // NOTE: In a future version, models could be stored in a stack...
|
|
|
|
+ //for (int i = 0; i < modelsCount; i++) rlDrawMesh(models[i]->mesh, models[i]->material, models[i]->transform);
|
|
|
|
+
|
|
|
|
+ // NOTE: Default buffers upload and draw
|
|
|
|
+ UpdateBuffersDefault();
|
|
|
|
+ DrawBuffersDefault(); // NOTE: Stereo rendering is checked inside
|
|
|
|
+#endif
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Returns current OpenGL version
|
|
|
|
+int rlGetVersion(void)
|
|
|
|
+{
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_11)
|
|
|
|
+ return OPENGL_11;
|
|
|
|
+#elif defined(GRAPHICS_API_OPENGL_21)
|
|
|
|
+ #if defined(__APPLE__)
|
|
|
|
+ return OPENGL_33; // NOTE: Force OpenGL 3.3 on OSX
|
|
|
|
+ #else
|
|
|
|
+ return OPENGL_21;
|
|
|
|
+ #endif
|
|
|
|
+#elif defined(GRAPHICS_API_OPENGL_33)
|
|
|
|
+ return OPENGL_33;
|
|
|
|
+#elif defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+ return OPENGL_ES_20;
|
|
|
|
+#endif
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Check internal buffer overflow for a given number of vertex
|
|
|
|
+bool rlCheckBufferLimit(int type, int vCount)
|
|
|
|
+{
|
|
|
|
+ bool overflow = false;
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+ switch (type)
|
|
|
|
+ {
|
|
|
|
+ case RL_LINES: overflow = ((lines.vCounter + vCount)/2 >= MAX_LINES_BATCH); break;
|
|
|
|
+ case RL_TRIANGLES: overflow = ((triangles.vCounter + vCount)/3 >= MAX_TRIANGLES_BATCH); break;
|
|
|
|
+ case RL_QUADS: overflow = ((quads.vCounter + vCount)/4 >= MAX_QUADS_BATCH); break;
|
|
|
|
+ default: break;
|
|
|
|
+ }
|
|
|
|
+#endif
|
|
|
|
+ return overflow;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Set debug marker
|
|
|
|
+void rlSetDebugMarker(const char *text)
|
|
|
|
+{
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33)
|
|
|
|
+ if (debugMarkerSupported) glInsertEventMarkerEXT(0, text);
|
|
|
|
+#endif
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Load OpenGL extensions
|
|
|
|
+// NOTE: External loader function could be passed as a pointer
|
|
|
|
+void rlLoadExtensions(void *loader)
|
|
|
|
+{
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33)
|
|
|
|
+ // NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions)
|
|
|
|
+ #if !defined(__APPLE__)
|
|
|
|
+ if (!gladLoadGLLoader((GLADloadproc)loader)) TraceLog(LOG_WARNING, "GLAD: Cannot load OpenGL extensions");
|
|
|
|
+ else TraceLog(LOG_INFO, "GLAD: OpenGL extensions loaded successfully");
|
|
|
|
+
|
|
|
|
+ #if defined(GRAPHICS_API_OPENGL_21)
|
|
|
|
+ if (GLAD_GL_VERSION_2_1) TraceLog(LOG_INFO, "OpenGL 2.1 profile supported");
|
|
|
|
+ #elif defined(GRAPHICS_API_OPENGL_33)
|
|
|
|
+ if(GLAD_GL_VERSION_3_3) TraceLog(LOG_INFO, "OpenGL 3.3 Core profile supported");
|
|
|
|
+ else TraceLog(LOG_ERROR, "OpenGL 3.3 Core profile not supported");
|
|
|
|
+ #endif
|
|
|
|
+ #endif
|
|
|
|
+
|
|
|
|
+ // With GLAD, we can check if an extension is supported using the GLAD_GL_xxx booleans
|
|
|
|
+ //if (GLAD_GL_ARB_vertex_array_object) // Use GL_ARB_vertex_array_object
|
|
|
|
+#endif
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Get world coordinates from screen coordinates
|
|
|
|
+Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view)
|
|
|
|
+{
|
|
|
|
+ Vector3 result = { 0.0f, 0.0f, 0.0f };
|
|
|
|
+
|
|
|
|
+ // Calculate unproject matrix (multiply view patrix by projection matrix) and invert it
|
|
|
|
+ Matrix matViewProj = MatrixMultiply(view, proj);
|
|
|
|
+ matViewProj = MatrixInvert(matViewProj);
|
|
|
|
+
|
|
|
|
+ // Create quaternion from source point
|
|
|
|
+ Quaternion quat = { source.x, source.y, source.z, 1.0f };
|
|
|
|
+
|
|
|
|
+ // Multiply quat point by unproject matrix
|
|
|
|
+ quat = QuaternionTransform(quat, matViewProj);
|
|
|
|
+
|
|
|
|
+ // Normalized world points in vectors
|
|
|
|
+ result.x = quat.x/quat.w;
|
|
|
|
+ result.y = quat.y/quat.w;
|
|
|
|
+ result.z = quat.z/quat.w;
|
|
|
|
+
|
|
|
|
+ return result;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Convert image data to OpenGL texture (returns OpenGL valid Id)
|
|
|
|
+unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount)
|
|
|
|
+{
|
|
|
|
+ glBindTexture(GL_TEXTURE_2D, 0); // Free any old binding
|
|
|
|
+
|
|
|
|
+ GLuint id = 0;
|
|
|
|
+
|
|
|
|
+ // Check texture format support by OpenGL 1.1 (compressed textures not supported)
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_11)
|
|
|
|
+ if (format >= COMPRESSED_DXT1_RGB)
|
|
|
|
+ {
|
|
|
|
+ TraceLog(LOG_WARNING, "OpenGL 1.1 does not support GPU compressed texture formats");
|
|
|
|
+ return id;
|
|
|
|
+ }
|
|
|
|
+#endif
|
|
|
|
+
|
|
|
|
+ if ((!texCompDXTSupported) && ((format == COMPRESSED_DXT1_RGB) || (format == COMPRESSED_DXT1_RGBA) ||
|
|
|
|
+ (format == COMPRESSED_DXT3_RGBA) || (format == COMPRESSED_DXT5_RGBA)))
|
|
|
|
+ {
|
|
|
|
+ TraceLog(LOG_WARNING, "DXT compressed texture format not supported");
|
|
|
|
+ return id;
|
|
|
|
+ }
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+ if ((!texCompETC1Supported) && (format == COMPRESSED_ETC1_RGB))
|
|
|
|
+ {
|
|
|
|
+ TraceLog(LOG_WARNING, "ETC1 compressed texture format not supported");
|
|
|
|
+ return id;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if ((!texCompETC2Supported) && ((format == COMPRESSED_ETC2_RGB) || (format == COMPRESSED_ETC2_EAC_RGBA)))
|
|
|
|
+ {
|
|
|
|
+ TraceLog(LOG_WARNING, "ETC2 compressed texture format not supported");
|
|
|
|
+ return id;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if ((!texCompPVRTSupported) && ((format == COMPRESSED_PVRT_RGB) || (format == COMPRESSED_PVRT_RGBA)))
|
|
|
|
+ {
|
|
|
|
+ TraceLog(LOG_WARNING, "PVRT compressed texture format not supported");
|
|
|
|
+ return id;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if ((!texCompASTCSupported) && ((format == COMPRESSED_ASTC_4x4_RGBA) || (format == COMPRESSED_ASTC_8x8_RGBA)))
|
|
|
|
+ {
|
|
|
|
+ TraceLog(LOG_WARNING, "ASTC compressed texture format not supported");
|
|
|
|
+ return id;
|
|
|
|
+ }
|
|
|
|
+#endif
|
|
|
|
+
|
|
|
|
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
|
|
|
+
|
|
|
|
+ glGenTextures(1, &id); // Generate Pointer to the texture
|
|
|
|
+
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+ //glActiveTexture(GL_TEXTURE0); // If not defined, using GL_TEXTURE0 by default (shader texture)
|
|
|
|
+#endif
|
|
|
|
+
|
|
|
|
+ glBindTexture(GL_TEXTURE_2D, id);
|
|
|
|
+
|
|
|
|
+ int mipWidth = width;
|
|
|
|
+ int mipHeight = height;
|
|
|
|
+ int mipOffset = 0; // Mipmap data offset
|
|
|
|
+
|
|
|
|
+ TraceLog(LOG_DEBUG, "Load texture from data memory address: 0x%x", data);
|
|
|
|
+
|
|
|
|
+ // Load the different mipmap levels
|
|
|
|
+ for (int i = 0; i < mipmapCount; i++)
|
|
|
|
+ {
|
|
|
|
+ unsigned int mipSize = GetPixelDataSize(mipWidth, mipHeight, format);
|
|
|
|
+
|
|
|
|
+ int glInternalFormat, glFormat, glType;
|
|
|
|
+ GetGlFormats(format, &glInternalFormat, &glFormat, &glType);
|
|
|
|
+
|
|
|
|
+ TraceLog(LOG_DEBUG, "Load mipmap level %i (%i x %i), size: %i, offset: %i", i, mipWidth, mipHeight, mipSize, mipOffset);
|
|
|
|
+
|
|
|
|
+ if (glInternalFormat != -1)
|
|
|
|
+ {
|
|
|
|
+ if (format < COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, glFormat, glType, (unsigned char *)data + mipOffset);
|
|
|
|
+ #if !defined(GRAPHICS_API_OPENGL_11)
|
|
|
|
+ else glCompressedTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, mipSize, (unsigned char *)data + mipOffset);
|
|
|
|
+ #endif
|
|
|
|
+
|
|
|
|
+ #if defined(GRAPHICS_API_OPENGL_33)
|
|
|
|
+ if (format == UNCOMPRESSED_GRAYSCALE)
|
|
|
|
+ {
|
|
|
|
+ GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
|
|
|
|
+ glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
|
|
|
+ }
|
|
|
|
+ else if (format == UNCOMPRESSED_GRAY_ALPHA)
|
|
|
|
+ {
|
|
|
|
+ #if defined(GRAPHICS_API_OPENGL_21)
|
|
|
|
+ GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA };
|
|
|
|
+ #elif defined(GRAPHICS_API_OPENGL_33)
|
|
|
|
+ GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
|
|
|
|
+ #endif
|
|
|
|
+ glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
|
|
|
+ }
|
|
|
|
+ #endif
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ mipWidth /= 2;
|
|
|
|
+ mipHeight /= 2;
|
|
|
|
+ mipOffset += mipSize;
|
|
|
|
+
|
|
|
|
+ // Security check for NPOT textures
|
|
|
|
+ if (mipWidth < 1) mipWidth = 1;
|
|
|
|
+ if (mipHeight < 1) mipHeight = 1;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Texture parameters configuration
|
|
|
|
+ // NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+ // NOTE: OpenGL ES 2.0 with no GL_OES_texture_npot support (i.e. WebGL) has limited NPOT support, so CLAMP_TO_EDGE must be used
|
|
|
|
+ if (texNPOTSupported)
|
|
|
|
+ {
|
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repeat on x-axis
|
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repeat on y-axis
|
|
|
|
+ }
|
|
|
|
+ else
|
|
|
|
+ {
|
|
|
|
+ // NOTE: If using negative texture coordinates (LoadOBJ()), it does not work!
|
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // Set texture to clamp on x-axis
|
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Set texture to clamp on y-axis
|
|
|
|
+ }
|
|
|
|
+#else
|
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repeat on x-axis
|
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repeat on y-axis
|
|
|
|
+#endif
|
|
|
|
+
|
|
|
|
+ // Magnification and minification filters
|
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Alternative: GL_LINEAR
|
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Alternative: GL_LINEAR
|
|
|
|
+
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33)
|
|
|
|
+ if (mipmapCount > 1)
|
|
|
|
+ {
|
|
|
|
+ // Activate Trilinear filtering if mipmaps are available
|
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
|
|
|
+ }
|
|
|
|
+#endif
|
|
|
|
+
|
|
|
|
+ // At this point we have the texture loaded in GPU and texture parameters configured
|
|
|
|
+
|
|
|
|
+ // NOTE: If mipmaps were not in data, they are not generated automatically
|
|
|
|
+
|
|
|
|
+ // Unbind current texture
|
|
|
|
+ glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
+
|
|
|
|
+ if (id > 0) TraceLog(LOG_INFO, "[TEX ID %i] Texture created successfully (%ix%i - %i mipmaps)", id, width, height, mipmapCount);
|
|
|
|
+ else TraceLog(LOG_WARNING, "Texture could not be created");
|
|
|
|
+
|
|
|
|
+ return id;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Update already loaded texture in GPU with new data
|
|
|
|
+void rlUpdateTexture(unsigned int id, int width, int height, int format, const void *data)
|
|
|
|
+{
|
|
|
|
+ glBindTexture(GL_TEXTURE_2D, id);
|
|
|
|
+
|
|
|
|
+ int glInternalFormat, glFormat, glType;
|
|
|
|
+ GetGlFormats(format, &glInternalFormat, &glFormat, &glType);
|
|
|
|
+
|
|
|
|
+ if ((glInternalFormat != -1) && (format < COMPRESSED_DXT1_RGB))
|
|
|
|
+ {
|
|
|
|
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, glFormat, glType, (unsigned char *)data);
|
|
|
|
+ }
|
|
|
|
+ else TraceLog(LOG_WARNING, "Texture format updating not supported");
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Unload texture from GPU memory
|
|
|
|
+void rlUnloadTexture(unsigned int id)
|
|
|
|
+{
|
|
|
|
+ if (id > 0) glDeleteTextures(1, &id);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+// Load a texture to be used for rendering (fbo with color and depth attachments)
|
|
|
|
+RenderTexture2D rlLoadRenderTexture(int width, int height)
|
|
|
|
+{
|
|
|
|
+ RenderTexture2D target;
|
|
|
|
+
|
|
|
|
+ target.id = 0;
|
|
|
|
+
|
|
|
|
+ target.texture.id = 0;
|
|
|
|
+ target.texture.width = width;
|
|
|
|
+ target.texture.height = height;
|
|
|
|
+ target.texture.format = UNCOMPRESSED_R8G8B8A8;
|
|
|
|
+ target.texture.mipmaps = 1;
|
|
|
|
+
|
|
|
|
+ target.depth.id = 0;
|
|
|
|
+ target.depth.width = width;
|
|
|
|
+ target.depth.height = height;
|
|
|
|
+ target.depth.format = 19; //DEPTH_COMPONENT_24BIT
|
|
|
|
+ target.depth.mipmaps = 1;
|
|
|
|
+
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+ // Create the texture that will serve as the color attachment for the framebuffer
|
|
|
|
+ glGenTextures(1, &target.texture.id);
|
|
|
|
+ glBindTexture(GL_TEXTURE_2D, target.texture.id);
|
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
|
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
|
|
|
+ glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
+
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+ #define USE_DEPTH_RENDERBUFFER
|
|
|
|
+#else
|
|
|
|
+ #define USE_DEPTH_TEXTURE
|
|
|
|
+#endif
|
|
|
|
+
|
|
|
|
+#if defined(USE_DEPTH_RENDERBUFFER)
|
|
|
|
+ // Create the renderbuffer that will serve as the depth attachment for the framebuffer.
|
|
|
|
+ glGenRenderbuffers(1, &target.depth.id);
|
|
|
|
+ glBindRenderbuffer(GL_RENDERBUFFER, target.depth.id);
|
|
|
|
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height); // GL_DEPTH_COMPONENT24 not supported on Android
|
|
|
|
+#elif defined(USE_DEPTH_TEXTURE)
|
|
|
|
+ // NOTE: We can also use a texture for depth buffer (GL_ARB_depth_texture/GL_OES_depth_texture extension required)
|
|
|
|
+ // A renderbuffer is simpler than a texture and could offer better performance on embedded devices
|
|
|
|
+ glGenTextures(1, &target.depth.id);
|
|
|
|
+ glBindTexture(GL_TEXTURE_2D, target.depth.id);
|
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
|
|
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
|
|
|
|
+ glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
+#endif
|
|
|
|
+
|
|
|
|
+ // Create the framebuffer object
|
|
|
|
+ glGenFramebuffers(1, &target.id);
|
|
|
|
+ glBindFramebuffer(GL_FRAMEBUFFER, target.id);
|
|
|
|
+
|
|
|
|
+ // Attach color texture and depth renderbuffer to FBO
|
|
|
|
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, target.texture.id, 0);
|
|
|
|
+#if defined(USE_DEPTH_RENDERBUFFER)
|
|
|
|
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, target.depth.id);
|
|
|
|
+#elif defined(USE_DEPTH_TEXTURE)
|
|
|
|
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, target.depth.id, 0);
|
|
|
|
+#endif
|
|
|
|
+
|
|
|
|
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
|
|
|
+
|
|
|
|
+ if (status != GL_FRAMEBUFFER_COMPLETE)
|
|
|
|
+ {
|
|
|
|
+ TraceLog(LOG_WARNING, "Framebuffer object could not be created...");
|
|
|
|
+
|
|
|
|
+ switch (status)
|
|
|
|
+ {
|
|
|
|
+ case GL_FRAMEBUFFER_UNSUPPORTED: TraceLog(LOG_WARNING, "Framebuffer is unsupported"); break;
|
|
|
|
+ case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TraceLog(LOG_WARNING, "Framebuffer incomplete attachment"); break;
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+ case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: TraceLog(LOG_WARNING, "Framebuffer incomplete dimensions"); break;
|
|
|
|
+#endif
|
|
|
|
+ case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TraceLog(LOG_WARNING, "Framebuffer incomplete missing attachment"); break;
|
|
|
|
+ default: break;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ glDeleteTextures(1, &target.texture.id);
|
|
|
|
+ glDeleteTextures(1, &target.depth.id);
|
|
|
|
+ glDeleteFramebuffers(1, &target.id);
|
|
|
|
+ }
|
|
|
|
+ else TraceLog(LOG_INFO, "[FBO ID %i] Framebuffer object created successfully", target.id);
|
|
|
|
+
|
|
|
|
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
+#endif
|
|
|
|
+
|
|
|
|
+ return target;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Generate mipmap data for selected texture
|
|
|
|
+void rlGenerateMipmaps(Texture2D *texture)
|
|
|
|
+{
|
|
|
|
+ glBindTexture(GL_TEXTURE_2D, texture->id);
|
|
|
|
+
|
|
|
|
+ // Check if texture is power-of-two (POT)
|
|
|
|
+ bool texIsPOT = false;
|
|
|
|
+
|
|
|
|
+ if (((texture->width > 0) && ((texture->width & (texture->width - 1)) == 0)) &&
|
|
|
|
+ ((texture->height > 0) && ((texture->height & (texture->height - 1)) == 0))) texIsPOT = true;
|
|
|
|
+
|
|
|
|
+ if ((texIsPOT) || (texNPOTSupported))
|
|
|
|
+ {
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_11)
|
|
|
|
+ // WARNING: Manual mipmap generation only works for RGBA 32bit textures!
|
|
|
|
+ if (texture->format == UNCOMPRESSED_R8G8B8A8)
|
|
|
|
+ {
|
|
|
|
+ // Retrieve texture data from VRAM
|
|
|
|
+ void *data = rlReadTexturePixels(*texture);
|
|
|
|
+
|
|
|
|
+ // NOTE: data size is reallocated to fit mipmaps data
|
|
|
|
+ // NOTE: CPU mipmap generation only supports RGBA 32bit data
|
|
|
|
+ int mipmapCount = GenerateMipmaps(data, texture->width, texture->height);
|
|
|
|
+
|
|
|
|
+ int size = texture->width*texture->height*4;
|
|
|
|
+ int offset = size;
|
|
|
|
+
|
|
|
|
+ int mipWidth = texture->width/2;
|
|
|
|
+ int mipHeight = texture->height/2;
|
|
|
|
+
|
|
|
|
+ // Load the mipmaps
|
|
|
|
+ for (int level = 1; level < mipmapCount; level++)
|
|
|
|
+ {
|
|
|
|
+ glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA8, mipWidth, mipHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data + offset);
|
|
|
|
+
|
|
|
|
+ size = mipWidth*mipHeight*4;
|
|
|
|
+ offset += size;
|
|
|
|
+
|
|
|
|
+ mipWidth /= 2;
|
|
|
|
+ mipHeight /= 2;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ texture->mipmaps = mipmapCount + 1;
|
|
|
|
+ free(data); // Once mipmaps have been generated and data has been uploaded to GPU VRAM, we can discard RAM data
|
|
|
|
+
|
|
|
|
+ TraceLog(LOG_WARNING, "[TEX ID %i] Mipmaps [%i] generated manually on CPU side", texture->id, texture->mipmaps);
|
|
|
|
+ }
|
|
|
|
+ else TraceLog(LOG_WARNING, "[TEX ID %i] Mipmaps could not be generated for texture format", texture->id);
|
|
|
|
+#endif
|
|
|
|
+
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+ //glHint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE); // Hint for mipmaps generation algorythm: GL_FASTEST, GL_NICEST, GL_DONT_CARE
|
|
|
|
+ glGenerateMipmap(GL_TEXTURE_2D); // Generate mipmaps automatically
|
|
|
|
+ TraceLog(LOG_INFO, "[TEX ID %i] Mipmaps generated automatically", texture->id);
|
|
|
|
+
|
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // Activate Trilinear filtering for mipmaps
|
|
|
|
+
|
|
|
|
+ #define MIN(a,b) (((a)<(b))?(a):(b))
|
|
|
|
+ #define MAX(a,b) (((a)>(b))?(a):(b))
|
|
|
|
+
|
|
|
|
+ texture->mipmaps = 1 + (int)floor(log(MAX(texture->width, texture->height))/log(2));
|
|
|
|
+#endif
|
|
|
|
+ }
|
|
|
|
+ else TraceLog(LOG_WARNING, "[TEX ID %i] Mipmaps can not be generated", texture->id);
|
|
|
|
+
|
|
|
|
+ glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Upload vertex data into a VAO (if supported) and VBO
|
|
|
|
+// TODO: Check if mesh has already been loaded in GPU
|
|
|
|
+void rlLoadMesh(Mesh *mesh, bool dynamic)
|
|
|
|
+{
|
|
|
|
+ mesh->vaoId = 0; // Vertex Array Object
|
|
|
|
+ mesh->vboId[0] = 0; // Vertex positions VBO
|
|
|
|
+ mesh->vboId[1] = 0; // Vertex texcoords VBO
|
|
|
|
+ mesh->vboId[2] = 0; // Vertex normals VBO
|
|
|
|
+ mesh->vboId[3] = 0; // Vertex colors VBO
|
|
|
|
+ mesh->vboId[4] = 0; // Vertex tangents VBO
|
|
|
|
+ mesh->vboId[5] = 0; // Vertex texcoords2 VBO
|
|
|
|
+ mesh->vboId[6] = 0; // Vertex indices VBO
|
|
|
|
+
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+ int drawHint = GL_STATIC_DRAW;
|
|
|
|
+ if (dynamic) drawHint = GL_DYNAMIC_DRAW;
|
|
|
|
+
|
|
|
|
+ if (vaoSupported)
|
|
|
|
+ {
|
|
|
|
+ // Initialize Quads VAO (Buffer A)
|
|
|
|
+ glGenVertexArrays(1, &mesh->vaoId);
|
|
|
|
+ glBindVertexArray(mesh->vaoId);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // NOTE: Attributes must be uploaded considering default locations points
|
|
|
|
+
|
|
|
|
+ // Enable vertex attributes: position (shader-location = 0)
|
|
|
|
+ glGenBuffers(1, &mesh->vboId[0]);
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[0]);
|
|
|
|
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->vertices, drawHint);
|
|
|
|
+ glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0);
|
|
|
|
+ glEnableVertexAttribArray(0);
|
|
|
|
+
|
|
|
|
+ // Enable vertex attributes: texcoords (shader-location = 1)
|
|
|
|
+ glGenBuffers(1, &mesh->vboId[1]);
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[1]);
|
|
|
|
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords, drawHint);
|
|
|
|
+ glVertexAttribPointer(1, 2, GL_FLOAT, 0, 0, 0);
|
|
|
|
+ glEnableVertexAttribArray(1);
|
|
|
|
+
|
|
|
|
+ // Enable vertex attributes: normals (shader-location = 2)
|
|
|
|
+ if (mesh->normals != NULL)
|
|
|
|
+ {
|
|
|
|
+ glGenBuffers(1, &mesh->vboId[2]);
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[2]);
|
|
|
|
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->normals, drawHint);
|
|
|
|
+ glVertexAttribPointer(2, 3, GL_FLOAT, 0, 0, 0);
|
|
|
|
+ glEnableVertexAttribArray(2);
|
|
|
|
+ }
|
|
|
|
+ else
|
|
|
|
+ {
|
|
|
|
+ // Default color vertex attribute set to WHITE
|
|
|
|
+ glVertexAttrib3f(2, 1.0f, 1.0f, 1.0f);
|
|
|
|
+ glDisableVertexAttribArray(2);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Default color vertex attribute (shader-location = 3)
|
|
|
|
+ if (mesh->colors != NULL)
|
|
|
|
+ {
|
|
|
|
+ glGenBuffers(1, &mesh->vboId[3]);
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[3]);
|
|
|
|
+ glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*mesh->vertexCount, mesh->colors, drawHint);
|
|
|
|
+ glVertexAttribPointer(3, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
|
|
|
|
+ glEnableVertexAttribArray(3);
|
|
|
|
+ }
|
|
|
|
+ else
|
|
|
|
+ {
|
|
|
|
+ // Default color vertex attribute set to WHITE
|
|
|
|
+ glVertexAttrib4f(3, 1.0f, 1.0f, 1.0f, 1.0f);
|
|
|
|
+ glDisableVertexAttribArray(3);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Default tangent vertex attribute (shader-location = 4)
|
|
|
|
+ if (mesh->tangents != NULL)
|
|
|
|
+ {
|
|
|
|
+ glGenBuffers(1, &mesh->vboId[4]);
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[4]);
|
|
|
|
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*mesh->vertexCount, mesh->tangents, drawHint);
|
|
|
|
+ glVertexAttribPointer(4, 4, GL_FLOAT, 0, 0, 0);
|
|
|
|
+ glEnableVertexAttribArray(4);
|
|
|
|
+ }
|
|
|
|
+ else
|
|
|
|
+ {
|
|
|
|
+ // Default tangents vertex attribute
|
|
|
|
+ glVertexAttrib4f(4, 0.0f, 0.0f, 0.0f, 0.0f);
|
|
|
|
+ glDisableVertexAttribArray(4);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Default texcoord2 vertex attribute (shader-location = 5)
|
|
|
|
+ if (mesh->texcoords2 != NULL)
|
|
|
|
+ {
|
|
|
|
+ glGenBuffers(1, &mesh->vboId[5]);
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[5]);
|
|
|
|
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords2, drawHint);
|
|
|
|
+ glVertexAttribPointer(5, 2, GL_FLOAT, 0, 0, 0);
|
|
|
|
+ glEnableVertexAttribArray(5);
|
|
|
|
+ }
|
|
|
|
+ else
|
|
|
|
+ {
|
|
|
|
+ // Default texcoord2 vertex attribute
|
|
|
|
+ glVertexAttrib2f(5, 0.0f, 0.0f);
|
|
|
|
+ glDisableVertexAttribArray(5);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (mesh->indices != NULL)
|
|
|
|
+ {
|
|
|
|
+ glGenBuffers(1, &mesh->vboId[6]);
|
|
|
|
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh->vboId[6]);
|
|
|
|
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned short)*mesh->triangleCount*3, mesh->indices, GL_STATIC_DRAW);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (vaoSupported)
|
|
|
|
+ {
|
|
|
|
+ if (mesh->vaoId > 0) TraceLog(LOG_INFO, "[VAO ID %i] Mesh uploaded successfully to VRAM (GPU)", mesh->vaoId);
|
|
|
|
+ else TraceLog(LOG_WARNING, "Mesh could not be uploaded to VRAM (GPU)");
|
|
|
|
+ }
|
|
|
|
+ else
|
|
|
|
+ {
|
|
|
|
+ TraceLog(LOG_INFO, "[VBOs] Mesh uploaded successfully to VRAM (GPU)");
|
|
|
|
+ }
|
|
|
|
+#endif
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Update vertex data on GPU (upload new data to one buffer)
|
|
|
|
+void rlUpdateMesh(Mesh mesh, int buffer, int numVertex)
|
|
|
|
+{
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+ // Activate mesh VAO
|
|
|
|
+ if (vaoSupported) glBindVertexArray(mesh.vaoId);
|
|
|
|
+
|
|
|
|
+ switch (buffer)
|
|
|
|
+ {
|
|
|
|
+ case 0: // Update vertices (vertex position)
|
|
|
|
+ {
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
|
|
|
|
+ if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.vertices, GL_DYNAMIC_DRAW);
|
|
|
|
+ else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.vertices);
|
|
|
|
+
|
|
|
|
+ } break;
|
|
|
|
+ case 1: // Update texcoords (vertex texture coordinates)
|
|
|
|
+ {
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]);
|
|
|
|
+ if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*numVertex, mesh.texcoords, GL_DYNAMIC_DRAW);
|
|
|
|
+ else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*numVertex, mesh.texcoords);
|
|
|
|
+
|
|
|
|
+ } break;
|
|
|
|
+ case 2: // Update normals (vertex normals)
|
|
|
|
+ {
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]);
|
|
|
|
+ if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.normals, GL_DYNAMIC_DRAW);
|
|
|
|
+ else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.normals);
|
|
|
|
+
|
|
|
|
+ } break;
|
|
|
|
+ case 3: // Update colors (vertex colors)
|
|
|
|
+ {
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]);
|
|
|
|
+ if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*numVertex, mesh.colors, GL_DYNAMIC_DRAW);
|
|
|
|
+ else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*numVertex, mesh.colors);
|
|
|
|
+
|
|
|
|
+ } break;
|
|
|
|
+ case 4: // Update tangents (vertex tangents)
|
|
|
|
+ {
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]);
|
|
|
|
+ if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*numVertex, mesh.tangents, GL_DYNAMIC_DRAW);
|
|
|
|
+ else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*4*numVertex, mesh.tangents);
|
|
|
|
+ } break;
|
|
|
|
+ case 5: // Update texcoords2 (vertex second texture coordinates)
|
|
|
|
+ {
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]);
|
|
|
|
+ if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*numVertex, mesh.texcoords2, GL_DYNAMIC_DRAW);
|
|
|
|
+ else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*numVertex, mesh.texcoords2);
|
|
|
|
+ } break;
|
|
|
|
+ default: break;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Unbind the current VAO
|
|
|
|
+ if (vaoSupported) glBindVertexArray(0);
|
|
|
|
+
|
|
|
|
+ // Another option would be using buffer mapping...
|
|
|
|
+ //mesh.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
|
|
|
|
+ // Now we can modify vertices
|
|
|
|
+ //glUnmapBuffer(GL_ARRAY_BUFFER);
|
|
|
|
+#endif
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Draw a 3d mesh with material and transform
|
|
|
|
+void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
|
|
|
|
+{
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_11)
|
|
|
|
+ glEnable(GL_TEXTURE_2D);
|
|
|
|
+ glBindTexture(GL_TEXTURE_2D, material.maps[MAP_DIFFUSE].texture.id);
|
|
|
|
+
|
|
|
|
+ // NOTE: On OpenGL 1.1 we use Vertex Arrays to draw model
|
|
|
|
+ glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array
|
|
|
|
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable texture coords array
|
|
|
|
+ if (mesh.normals != NULL) glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array
|
|
|
|
+ if (mesh.colors != NULL) glEnableClientState(GL_COLOR_ARRAY); // Enable colors array
|
|
|
|
+
|
|
|
|
+ glVertexPointer(3, GL_FLOAT, 0, mesh.vertices); // Pointer to vertex coords array
|
|
|
|
+ glTexCoordPointer(2, GL_FLOAT, 0, mesh.texcoords); // Pointer to texture coords array
|
|
|
|
+ if (mesh.normals != NULL) glNormalPointer(GL_FLOAT, 0, mesh.normals); // Pointer to normals array
|
|
|
|
+ if (mesh.colors != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh.colors); // Pointer to colors array
|
|
|
|
+
|
|
|
|
+ rlPushMatrix();
|
|
|
|
+ rlMultMatrixf(MatrixToFloat(transform));
|
|
|
|
+ rlColor4ub(material.maps[MAP_DIFFUSE].color.r, material.maps[MAP_DIFFUSE].color.g, material.maps[MAP_DIFFUSE].color.b, material.maps[MAP_DIFFUSE].color.a);
|
|
|
|
+
|
|
|
|
+ if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, mesh.indices);
|
|
|
|
+ else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
|
|
|
|
+ rlPopMatrix();
|
|
|
|
+
|
|
|
|
+ glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array
|
|
|
|
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array
|
|
|
|
+ if (mesh.normals != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array
|
|
|
|
+ if (mesh.colors != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable colors array
|
|
|
|
+
|
|
|
|
+ glDisable(GL_TEXTURE_2D);
|
|
|
|
+ glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
+#endif
|
|
|
|
+
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+ // Bind shader program
|
|
|
|
+ glUseProgram(material.shader.id);
|
|
|
|
+
|
|
|
|
+ // Matrices and other values required by shader
|
|
|
|
+ //-----------------------------------------------------
|
|
|
|
+ // Calculate and send to shader model matrix (used by PBR shader)
|
|
|
|
+ if (material.shader.locs[LOC_MATRIX_MODEL] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_MODEL], transform);
|
|
|
|
+
|
|
|
|
+ // Upload to shader material.colDiffuse
|
|
|
|
+ if (material.shader.locs[LOC_COLOR_DIFFUSE] != -1)
|
|
|
|
+ glUniform4f(material.shader.locs[LOC_COLOR_DIFFUSE], (float)material.maps[MAP_DIFFUSE].color.r/255.0f,
|
|
|
|
+ (float)material.maps[MAP_DIFFUSE].color.g/255.0f,
|
|
|
|
+ (float)material.maps[MAP_DIFFUSE].color.b/255.0f,
|
|
|
|
+ (float)material.maps[MAP_DIFFUSE].color.a/255.0f);
|
|
|
|
+
|
|
|
|
+ // Upload to shader material.colSpecular (if available)
|
|
|
|
+ if (material.shader.locs[LOC_COLOR_SPECULAR] != -1)
|
|
|
|
+ glUniform4f(material.shader.locs[LOC_COLOR_SPECULAR], (float)material.maps[MAP_SPECULAR].color.r/255.0f,
|
|
|
|
+ (float)material.maps[MAP_SPECULAR].color.g/255.0f,
|
|
|
|
+ (float)material.maps[MAP_SPECULAR].color.b/255.0f,
|
|
|
|
+ (float)material.maps[MAP_SPECULAR].color.a/255.0f);
|
|
|
|
+
|
|
|
|
+ if (material.shader.locs[LOC_MATRIX_VIEW] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_VIEW], modelview);
|
|
|
|
+ if (material.shader.locs[LOC_MATRIX_PROJECTION] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_PROJECTION], projection);
|
|
|
|
+
|
|
|
|
+ // At this point the modelview matrix just contains the view matrix (camera)
|
|
|
|
+ // That's because BeginMode3D() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix()
|
|
|
|
+ Matrix matView = modelview; // View matrix (camera)
|
|
|
|
+ Matrix matProjection = projection; // Projection matrix (perspective)
|
|
|
|
+
|
|
|
|
+ // Calculate model-view matrix combining matModel and matView
|
|
|
|
+ Matrix matModelView = MatrixMultiply(transform, matView); // Transform to camera-space coordinates
|
|
|
|
+ //-----------------------------------------------------
|
|
|
|
+
|
|
|
|
+ // Bind active texture maps (if available)
|
|
|
|
+ for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
|
|
|
|
+ {
|
|
|
|
+ if (material.maps[i].texture.id > 0)
|
|
|
|
+ {
|
|
|
|
+ glActiveTexture(GL_TEXTURE0 + i);
|
|
|
|
+ if ((i == MAP_IRRADIANCE) || (i == MAP_PREFILTER) || (i == MAP_CUBEMAP)) glBindTexture(GL_TEXTURE_CUBE_MAP, material.maps[i].texture.id);
|
|
|
|
+ else glBindTexture(GL_TEXTURE_2D, material.maps[i].texture.id);
|
|
|
|
+
|
|
|
|
+ glUniform1i(material.shader.locs[LOC_MAP_DIFFUSE + i], i);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Bind vertex array objects (or VBOs)
|
|
|
|
+ if (vaoSupported) glBindVertexArray(mesh.vaoId);
|
|
|
|
+ else
|
|
|
|
+ {
|
|
|
|
+ // TODO: Simplify VBO binding into a for loop
|
|
|
|
+
|
|
|
|
+ // Bind mesh VBO data: vertex position (shader-location = 0)
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
|
|
|
|
+ glVertexAttribPointer(material.shader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
|
|
|
|
+ glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_POSITION]);
|
|
|
|
+
|
|
|
|
+ // Bind mesh VBO data: vertex texcoords (shader-location = 1)
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]);
|
|
|
|
+ glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
|
|
|
|
+ glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TEXCOORD01]);
|
|
|
|
+
|
|
|
|
+ // Bind mesh VBO data: vertex normals (shader-location = 2, if available)
|
|
|
|
+ if (material.shader.locs[LOC_VERTEX_NORMAL] != -1)
|
|
|
|
+ {
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]);
|
|
|
|
+ glVertexAttribPointer(material.shader.locs[LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0);
|
|
|
|
+ glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_NORMAL]);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Bind mesh VBO data: vertex colors (shader-location = 3, if available)
|
|
|
|
+ if (material.shader.locs[LOC_VERTEX_COLOR] != -1)
|
|
|
|
+ {
|
|
|
|
+ if (mesh.vboId[3] != 0)
|
|
|
|
+ {
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]);
|
|
|
|
+ glVertexAttribPointer(material.shader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
|
|
|
|
+ glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_COLOR]);
|
|
|
|
+ }
|
|
|
|
+ else
|
|
|
|
+ {
|
|
|
|
+ // Set default value for unused attribute
|
|
|
|
+ // NOTE: Required when using default shader and no VAO support
|
|
|
|
+ glVertexAttrib4f(material.shader.locs[LOC_VERTEX_COLOR], 1.0f, 1.0f, 1.0f, 1.0f);
|
|
|
|
+ glDisableVertexAttribArray(material.shader.locs[LOC_VERTEX_COLOR]);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Bind mesh VBO data: vertex tangents (shader-location = 4, if available)
|
|
|
|
+ if (material.shader.locs[LOC_VERTEX_TANGENT] != -1)
|
|
|
|
+ {
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]);
|
|
|
|
+ glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TANGENT], 4, GL_FLOAT, 0, 0, 0);
|
|
|
|
+ glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TANGENT]);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available)
|
|
|
|
+ if (material.shader.locs[LOC_VERTEX_TEXCOORD02] != -1)
|
|
|
|
+ {
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]);
|
|
|
|
+ glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TEXCOORD02], 2, GL_FLOAT, 0, 0, 0);
|
|
|
|
+ glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TEXCOORD02]);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.vboId[6]);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ int eyesCount = 1;
|
|
|
|
+#if defined(SUPPORT_VR_SIMULATOR)
|
|
|
|
+ if (vrStereoRender) eyesCount = 2;
|
|
|
|
+#endif
|
|
|
|
+
|
|
|
|
+ for (int eye = 0; eye < eyesCount; eye++)
|
|
|
|
+ {
|
|
|
|
+ if (eyesCount == 1) modelview = matModelView;
|
|
|
|
+ #if defined(SUPPORT_VR_SIMULATOR)
|
|
|
|
+ else SetStereoView(eye, matProjection, matModelView);
|
|
|
|
+ #endif
|
|
|
|
+
|
|
|
|
+ // Calculate model-view-projection matrix (MVP)
|
|
|
|
+ Matrix matMVP = MatrixMultiply(modelview, projection); // Transform to screen-space coordinates
|
|
|
|
+
|
|
|
|
+ // Send combined model-view-projection matrix to shader
|
|
|
|
+ glUniformMatrix4fv(material.shader.locs[LOC_MATRIX_MVP], 1, false, MatrixToFloat(matMVP));
|
|
|
|
+
|
|
|
|
+ // Draw call!
|
|
|
|
+ if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, 0); // Indexed vertices draw
|
|
|
|
+ else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Unbind all binded texture maps
|
|
|
|
+ for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
|
|
|
|
+ {
|
|
|
|
+ glActiveTexture(GL_TEXTURE0 + i); // Set shader active texture
|
|
|
|
+ if ((i == MAP_IRRADIANCE) || (i == MAP_PREFILTER) || (i == MAP_CUBEMAP)) glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
|
|
|
|
+ else glBindTexture(GL_TEXTURE_2D, 0); // Unbind current active texture
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Unind vertex array objects (or VBOs)
|
|
|
|
+ if (vaoSupported) glBindVertexArray(0);
|
|
|
|
+ else
|
|
|
|
+ {
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
+ if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Unbind shader program
|
|
|
|
+ glUseProgram(0);
|
|
|
|
+
|
|
|
|
+ // Restore projection/modelview matrices
|
|
|
|
+ // NOTE: In stereo rendering matrices are being modified to fit every eye
|
|
|
|
+ projection = matProjection;
|
|
|
|
+ modelview = matView;
|
|
|
|
+#endif
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Unload mesh data from CPU and GPU
|
|
|
|
+void rlUnloadMesh(Mesh *mesh)
|
|
|
|
+{
|
|
|
|
+ if (mesh->vertices != NULL) free(mesh->vertices);
|
|
|
|
+ if (mesh->texcoords != NULL) free(mesh->texcoords);
|
|
|
|
+ if (mesh->normals != NULL) free(mesh->normals);
|
|
|
|
+ if (mesh->colors != NULL) free(mesh->colors);
|
|
|
|
+ if (mesh->tangents != NULL) free(mesh->tangents);
|
|
|
|
+ if (mesh->texcoords2 != NULL) free(mesh->texcoords2);
|
|
|
|
+ if (mesh->indices != NULL) free(mesh->indices);
|
|
|
|
+
|
|
|
|
+ rlDeleteBuffers(mesh->vboId[0]); // vertex
|
|
|
|
+ rlDeleteBuffers(mesh->vboId[1]); // texcoords
|
|
|
|
+ rlDeleteBuffers(mesh->vboId[2]); // normals
|
|
|
|
+ rlDeleteBuffers(mesh->vboId[3]); // colors
|
|
|
|
+ rlDeleteBuffers(mesh->vboId[4]); // tangents
|
|
|
|
+ rlDeleteBuffers(mesh->vboId[5]); // texcoords2
|
|
|
|
+ rlDeleteBuffers(mesh->vboId[6]); // indices
|
|
|
|
+
|
|
|
|
+ rlDeleteVertexArrays(mesh->vaoId);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Read screen pixel data (color buffer)
|
|
|
|
+unsigned char *rlReadScreenPixels(int width, int height)
|
|
|
|
+{
|
|
|
|
+ unsigned char *screenData = (unsigned char *)calloc(width*height*4, sizeof(unsigned char));
|
|
|
|
+
|
|
|
|
+ // NOTE: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer
|
|
|
|
+ glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, screenData);
|
|
|
|
+
|
|
|
|
+ // Flip image vertically!
|
|
|
|
+ unsigned char *imgData = (unsigned char *)malloc(width*height*sizeof(unsigned char)*4);
|
|
|
|
+
|
|
|
|
+ for (int y = height - 1; y >= 0; y--)
|
|
|
|
+ {
|
|
|
|
+ for (int x = 0; x < (width*4); x++)
|
|
|
|
+ {
|
|
|
|
+ // Flip line
|
|
|
|
+ imgData[((height - 1) - y)*width*4 + x] = screenData[(y*width*4) + x];
|
|
|
|
+
|
|
|
|
+ // Set alpha component value to 255 (no trasparent image retrieval)
|
|
|
|
+ // NOTE: Alpha value has already been applied to RGB in framebuffer, we don't need it!
|
|
|
|
+ if (((x + 1)%4) == 0) imgData[((height - 1) - y)*width*4 + x] = 255;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ free(screenData);
|
|
|
|
+
|
|
|
|
+ return imgData; // NOTE: image data should be freed
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Read texture pixel data
|
|
|
|
+// NOTE: glGetTexImage() is not available on OpenGL ES 2.0
|
|
|
|
+// Texture2D width and height are required on OpenGL ES 2.0. There is no way to get it from texture id.
|
|
|
|
+void *rlReadTexturePixels(Texture2D texture)
|
|
|
|
+{
|
|
|
|
+ void *pixels = NULL;
|
|
|
|
+
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
|
|
|
|
+ glBindTexture(GL_TEXTURE_2D, texture.id);
|
|
|
|
+
|
|
|
|
+ // NOTE: Using texture.id, we can retrieve some texture info (but not on OpenGL ES 2.0)
|
|
|
|
+ /*
|
|
|
|
+ int width, height, format;
|
|
|
|
+ glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
|
|
|
|
+ glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
|
|
|
|
+ glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format);
|
|
|
|
+ // Other texture info: GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE
|
|
|
|
+ */
|
|
|
|
+
|
|
|
|
+ // NOTE: Each row written to or read from by OpenGL pixel operations like glGetTexImage are aligned to a 4 byte boundary by default, which may add some padding.
|
|
|
|
+ // Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting.
|
|
|
|
+ // GL_PACK_ALIGNMENT affects operations that read from OpenGL memory (glReadPixels, glGetTexImage, etc.)
|
|
|
|
+ // GL_UNPACK_ALIGNMENT affects operations that write to OpenGL memory (glTexImage, etc.)
|
|
|
|
+ glPixelStorei(GL_PACK_ALIGNMENT, 1);
|
|
|
|
+
|
|
|
|
+ int glInternalFormat, glFormat, glType;
|
|
|
|
+ GetGlFormats(texture.format, &glInternalFormat, &glFormat, &glType);
|
|
|
|
+ unsigned int size = GetPixelDataSize(texture.width, texture.height, texture.format);
|
|
|
|
+
|
|
|
|
+ if ((glInternalFormat != -1) && (texture.format < COMPRESSED_DXT1_RGB))
|
|
|
|
+ {
|
|
|
|
+ pixels = (unsigned char *)malloc(size);
|
|
|
|
+ glGetTexImage(GL_TEXTURE_2D, 0, glFormat, glType, pixels);
|
|
|
|
+ }
|
|
|
|
+ else TraceLog(LOG_WARNING, "Texture data retrieval not suported for pixel format");
|
|
|
|
+
|
|
|
|
+ glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
+#endif
|
|
|
|
+
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+ RenderTexture2D fbo = rlLoadRenderTexture(texture.width, texture.height);
|
|
|
|
+
|
|
|
|
+ // NOTE: Two possible Options:
|
|
|
|
+ // 1 - Bind texture to color fbo attachment and glReadPixels()
|
|
|
|
+ // 2 - Create an fbo, activate it, render quad with texture, glReadPixels()
|
|
|
|
+
|
|
|
|
+#define GET_TEXTURE_FBO_OPTION_1 // It works
|
|
|
|
+#if defined(GET_TEXTURE_FBO_OPTION_1)
|
|
|
|
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo.id);
|
|
|
|
+ glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
+
|
|
|
|
+ // Attach our texture to FBO -> Texture must be RGBA
|
|
|
|
+ // NOTE: Previoust attached texture is automatically detached
|
|
|
|
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.id, 0);
|
|
|
|
+
|
|
|
|
+ pixels = (unsigned char *)malloc(texture.width*texture.height*4*sizeof(unsigned char));
|
|
|
|
+
|
|
|
|
+ // NOTE: We read data as RGBA because FBO texture is configured as RGBA, despite binding a RGB texture...
|
|
|
|
+ glReadPixels(0, 0, texture.width, texture.height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
|
|
|
|
+
|
|
|
|
+ // Re-attach internal FBO color texture before deleting it
|
|
|
|
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbo.texture.id, 0);
|
|
|
|
+
|
|
|
|
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
+
|
|
|
|
+#elif defined(GET_TEXTURE_FBO_OPTION_2)
|
|
|
|
+ // Render texture to fbo
|
|
|
|
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo.id);
|
|
|
|
+
|
|
|
|
+ glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
|
|
|
+ glClearDepthf(1.0f);
|
|
|
|
+ //glDisable(GL_TEXTURE_2D);
|
|
|
|
+ glEnable(GL_DEPTH_TEST);
|
|
|
|
+ //glDisable(GL_BLEND);
|
|
|
|
+
|
|
|
|
+ glViewport(0, 0, texture.width, texture.height);
|
|
|
|
+ rlOrtho(0.0, texture.width, texture.height, 0.0, 0.0, 1.0);
|
|
|
|
+
|
|
|
|
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
+ glUseProgram(GetShaderDefault().id);
|
|
|
|
+ glBindTexture(GL_TEXTURE_2D, texture.id);
|
|
|
|
+ GenDrawQuad();
|
|
|
|
+ glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
+ glUseProgram(0);
|
|
|
|
+
|
|
|
|
+ pixels = (unsigned char *)malloc(texture.width*texture.height*4*sizeof(unsigned char));
|
|
|
|
+
|
|
|
|
+ glReadPixels(0, 0, texture.width, texture.height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
|
|
|
|
+
|
|
|
|
+ // Bind framebuffer 0, which means render to back buffer
|
|
|
|
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
+
|
|
|
|
+ // Reset viewport dimensions to default
|
|
|
|
+ glViewport(0, 0, screenWidth, screenHeight);
|
|
|
|
+
|
|
|
|
+#endif // GET_TEXTURE_FBO_OPTION
|
|
|
|
+
|
|
|
|
+ // Clean up temporal fbo
|
|
|
|
+ rlDeleteRenderTextures(fbo);
|
|
|
|
+
|
|
|
|
+#endif
|
|
|
|
+
|
|
|
|
+ return pixels;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+/*
|
|
|
|
+// TODO: Record draw calls to be processed in batch
|
|
|
|
+// NOTE: Global state must be kept
|
|
|
|
+void rlRecordDraw(void)
|
|
|
|
+{
|
|
|
|
+ // TODO: Before adding a new draw, check if anything changed from last stored draw
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+ draws[drawsCounter].vaoId = currentState.vaoId; // lines.id, trangles.id, quads.id?
|
|
|
|
+ draws[drawsCounter].textureId = currentState.textureId; // whiteTexture?
|
|
|
|
+ draws[drawsCounter].shaderId = currentState.shaderId; // defaultShader.id
|
|
|
|
+ draws[drawsCounter].projection = projection;
|
|
|
|
+ draws[drawsCounter].modelview = modelview;
|
|
|
|
+ draws[drawsCounter].vertexCount = currentState.vertexCount;
|
|
|
|
+
|
|
|
|
+ drawsCounter++;
|
|
|
|
+#endif
|
|
|
|
+}
|
|
|
|
+*/
|
|
|
|
+
|
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
|
+// Module Functions Definition - Shaders Functions
|
|
|
|
+// NOTE: Those functions are exposed directly to the user in raylib.h
|
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
|
+
|
|
|
|
+// Get default internal texture (white texture)
|
|
|
|
+Texture2D GetTextureDefault(void)
|
|
|
|
+{
|
|
|
|
+ Texture2D texture;
|
|
|
|
+
|
|
|
|
+ texture.id = whiteTexture;
|
|
|
|
+ texture.width = 1;
|
|
|
|
+ texture.height = 1;
|
|
|
|
+ texture.mipmaps = 1;
|
|
|
|
+ texture.format = UNCOMPRESSED_R8G8B8A8;
|
|
|
|
+
|
|
|
|
+ return texture;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Get default shader
|
|
|
|
+Shader GetShaderDefault(void)
|
|
|
|
+{
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+ return defaultShader;
|
|
|
|
+#else
|
|
|
|
+ Shader shader = { 0 };
|
|
|
|
+ return shader;
|
|
|
|
+#endif
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Load text data from file
|
|
|
|
+// NOTE: text chars array should be freed manually
|
|
|
|
+char *LoadText(const char *fileName)
|
|
|
|
+{
|
|
|
|
+ FILE *textFile;
|
|
|
|
+ char *text = NULL;
|
|
|
|
+
|
|
|
|
+ int count = 0;
|
|
|
|
+
|
|
|
|
+ if (fileName != NULL)
|
|
|
|
+ {
|
|
|
|
+ textFile = fopen(fileName,"rt");
|
|
|
|
+
|
|
|
|
+ if (textFile != NULL)
|
|
|
|
+ {
|
|
|
|
+ fseek(textFile, 0, SEEK_END);
|
|
|
|
+ count = ftell(textFile);
|
|
|
|
+ rewind(textFile);
|
|
|
|
+
|
|
|
|
+ if (count > 0)
|
|
|
|
+ {
|
|
|
|
+ text = (char *)malloc(sizeof(char)*(count + 1));
|
|
|
|
+ count = fread(text, sizeof(char), count, textFile);
|
|
|
|
+ text[count] = '\0';
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ fclose(textFile);
|
|
|
|
+ }
|
|
|
|
+ else TraceLog(LOG_WARNING, "[%s] Text file could not be opened", fileName);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ return text;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Load shader from files and bind default locations
|
|
|
|
+// NOTE: If shader string is NULL, using default vertex/fragment shaders
|
|
|
|
+Shader LoadShader(const char *vsFileName, const char *fsFileName)
|
|
|
|
+{
|
|
|
|
+ Shader shader = { 0 };
|
|
|
|
+
|
|
|
|
+ char *vShaderStr = NULL;
|
|
|
|
+ char *fShaderStr = NULL;
|
|
|
|
+
|
|
|
|
+ if (vsFileName != NULL) vShaderStr = LoadText(vsFileName);
|
|
|
|
+ if (fsFileName != NULL) fShaderStr = LoadText(fsFileName);
|
|
|
|
+
|
|
|
|
+ shader = LoadShaderCode(vShaderStr, fShaderStr);
|
|
|
|
+
|
|
|
|
+ if (vShaderStr != NULL) free(vShaderStr);
|
|
|
|
+ if (fShaderStr != NULL) free(fShaderStr);
|
|
|
|
+
|
|
|
|
+ return shader;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Load shader from code strings
|
|
|
|
+// NOTE: If shader string is NULL, using default vertex/fragment shaders
|
|
|
|
+Shader LoadShaderCode(char *vsCode, char *fsCode)
|
|
|
|
+{
|
|
|
|
+ Shader shader = { 0 };
|
|
|
|
+
|
|
|
|
+ // NOTE: All locations must be reseted to -1 (no location)
|
|
|
|
+ for (int i = 0; i < MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1;
|
|
|
|
+
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+ unsigned int vertexShaderId = defaultVShaderId;
|
|
|
|
+ unsigned int fragmentShaderId = defaultFShaderId;
|
|
|
|
+
|
|
|
|
+ if (vsCode != NULL) vertexShaderId = CompileShader(vsCode, GL_VERTEX_SHADER);
|
|
|
|
+ if (fsCode != NULL) fragmentShaderId = CompileShader(fsCode, GL_FRAGMENT_SHADER);
|
|
|
|
+
|
|
|
|
+ if ((vertexShaderId == defaultVShaderId) && (fragmentShaderId == defaultFShaderId)) shader = defaultShader;
|
|
|
|
+ else
|
|
|
|
+ {
|
|
|
|
+ shader.id = LoadShaderProgram(vertexShaderId, fragmentShaderId);
|
|
|
|
+
|
|
|
|
+ if (vertexShaderId != defaultVShaderId) glDeleteShader(vertexShaderId);
|
|
|
|
+ if (fragmentShaderId != defaultFShaderId) glDeleteShader(fragmentShaderId);
|
|
|
|
+
|
|
|
|
+ if (shader.id == 0)
|
|
|
|
+ {
|
|
|
|
+ TraceLog(LOG_WARNING, "Custom shader could not be loaded");
|
|
|
|
+ shader = defaultShader;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // After shader loading, we TRY to set default location names
|
|
|
|
+ if (shader.id > 0) SetShaderDefaultLocations(&shader);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Get available shader uniforms
|
|
|
|
+ // NOTE: This information is useful for debug...
|
|
|
|
+ int uniformCount = -1;
|
|
|
|
+
|
|
|
|
+ glGetProgramiv(shader.id, GL_ACTIVE_UNIFORMS, &uniformCount);
|
|
|
|
+
|
|
|
|
+ for(int i = 0; i < uniformCount; i++)
|
|
|
|
+ {
|
|
|
|
+ int namelen = -1;
|
|
|
|
+ int num = -1;
|
|
|
|
+ char name[256]; // Assume no variable names longer than 256
|
|
|
|
+ GLenum type = GL_ZERO;
|
|
|
|
+
|
|
|
|
+ // Get the name of the uniforms
|
|
|
|
+ glGetActiveUniform(shader.id, i,sizeof(name) - 1, &namelen, &num, &type, name);
|
|
|
|
+
|
|
|
|
+ name[namelen] = 0;
|
|
|
|
+
|
|
|
|
+ // Get the location of the named uniform
|
|
|
|
+ GLuint location = glGetUniformLocation(shader.id, name);
|
|
|
|
+
|
|
|
|
+ TraceLog(LOG_DEBUG, "[SHDR ID %i] Active uniform [%s] set at location: %i", shader.id, name, location);
|
|
|
|
+ }
|
|
|
|
+#endif
|
|
|
|
+
|
|
|
|
+ return shader;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Unload shader from GPU memory (VRAM)
|
|
|
|
+void UnloadShader(Shader shader)
|
|
|
|
+{
|
|
|
|
+ if (shader.id > 0)
|
|
|
|
+ {
|
|
|
|
+ rlDeleteShader(shader.id);
|
|
|
|
+ TraceLog(LOG_INFO, "[SHDR ID %i] Unloaded shader program data", shader.id);
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Begin custom shader mode
|
|
|
|
+void BeginShaderMode(Shader shader)
|
|
|
|
+{
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+ if (currentShader.id != shader.id)
|
|
|
|
+ {
|
|
|
|
+ rlglDraw();
|
|
|
|
+ currentShader = shader;
|
|
|
|
+ }
|
|
|
|
+#endif
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// End custom shader mode (returns to default shader)
|
|
|
|
+void EndShaderMode(void)
|
|
|
|
+{
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+ BeginShaderMode(defaultShader);
|
|
|
|
+#endif
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Get shader uniform location
|
|
|
|
+int GetShaderLocation(Shader shader, const char *uniformName)
|
|
|
|
+{
|
|
|
|
+ int location = -1;
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+ location = glGetUniformLocation(shader.id, uniformName);
|
|
|
|
+
|
|
|
|
+ if (location == -1) TraceLog(LOG_WARNING, "[SHDR ID %i] Shader uniform [%s] COULD NOT BE FOUND", shader.id, uniformName);
|
|
|
|
+ else TraceLog(LOG_INFO, "[SHDR ID %i] Shader uniform [%s] set at location: %i", shader.id, uniformName, location);
|
|
|
|
+#endif
|
|
|
|
+ return location;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Set shader uniform value (float)
|
|
|
|
+void SetShaderValue(Shader shader, int uniformLoc, const float *value, int size)
|
|
|
|
+{
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+ glUseProgram(shader.id);
|
|
|
|
+
|
|
|
|
+ if (size == 1) glUniform1fv(uniformLoc, 1, value); // Shader uniform type: float
|
|
|
|
+ else if (size == 2) glUniform2fv(uniformLoc, 1, value); // Shader uniform type: vec2
|
|
|
|
+ else if (size == 3) glUniform3fv(uniformLoc, 1, value); // Shader uniform type: vec3
|
|
|
|
+ else if (size == 4) glUniform4fv(uniformLoc, 1, value); // Shader uniform type: vec4
|
|
|
|
+ else TraceLog(LOG_WARNING, "Shader value float array size not supported");
|
|
|
|
+
|
|
|
|
+ //glUseProgram(0); // Avoid reseting current shader program, in case other uniforms are set
|
|
|
|
+#endif
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Set shader uniform value (int)
|
|
|
|
+void SetShaderValuei(Shader shader, int uniformLoc, const int *value, int size)
|
|
|
|
+{
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+ glUseProgram(shader.id);
|
|
|
|
+
|
|
|
|
+ if (size == 1) glUniform1iv(uniformLoc, 1, value); // Shader uniform type: int
|
|
|
|
+ else if (size == 2) glUniform2iv(uniformLoc, 1, value); // Shader uniform type: ivec2
|
|
|
|
+ else if (size == 3) glUniform3iv(uniformLoc, 1, value); // Shader uniform type: ivec3
|
|
|
|
+ else if (size == 4) glUniform4iv(uniformLoc, 1, value); // Shader uniform type: ivec4
|
|
|
|
+ else TraceLog(LOG_WARNING, "Shader value int array size not supported");
|
|
|
|
+
|
|
|
|
+ //glUseProgram(0);
|
|
|
|
+#endif
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Set shader uniform value (matrix 4x4)
|
|
|
|
+void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat)
|
|
|
|
+{
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+ glUseProgram(shader.id);
|
|
|
|
+
|
|
|
|
+ glUniformMatrix4fv(uniformLoc, 1, false, MatrixToFloat(mat));
|
|
|
|
+
|
|
|
|
+ //glUseProgram(0);
|
|
|
|
+#endif
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Set a custom projection matrix (replaces internal projection matrix)
|
|
|
|
+void SetMatrixProjection(Matrix proj)
|
|
|
|
+{
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+ projection = proj;
|
|
|
|
+#endif
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Set a custom modelview matrix (replaces internal modelview matrix)
|
|
|
|
+void SetMatrixModelview(Matrix view)
|
|
|
|
+{
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+ modelview = view;
|
|
|
|
+#endif
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Return internal modelview matrix
|
|
|
|
+Matrix GetMatrixModelview()
|
|
|
|
+{
|
|
|
|
+ Matrix matrix = MatrixIdentity();
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_11)
|
|
|
|
+ float mat[16];
|
|
|
|
+ glGetFloatv(GL_MODELVIEW_MATRIX, mat);
|
|
|
|
+#else
|
|
|
|
+ matrix = modelview;
|
|
|
|
+#endif
|
|
|
|
+ return matrix;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Generate cubemap texture from HDR texture
|
|
|
|
+// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24
|
|
|
|
+Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size)
|
|
|
|
+{
|
|
|
|
+ Texture2D cubemap = { 0 };
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+ // NOTE: SetShaderDefaultLocations() already setups locations for projection and view Matrix in shader
|
|
|
|
+ // Other locations should be setup externally in shader before calling the function
|
|
|
|
+
|
|
|
|
+ // Set up depth face culling and cubemap seamless
|
|
|
|
+ glDisable(GL_CULL_FACE);
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33)
|
|
|
|
+ glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); // Flag not supported on OpenGL ES 2.0
|
|
|
|
+#endif
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+ // Setup framebuffer
|
|
|
|
+ unsigned int fbo, rbo;
|
|
|
|
+ glGenFramebuffers(1, &fbo);
|
|
|
|
+ glGenRenderbuffers(1, &rbo);
|
|
|
|
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
|
|
|
+ glBindRenderbuffer(GL_RENDERBUFFER, rbo);
|
|
|
|
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size);
|
|
|
|
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo);
|
|
|
|
+
|
|
|
|
+ // Set up cubemap to render and attach to framebuffer
|
|
|
|
+ // NOTE: faces are stored with 16 bit floating point values
|
|
|
|
+ glGenTextures(1, &cubemap.id);
|
|
|
|
+ glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id);
|
|
|
|
+ for (unsigned int i = 0; i < 6; i++)
|
|
|
|
+ glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, size, size, 0, GL_RGB, GL_FLOAT, NULL);
|
|
|
|
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
|
|
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33)
|
|
|
|
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); // Flag not supported on OpenGL ES 2.0
|
|
|
|
+#endif
|
|
|
|
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
|
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
|
+
|
|
|
|
+ // Create projection (transposed) and different views for each face
|
|
|
|
+ Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0);
|
|
|
|
+ //MatrixTranspose(&fboProjection);
|
|
|
|
+ Matrix fboViews[6] = {
|
|
|
|
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
|
|
|
|
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
|
|
|
|
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
|
|
|
|
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
|
|
|
|
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
|
|
|
|
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
|
|
|
|
+ };
|
|
|
|
+
|
|
|
|
+ // Convert HDR equirectangular environment map to cubemap equivalent
|
|
|
|
+ glUseProgram(shader.id);
|
|
|
|
+ glActiveTexture(GL_TEXTURE0);
|
|
|
|
+ glBindTexture(GL_TEXTURE_2D, skyHDR.id);
|
|
|
|
+ SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection);
|
|
|
|
+
|
|
|
|
+ // Note: don't forget to configure the viewport to the capture dimensions
|
|
|
|
+ glViewport(0, 0, size, size);
|
|
|
|
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
|
|
|
+
|
|
|
|
+ for (unsigned int i = 0; i < 6; i++)
|
|
|
|
+ {
|
|
|
|
+ SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]);
|
|
|
|
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, cubemap.id, 0);
|
|
|
|
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
+ GenDrawCube();
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Unbind framebuffer and textures
|
|
|
|
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
+
|
|
|
|
+ // Reset viewport dimensions to default
|
|
|
|
+ glViewport(0, 0, screenWidth, screenHeight);
|
|
|
|
+ //glEnable(GL_CULL_FACE);
|
|
|
|
+
|
|
|
|
+ cubemap.width = size;
|
|
|
|
+ cubemap.height = size;
|
|
|
|
+#endif
|
|
|
|
+ return cubemap;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Generate irradiance texture using cubemap data
|
|
|
|
+// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24
|
|
|
|
+Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size)
|
|
|
|
+{
|
|
|
|
+ Texture2D irradiance = { 0 };
|
|
|
|
+
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+ // NOTE: SetShaderDefaultLocations() already setups locations for projection and view Matrix in shader
|
|
|
|
+ // Other locations should be setup externally in shader before calling the function
|
|
|
|
+
|
|
|
|
+ // Setup framebuffer
|
|
|
|
+ unsigned int fbo, rbo;
|
|
|
|
+ glGenFramebuffers(1, &fbo);
|
|
|
|
+ glGenRenderbuffers(1, &rbo);
|
|
|
|
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
|
|
|
+ glBindRenderbuffer(GL_RENDERBUFFER, rbo);
|
|
|
|
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size);
|
|
|
|
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo);
|
|
|
|
+
|
|
|
|
+ // Create an irradiance cubemap, and re-scale capture FBO to irradiance scale
|
|
|
|
+ glGenTextures(1, &irradiance.id);
|
|
|
|
+ glBindTexture(GL_TEXTURE_CUBE_MAP, irradiance.id);
|
|
|
|
+ for (unsigned int i = 0; i < 6; i++)
|
|
|
|
+ glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, size, size, 0, GL_RGB, GL_FLOAT, NULL);
|
|
|
|
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
|
|
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
|
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
|
|
|
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
|
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
|
+
|
|
|
|
+ // Create projection (transposed) and different views for each face
|
|
|
|
+ Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0);
|
|
|
|
+ //MatrixTranspose(&fboProjection);
|
|
|
|
+ Matrix fboViews[6] = {
|
|
|
|
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
|
|
|
|
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
|
|
|
|
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
|
|
|
|
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
|
|
|
|
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
|
|
|
|
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
|
|
|
|
+ };
|
|
|
|
+
|
|
|
|
+ // Solve diffuse integral by convolution to create an irradiance cubemap
|
|
|
|
+ glUseProgram(shader.id);
|
|
|
|
+ glActiveTexture(GL_TEXTURE0);
|
|
|
|
+ glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id);
|
|
|
|
+ SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection);
|
|
|
|
+
|
|
|
|
+ // Note: don't forget to configure the viewport to the capture dimensions
|
|
|
|
+ glViewport(0, 0, size, size);
|
|
|
|
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
|
|
|
+
|
|
|
|
+ for (unsigned int i = 0; i < 6; i++)
|
|
|
|
+ {
|
|
|
|
+ SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]);
|
|
|
|
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, irradiance.id, 0);
|
|
|
|
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
+ GenDrawCube();
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Unbind framebuffer and textures
|
|
|
|
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
+
|
|
|
|
+ // Reset viewport dimensions to default
|
|
|
|
+ glViewport(0, 0, screenWidth, screenHeight);
|
|
|
|
+
|
|
|
|
+ irradiance.width = size;
|
|
|
|
+ irradiance.height = size;
|
|
|
|
+#endif
|
|
|
|
+ return irradiance;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Generate prefilter texture using cubemap data
|
|
|
|
+// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24
|
|
|
|
+Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size)
|
|
|
|
+{
|
|
|
|
+ Texture2D prefilter = { 0 };
|
|
|
|
+
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+ // NOTE: SetShaderDefaultLocations() already setups locations for projection and view Matrix in shader
|
|
|
|
+ // Other locations should be setup externally in shader before calling the function
|
|
|
|
+ // TODO: Locations should be taken out of this function... too shader dependant...
|
|
|
|
+ int roughnessLoc = GetShaderLocation(shader, "roughness");
|
|
|
|
+
|
|
|
|
+ // Setup framebuffer
|
|
|
|
+ unsigned int fbo, rbo;
|
|
|
|
+ glGenFramebuffers(1, &fbo);
|
|
|
|
+ glGenRenderbuffers(1, &rbo);
|
|
|
|
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
|
|
|
+ glBindRenderbuffer(GL_RENDERBUFFER, rbo);
|
|
|
|
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size);
|
|
|
|
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo);
|
|
|
|
+
|
|
|
|
+ // Create a prefiltered HDR environment map
|
|
|
|
+ glGenTextures(1, &prefilter.id);
|
|
|
|
+ glBindTexture(GL_TEXTURE_CUBE_MAP, prefilter.id);
|
|
|
|
+ for (unsigned int i = 0; i < 6; i++)
|
|
|
|
+ glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, size, size, 0, GL_RGB, GL_FLOAT, NULL);
|
|
|
|
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
|
|
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
|
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
|
|
|
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
|
|
|
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
|
+
|
|
|
|
+ // Generate mipmaps for the prefiltered HDR texture
|
|
|
|
+ glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
|
|
|
|
+
|
|
|
|
+ // Create projection (transposed) and different views for each face
|
|
|
|
+ Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0);
|
|
|
|
+ //MatrixTranspose(&fboProjection);
|
|
|
|
+ Matrix fboViews[6] = {
|
|
|
|
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
|
|
|
|
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
|
|
|
|
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
|
|
|
|
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
|
|
|
|
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
|
|
|
|
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
|
|
|
|
+ };
|
|
|
|
+
|
|
|
|
+ // Prefilter HDR and store data into mipmap levels
|
|
|
|
+ glUseProgram(shader.id);
|
|
|
|
+ glActiveTexture(GL_TEXTURE0);
|
|
|
|
+ glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id);
|
|
|
|
+ SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection);
|
|
|
|
+
|
|
|
|
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
|
|
|
+
|
|
|
|
+ #define MAX_MIPMAP_LEVELS 5 // Max number of prefilter texture mipmaps
|
|
|
|
+
|
|
|
|
+ for (unsigned int mip = 0; mip < MAX_MIPMAP_LEVELS; mip++)
|
|
|
|
+ {
|
|
|
|
+ // Resize framebuffer according to mip-level size.
|
|
|
|
+ unsigned int mipWidth = size*powf(0.5f, mip);
|
|
|
|
+ unsigned int mipHeight = size*powf(0.5f, mip);
|
|
|
|
+
|
|
|
|
+ glBindRenderbuffer(GL_RENDERBUFFER, rbo);
|
|
|
|
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, mipWidth, mipHeight);
|
|
|
|
+ glViewport(0, 0, mipWidth, mipHeight);
|
|
|
|
+
|
|
|
|
+ float roughness = (float)mip/(float)(MAX_MIPMAP_LEVELS - 1);
|
|
|
|
+ glUniform1f(roughnessLoc, roughness);
|
|
|
|
+
|
|
|
|
+ for (unsigned int i = 0; i < 6; ++i)
|
|
|
|
+ {
|
|
|
|
+ SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]);
|
|
|
|
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, prefilter.id, mip);
|
|
|
|
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
+ GenDrawCube();
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Unbind framebuffer and textures
|
|
|
|
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
+
|
|
|
|
+ // Reset viewport dimensions to default
|
|
|
|
+ glViewport(0, 0, screenWidth, screenHeight);
|
|
|
|
+
|
|
|
|
+ prefilter.width = size;
|
|
|
|
+ prefilter.height = size;
|
|
|
|
+#endif
|
|
|
|
+ return prefilter;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Generate BRDF texture using cubemap data
|
|
|
|
+// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24
|
|
|
|
+Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size)
|
|
|
|
+{
|
|
|
|
+ Texture2D brdf = { 0 };
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+ // Generate BRDF convolution texture
|
|
|
|
+ glGenTextures(1, &brdf.id);
|
|
|
|
+ glBindTexture(GL_TEXTURE_2D, brdf.id);
|
|
|
|
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16F, size, size, 0, GL_RG, GL_FLOAT, 0);
|
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
|
+
|
|
|
|
+ // Render BRDF LUT into a quad using FBO
|
|
|
|
+ unsigned int fbo, rbo;
|
|
|
|
+ glGenFramebuffers(1, &fbo);
|
|
|
|
+ glGenRenderbuffers(1, &rbo);
|
|
|
|
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
|
|
|
+ glBindRenderbuffer(GL_RENDERBUFFER, rbo);
|
|
|
|
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size);
|
|
|
|
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, brdf.id, 0);
|
|
|
|
+
|
|
|
|
+ glViewport(0, 0, size, size);
|
|
|
|
+ glUseProgram(shader.id);
|
|
|
|
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
+ GenDrawQuad();
|
|
|
|
+
|
|
|
|
+ // Unbind framebuffer and textures
|
|
|
|
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
+
|
|
|
|
+ // Reset viewport dimensions to default
|
|
|
|
+ glViewport(0, 0, screenWidth, screenHeight);
|
|
|
|
+
|
|
|
|
+ brdf.width = size;
|
|
|
|
+ brdf.height = size;
|
|
|
|
+#endif
|
|
|
|
+ return brdf;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Begin blending mode (alpha, additive, multiplied)
|
|
|
|
+// NOTE: Only 3 blending modes supported, default blend mode is alpha
|
|
|
|
+void BeginBlendMode(int mode)
|
|
|
|
+{
|
|
|
|
+ if ((blendMode != mode) && (mode < 3))
|
|
|
|
+ {
|
|
|
|
+ rlglDraw();
|
|
|
|
+
|
|
|
|
+ switch (mode)
|
|
|
|
+ {
|
|
|
|
+ case BLEND_ALPHA: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); break;
|
|
|
|
+ case BLEND_ADDITIVE: glBlendFunc(GL_SRC_ALPHA, GL_ONE); break; // Alternative: glBlendFunc(GL_ONE, GL_ONE);
|
|
|
|
+ case BLEND_MULTIPLIED: glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); break;
|
|
|
|
+ default: break;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ blendMode = mode;
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// End blending mode (reset to default: alpha blending)
|
|
|
|
+void EndBlendMode(void)
|
|
|
|
+{
|
|
|
|
+ BeginBlendMode(BLEND_ALPHA);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+#if defined(SUPPORT_VR_SIMULATOR)
|
|
|
|
+// Get VR device information for some standard devices
|
|
|
|
+VrDeviceInfo GetVrDeviceInfo(int vrDeviceType)
|
|
|
|
+{
|
|
|
|
+ VrDeviceInfo hmd = { 0 }; // Current VR device info
|
|
|
|
+
|
|
|
|
+ switch (vrDeviceType)
|
|
|
|
+ {
|
|
|
|
+ case HMD_DEFAULT_DEVICE:
|
|
|
|
+ case HMD_OCULUS_RIFT_CV1:
|
|
|
|
+ {
|
|
|
|
+ // Oculus Rift CV1 parameters
|
|
|
|
+ // NOTE: CV1 represents a complete HMD redesign compared to previous versions,
|
|
|
|
+ // new Fresnel-hybrid-asymmetric lenses have been added and, consequently,
|
|
|
|
+ // previous parameters (DK2) and distortion shader (DK2) doesn't work any more.
|
|
|
|
+ // I just defined a set of parameters for simulator that approximate to CV1 stereo rendering
|
|
|
|
+ // but result is not the same obtained with Oculus PC SDK.
|
|
|
|
+ hmd.hResolution = 2160; // HMD horizontal resolution in pixels
|
|
|
|
+ hmd.vResolution = 1200; // HMD vertical resolution in pixels
|
|
|
|
+ hmd.hScreenSize = 0.133793f; // HMD horizontal size in meters
|
|
|
|
+ hmd.vScreenSize = 0.0669f; // HMD vertical size in meters
|
|
|
|
+ hmd.vScreenCenter = 0.04678f; // HMD screen center in meters
|
|
|
|
+ hmd.eyeToScreenDistance = 0.041f; // HMD distance between eye and display in meters
|
|
|
|
+ hmd.lensSeparationDistance = 0.07f; // HMD lens separation distance in meters
|
|
|
|
+ hmd.interpupillaryDistance = 0.07f; // HMD IPD (distance between pupils) in meters
|
|
|
|
+ hmd.lensDistortionValues[0] = 1.0f; // HMD lens distortion constant parameter 0
|
|
|
|
+ hmd.lensDistortionValues[1] = 0.22f; // HMD lens distortion constant parameter 1
|
|
|
|
+ hmd.lensDistortionValues[2] = 0.24f; // HMD lens distortion constant parameter 2
|
|
|
|
+ hmd.lensDistortionValues[3] = 0.0f; // HMD lens distortion constant parameter 3
|
|
|
|
+ hmd.chromaAbCorrection[0] = 0.996f; // HMD chromatic aberration correction parameter 0
|
|
|
|
+ hmd.chromaAbCorrection[1] = -0.004f; // HMD chromatic aberration correction parameter 1
|
|
|
|
+ hmd.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2
|
|
|
|
+ hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3
|
|
|
|
+
|
|
|
|
+ TraceLog(LOG_INFO, "Initializing VR Simulator (Oculus Rift CV1)");
|
|
|
|
+ } break;
|
|
|
|
+ case HMD_OCULUS_RIFT_DK2:
|
|
|
|
+ {
|
|
|
|
+ // Oculus Rift DK2 parameters
|
|
|
|
+ hmd.hResolution = 1280; // HMD horizontal resolution in pixels
|
|
|
|
+ hmd.vResolution = 800; // HMD vertical resolution in pixels
|
|
|
|
+ hmd.hScreenSize = 0.14976f; // HMD horizontal size in meters
|
|
|
|
+ hmd.vScreenSize = 0.09356f; // HMD vertical size in meters
|
|
|
|
+ hmd.vScreenCenter = 0.04678f; // HMD screen center in meters
|
|
|
|
+ hmd.eyeToScreenDistance = 0.041f; // HMD distance between eye and display in meters
|
|
|
|
+ hmd.lensSeparationDistance = 0.0635f; // HMD lens separation distance in meters
|
|
|
|
+ hmd.interpupillaryDistance = 0.064f; // HMD IPD (distance between pupils) in meters
|
|
|
|
+ hmd.lensDistortionValues[0] = 1.0f; // HMD lens distortion constant parameter 0
|
|
|
|
+ hmd.lensDistortionValues[1] = 0.22f; // HMD lens distortion constant parameter 1
|
|
|
|
+ hmd.lensDistortionValues[2] = 0.24f; // HMD lens distortion constant parameter 2
|
|
|
|
+ hmd.lensDistortionValues[3] = 0.0f; // HMD lens distortion constant parameter 3
|
|
|
|
+ hmd.chromaAbCorrection[0] = 0.996f; // HMD chromatic aberration correction parameter 0
|
|
|
|
+ hmd.chromaAbCorrection[1] = -0.004f; // HMD chromatic aberration correction parameter 1
|
|
|
|
+ hmd.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2
|
|
|
|
+ hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3
|
|
|
|
+
|
|
|
|
+ TraceLog(LOG_INFO, "Initializing VR Simulator (Oculus Rift DK2)");
|
|
|
|
+ } break;
|
|
|
|
+ case HMD_OCULUS_GO:
|
|
|
|
+ {
|
|
|
|
+ // TODO: Provide device display and lens parameters
|
|
|
|
+ }
|
|
|
|
+ case HMD_VALVE_HTC_VIVE:
|
|
|
|
+ {
|
|
|
|
+ // TODO: Provide device display and lens parameters
|
|
|
|
+ }
|
|
|
|
+ case HMD_SONY_PSVR:
|
|
|
|
+ {
|
|
|
|
+ // TODO: Provide device display and lens parameters
|
|
|
|
+ }
|
|
|
|
+ default: break;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ return hmd;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Init VR simulator for selected device parameters
|
|
|
|
+// NOTE: It modifies the global variable: VrStereoConfig vrConfig
|
|
|
|
+void InitVrSimulator(VrDeviceInfo info)
|
|
|
|
+{
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+ // Initialize framebuffer and textures for stereo rendering
|
|
|
|
+ // NOTE: Screen size should match HMD aspect ratio
|
|
|
|
+ vrConfig.stereoFbo = rlLoadRenderTexture(screenWidth, screenHeight);
|
|
|
|
+
|
|
|
|
+#if defined(SUPPORT_DISTORTION_SHADER)
|
|
|
|
+ // Load distortion shader
|
|
|
|
+ vrConfig.distortionShader = LoadShaderCode(NULL, distortionFShaderStr);
|
|
|
|
+
|
|
|
|
+ if (vrConfig.distortionShader.id > 0) SetShaderDefaultLocations(&vrConfig.distortionShader);
|
|
|
|
+#endif
|
|
|
|
+
|
|
|
|
+ // Set VR configutarion parameters, including distortion shader
|
|
|
|
+ SetStereoConfig(info);
|
|
|
|
+
|
|
|
|
+ vrSimulatorReady = true;
|
|
|
|
+#endif
|
|
|
|
+
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_11)
|
|
|
|
+ TraceLog(LOG_WARNING, "VR Simulator not supported on OpenGL 1.1");
|
|
|
|
+#endif
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Close VR simulator for current device
|
|
|
|
+void CloseVrSimulator(void)
|
|
|
|
+{
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+ if (vrSimulatorReady)
|
|
|
|
+ {
|
|
|
|
+ rlDeleteRenderTextures(vrConfig.stereoFbo); // Unload stereo framebuffer and texture
|
|
|
|
+ #if defined(SUPPORT_DISTORTION_SHADER)
|
|
|
|
+ UnloadShader(vrConfig.distortionShader); // Unload distortion shader
|
|
|
|
+ #endif
|
|
|
|
+ }
|
|
|
|
+#endif
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Detect if VR simulator is running
|
|
|
|
+bool IsVrSimulatorReady(void)
|
|
|
|
+{
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+ return vrSimulatorReady;
|
|
|
|
+#else
|
|
|
|
+ return false;
|
|
|
|
+#endif
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Set VR distortion shader for stereoscopic rendering
|
|
|
|
+// TODO: Review VR system to be more flexible, move distortion shader to user side
|
|
|
|
+void SetVrDistortionShader(Shader shader)
|
|
|
|
+{
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+ vrConfig.distortionShader = shader;
|
|
|
|
+
|
|
|
|
+ //SetStereoConfig(info); // TODO: Must be reviewed to set new distortion shader uniform values...
|
|
|
|
+#endif
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Enable/Disable VR experience (device or simulator)
|
|
|
|
+void ToggleVrMode(void)
|
|
|
|
+{
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+ vrSimulatorReady = !vrSimulatorReady;
|
|
|
|
+
|
|
|
|
+ if (!vrSimulatorReady)
|
|
|
|
+ {
|
|
|
|
+ vrStereoRender = false;
|
|
|
|
+
|
|
|
|
+ // Reset viewport and default projection-modelview matrices
|
|
|
|
+ rlViewport(0, 0, screenWidth, screenHeight);
|
|
|
|
+ projection = MatrixOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0);
|
|
|
|
+ modelview = MatrixIdentity();
|
|
|
|
+ }
|
|
|
|
+ else vrStereoRender = true;
|
|
|
|
+#endif
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Update VR tracking (position and orientation) and camera
|
|
|
|
+// NOTE: Camera (position, target, up) gets update with head tracking information
|
|
|
|
+void UpdateVrTracking(Camera *camera)
|
|
|
|
+{
|
|
|
|
+ // TODO: Simulate 1st person camera system
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Begin Oculus drawing configuration
|
|
|
|
+void BeginVrDrawing(void)
|
|
|
|
+{
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+ if (vrSimulatorReady)
|
|
|
|
+ {
|
|
|
|
+ // Setup framebuffer for stereo rendering
|
|
|
|
+ rlEnableRenderTexture(vrConfig.stereoFbo.id);
|
|
|
|
+
|
|
|
|
+ // NOTE: If your application is configured to treat the texture as a linear format (e.g. GL_RGBA)
|
|
|
|
+ // and performs linear-to-gamma conversion in GLSL or does not care about gamma-correction, then:
|
|
|
|
+ // - Require OculusBuffer format to be OVR_FORMAT_R8G8B8A8_UNORM_SRGB
|
|
|
|
+ // - Do NOT enable GL_FRAMEBUFFER_SRGB
|
|
|
|
+ //glEnable(GL_FRAMEBUFFER_SRGB);
|
|
|
|
+
|
|
|
|
+ //glViewport(0, 0, buffer.width, buffer.height); // Useful if rendering to separate framebuffers (every eye)
|
|
|
|
+ rlClearScreenBuffers(); // Clear current framebuffer(s)
|
|
|
|
+
|
|
|
|
+ vrStereoRender = true;
|
|
|
|
+ }
|
|
|
|
+#endif
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// End Oculus drawing process (and desktop mirror)
|
|
|
|
+void EndVrDrawing(void)
|
|
|
|
+{
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+ if (vrSimulatorReady)
|
|
|
|
+ {
|
|
|
|
+ vrStereoRender = false; // Disable stereo render
|
|
|
|
+
|
|
|
|
+ rlDisableRenderTexture(); // Unbind current framebuffer
|
|
|
|
+
|
|
|
|
+ rlClearScreenBuffers(); // Clear current framebuffer
|
|
|
|
+
|
|
|
|
+ // Set viewport to default framebuffer size (screen size)
|
|
|
|
+ rlViewport(0, 0, screenWidth, screenHeight);
|
|
|
|
+
|
|
|
|
+ // Let rlgl reconfigure internal matrices
|
|
|
|
+ rlMatrixMode(RL_PROJECTION); // Enable internal projection matrix
|
|
|
|
+ rlLoadIdentity(); // Reset internal projection matrix
|
|
|
|
+ rlOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0); // Recalculate internal projection matrix
|
|
|
|
+ rlMatrixMode(RL_MODELVIEW); // Enable internal modelview matrix
|
|
|
|
+ rlLoadIdentity(); // Reset internal modelview matrix
|
|
|
|
+
|
|
|
|
+#if defined(SUPPORT_DISTORTION_SHADER)
|
|
|
|
+ // Draw RenderTexture (stereoFbo) using distortion shader
|
|
|
|
+ currentShader = vrConfig.distortionShader;
|
|
|
|
+#else
|
|
|
|
+ currentShader = GetShaderDefault();
|
|
|
|
+#endif
|
|
|
|
+
|
|
|
|
+ rlEnableTexture(vrConfig.stereoFbo.texture.id);
|
|
|
|
+
|
|
|
|
+ rlPushMatrix();
|
|
|
|
+ rlBegin(RL_QUADS);
|
|
|
|
+ rlColor4ub(255, 255, 255, 255);
|
|
|
|
+ rlNormal3f(0.0f, 0.0f, 1.0f);
|
|
|
|
+
|
|
|
|
+ // Bottom-left corner for texture and quad
|
|
|
|
+ rlTexCoord2f(0.0f, 1.0f);
|
|
|
|
+ rlVertex2f(0.0f, 0.0f);
|
|
|
|
+
|
|
|
|
+ // Bottom-right corner for texture and quad
|
|
|
|
+ rlTexCoord2f(0.0f, 0.0f);
|
|
|
|
+ rlVertex2f(0.0f, vrConfig.stereoFbo.texture.height);
|
|
|
|
+
|
|
|
|
+ // Top-right corner for texture and quad
|
|
|
|
+ rlTexCoord2f(1.0f, 0.0f);
|
|
|
|
+ rlVertex2f(vrConfig.stereoFbo.texture.width, vrConfig.stereoFbo.texture.height);
|
|
|
|
+
|
|
|
|
+ // Top-left corner for texture and quad
|
|
|
|
+ rlTexCoord2f(1.0f, 1.0f);
|
|
|
|
+ rlVertex2f(vrConfig.stereoFbo.texture.width, 0.0f);
|
|
|
|
+ rlEnd();
|
|
|
|
+ rlPopMatrix();
|
|
|
|
+
|
|
|
|
+ rlDisableTexture();
|
|
|
|
+
|
|
|
|
+ // Update and draw render texture fbo with distortion to backbuffer
|
|
|
|
+ UpdateBuffersDefault();
|
|
|
|
+ DrawBuffersDefault();
|
|
|
|
+
|
|
|
|
+ // Restore defaultShader
|
|
|
|
+ currentShader = defaultShader;
|
|
|
|
+
|
|
|
|
+ // Reset viewport and default projection-modelview matrices
|
|
|
|
+ rlViewport(0, 0, screenWidth, screenHeight);
|
|
|
|
+ projection = MatrixOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0);
|
|
|
|
+ modelview = MatrixIdentity();
|
|
|
|
+
|
|
|
|
+ rlDisableDepthTest();
|
|
|
|
+ }
|
|
|
|
+#endif
|
|
|
|
+}
|
|
|
|
+#endif // SUPPORT_VR_SIMULATOR
|
|
|
|
+
|
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
|
+// Module specific Functions Definition
|
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
|
+
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+// Compile custom shader and return shader id
|
|
|
|
+static unsigned int CompileShader(const char *shaderStr, int type)
|
|
|
|
+{
|
|
|
|
+ unsigned int shader = glCreateShader(type);
|
|
|
|
+ glShaderSource(shader, 1, &shaderStr, NULL);
|
|
|
|
+
|
|
|
|
+ GLint success = 0;
|
|
|
|
+ glCompileShader(shader);
|
|
|
|
+ glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
|
|
|
|
+
|
|
|
|
+ if (success != GL_TRUE)
|
|
|
|
+ {
|
|
|
|
+ TraceLog(LOG_WARNING, "[SHDR ID %i] Failed to compile shader...", shader);
|
|
|
|
+ int maxLength = 0;
|
|
|
|
+ int length;
|
|
|
|
+ glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
|
|
|
|
+
|
|
|
|
+#if defined(_MSC_VER)
|
|
|
|
+ char *log = malloc(maxLength);
|
|
|
|
+#else
|
|
|
|
+ char log[maxLength];
|
|
|
|
+#endif
|
|
|
|
+ glGetShaderInfoLog(shader, maxLength, &length, log);
|
|
|
|
+
|
|
|
|
+ TraceLog(LOG_INFO, "%s", log);
|
|
|
|
+
|
|
|
|
+#if defined(_MSC_VER)
|
|
|
|
+ free(log);
|
|
|
|
+#endif
|
|
|
|
+ }
|
|
|
|
+ else TraceLog(LOG_INFO, "[SHDR ID %i] Shader compiled successfully", shader);
|
|
|
|
+
|
|
|
|
+ return shader;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Load custom shader strings and return program id
|
|
|
|
+static unsigned int LoadShaderProgram(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 binded before linking
|
|
|
|
+ glBindAttribLocation(program, 0, DEFAULT_ATTRIB_POSITION_NAME);
|
|
|
|
+ glBindAttribLocation(program, 1, DEFAULT_ATTRIB_TEXCOORD_NAME);
|
|
|
|
+ glBindAttribLocation(program, 2, DEFAULT_ATTRIB_NORMAL_NAME);
|
|
|
|
+ glBindAttribLocation(program, 3, DEFAULT_ATTRIB_COLOR_NAME);
|
|
|
|
+ glBindAttribLocation(program, 4, DEFAULT_ATTRIB_TANGENT_NAME);
|
|
|
|
+ glBindAttribLocation(program, 5, DEFAULT_ATTRIB_TEXCOORD2_NAME);
|
|
|
|
+
|
|
|
|
+ // 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)
|
|
|
|
+ {
|
|
|
|
+ TraceLog(LOG_WARNING, "[SHDR ID %i] Failed to link shader program...", program);
|
|
|
|
+
|
|
|
|
+ int maxLength = 0;
|
|
|
|
+ int length;
|
|
|
|
+
|
|
|
|
+ glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
|
|
|
|
+
|
|
|
|
+#ifdef _MSC_VER
|
|
|
|
+ char *log = malloc(maxLength);
|
|
|
|
+#else
|
|
|
|
+ char log[maxLength];
|
|
|
|
+#endif
|
|
|
|
+ glGetProgramInfoLog(program, maxLength, &length, log);
|
|
|
|
+
|
|
|
|
+ TraceLog(LOG_INFO, "%s", log);
|
|
|
|
+
|
|
|
|
+#ifdef _MSC_VER
|
|
|
|
+ free(log);
|
|
|
|
+#endif
|
|
|
|
+ glDeleteProgram(program);
|
|
|
|
+
|
|
|
|
+ program = 0;
|
|
|
|
+ }
|
|
|
|
+ else TraceLog(LOG_INFO, "[SHDR ID %i] Shader program loaded successfully", program);
|
|
|
|
+#endif
|
|
|
|
+ return program;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+// Load default shader (just vertex positioning and texture coloring)
|
|
|
|
+// NOTE: This shader program is used for batch buffers (lines, triangles, quads)
|
|
|
|
+static Shader LoadShaderDefault(void)
|
|
|
|
+{
|
|
|
|
+ Shader shader = { 0 };
|
|
|
|
+
|
|
|
|
+ // NOTE: All locations must be reseted to -1 (no location)
|
|
|
|
+ for (int i = 0; i < MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1;
|
|
|
|
+
|
|
|
|
+ // Vertex shader directly defined, no external file required
|
|
|
|
+ char defaultVShaderStr[] =
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_21)
|
|
|
|
+ "#version 120 \n"
|
|
|
|
+#elif defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+ "#version 100 \n"
|
|
|
|
+#endif
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
|
|
|
|
+ "attribute vec3 vertexPosition; \n"
|
|
|
|
+ "attribute vec2 vertexTexCoord; \n"
|
|
|
|
+ "attribute vec4 vertexColor; \n"
|
|
|
|
+ "varying vec2 fragTexCoord; \n"
|
|
|
|
+ "varying vec4 fragColor; \n"
|
|
|
|
+#elif defined(GRAPHICS_API_OPENGL_33)
|
|
|
|
+ "#version 330 \n"
|
|
|
|
+ "in vec3 vertexPosition; \n"
|
|
|
|
+ "in vec2 vertexTexCoord; \n"
|
|
|
|
+ "in vec4 vertexColor; \n"
|
|
|
|
+ "out vec2 fragTexCoord; \n"
|
|
|
|
+ "out vec4 fragColor; \n"
|
|
|
|
+#endif
|
|
|
|
+ "uniform mat4 mvp; \n"
|
|
|
|
+ "void main() \n"
|
|
|
|
+ "{ \n"
|
|
|
|
+ " fragTexCoord = vertexTexCoord; \n"
|
|
|
|
+ " fragColor = vertexColor; \n"
|
|
|
|
+ " gl_Position = mvp*vec4(vertexPosition, 1.0); \n"
|
|
|
|
+ "} \n";
|
|
|
|
+
|
|
|
|
+ // Fragment shader directly defined, no external file required
|
|
|
|
+ char defaultFShaderStr[] =
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_21)
|
|
|
|
+ "#version 120 \n"
|
|
|
|
+#elif defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+ "#version 100 \n"
|
|
|
|
+ "precision mediump float; \n" // precision required for OpenGL ES2 (WebGL)
|
|
|
|
+#endif
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
|
|
|
|
+ "varying vec2 fragTexCoord; \n"
|
|
|
|
+ "varying vec4 fragColor; \n"
|
|
|
|
+#elif defined(GRAPHICS_API_OPENGL_33)
|
|
|
|
+ "#version 330 \n"
|
|
|
|
+ "in vec2 fragTexCoord; \n"
|
|
|
|
+ "in vec4 fragColor; \n"
|
|
|
|
+ "out vec4 finalColor; \n"
|
|
|
|
+#endif
|
|
|
|
+ "uniform sampler2D texture0; \n"
|
|
|
|
+ "uniform vec4 colDiffuse; \n"
|
|
|
|
+ "void main() \n"
|
|
|
|
+ "{ \n"
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
|
|
|
|
+ " vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0
|
|
|
|
+ " gl_FragColor = texelColor*colDiffuse*fragColor; \n"
|
|
|
|
+#elif defined(GRAPHICS_API_OPENGL_33)
|
|
|
|
+ " vec4 texelColor = texture(texture0, fragTexCoord); \n"
|
|
|
|
+ " finalColor = texelColor*colDiffuse*fragColor; \n"
|
|
|
|
+#endif
|
|
|
|
+ "} \n";
|
|
|
|
+
|
|
|
|
+ // NOTE: Compiled vertex/fragment shaders are kept for re-use
|
|
|
|
+ defaultVShaderId = CompileShader(defaultVShaderStr, GL_VERTEX_SHADER); // Compile default vertex shader
|
|
|
|
+ defaultFShaderId = CompileShader(defaultFShaderStr, GL_FRAGMENT_SHADER); // Compile default fragment shader
|
|
|
|
+
|
|
|
|
+ shader.id = LoadShaderProgram(defaultVShaderId, defaultFShaderId);
|
|
|
|
+
|
|
|
|
+ if (shader.id > 0)
|
|
|
|
+ {
|
|
|
|
+ TraceLog(LOG_INFO, "[SHDR ID %i] Default shader loaded successfully", shader.id);
|
|
|
|
+
|
|
|
|
+ // Set default shader locations: attributes locations
|
|
|
|
+ shader.locs[LOC_VERTEX_POSITION] = glGetAttribLocation(shader.id, "vertexPosition");
|
|
|
|
+ shader.locs[LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(shader.id, "vertexTexCoord");
|
|
|
|
+ shader.locs[LOC_VERTEX_COLOR] = glGetAttribLocation(shader.id, "vertexColor");
|
|
|
|
+
|
|
|
|
+ // Set default shader locations: uniform locations
|
|
|
|
+ shader.locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader.id, "mvp");
|
|
|
|
+ shader.locs[LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader.id, "colDiffuse");
|
|
|
|
+ shader.locs[LOC_MAP_DIFFUSE] = glGetUniformLocation(shader.id, "texture0");
|
|
|
|
+
|
|
|
|
+ // NOTE: We could also use below function but in case DEFAULT_ATTRIB_* points are
|
|
|
|
+ // changed for external custom shaders, we just use direct bindings above
|
|
|
|
+ //SetShaderDefaultLocations(&shader);
|
|
|
|
+ }
|
|
|
|
+ else TraceLog(LOG_WARNING, "[SHDR ID %i] Default shader could not be loaded", shader.id);
|
|
|
|
+
|
|
|
|
+ return shader;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Get location handlers to for shader attributes and uniforms
|
|
|
|
+// NOTE: If any location is not found, loc point becomes -1
|
|
|
|
+static void SetShaderDefaultLocations(Shader *shader)
|
|
|
|
+{
|
|
|
|
+ // NOTE: Default shader attrib locations have been fixed before linking:
|
|
|
|
+ // vertex position location = 0
|
|
|
|
+ // vertex texcoord location = 1
|
|
|
|
+ // vertex normal location = 2
|
|
|
|
+ // vertex color location = 3
|
|
|
|
+ // vertex tangent location = 4
|
|
|
|
+ // vertex texcoord2 location = 5
|
|
|
|
+
|
|
|
|
+ // Get handles to GLSL input attibute locations
|
|
|
|
+ shader->locs[LOC_VERTEX_POSITION] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_POSITION_NAME);
|
|
|
|
+ shader->locs[LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD_NAME);
|
|
|
|
+ shader->locs[LOC_VERTEX_TEXCOORD02] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD2_NAME);
|
|
|
|
+ shader->locs[LOC_VERTEX_NORMAL] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_NORMAL_NAME);
|
|
|
|
+ shader->locs[LOC_VERTEX_TANGENT] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TANGENT_NAME);
|
|
|
|
+ shader->locs[LOC_VERTEX_COLOR] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_COLOR_NAME);
|
|
|
|
+
|
|
|
|
+ // Get handles to GLSL uniform locations (vertex shader)
|
|
|
|
+ shader->locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader->id, "mvp");
|
|
|
|
+ shader->locs[LOC_MATRIX_PROJECTION] = glGetUniformLocation(shader->id, "projection");
|
|
|
|
+ shader->locs[LOC_MATRIX_VIEW] = glGetUniformLocation(shader->id, "view");
|
|
|
|
+
|
|
|
|
+ // Get handles to GLSL uniform locations (fragment shader)
|
|
|
|
+ shader->locs[LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader->id, "colDiffuse");
|
|
|
|
+ shader->locs[LOC_MAP_DIFFUSE] = glGetUniformLocation(shader->id, "texture0");
|
|
|
|
+ shader->locs[LOC_MAP_SPECULAR] = glGetUniformLocation(shader->id, "texture1");
|
|
|
|
+ shader->locs[LOC_MAP_NORMAL] = glGetUniformLocation(shader->id, "texture2");
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Unload default shader
|
|
|
|
+static void UnloadShaderDefault(void)
|
|
|
|
+{
|
|
|
|
+ glUseProgram(0);
|
|
|
|
+
|
|
|
|
+ glDetachShader(defaultShader.id, defaultVShaderId);
|
|
|
|
+ glDetachShader(defaultShader.id, defaultFShaderId);
|
|
|
|
+ glDeleteShader(defaultVShaderId);
|
|
|
|
+ glDeleteShader(defaultFShaderId);
|
|
|
|
+
|
|
|
|
+ glDeleteProgram(defaultShader.id);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Load default internal buffers (lines, triangles, quads)
|
|
|
|
+static void LoadBuffersDefault(void)
|
|
|
|
+{
|
|
|
|
+ // [CPU] Allocate and initialize float array buffers to store vertex data (lines, triangles, quads)
|
|
|
|
+ //--------------------------------------------------------------------------------------------
|
|
|
|
+
|
|
|
|
+ // Lines - Initialize arrays (vertex position and color data)
|
|
|
|
+ lines.vertices = (float *)malloc(sizeof(float)*3*2*MAX_LINES_BATCH); // 3 float by vertex, 2 vertex by line
|
|
|
|
+ lines.colors = (unsigned char *)malloc(sizeof(unsigned char)*4*2*MAX_LINES_BATCH); // 4 float by color, 2 colors by line
|
|
|
|
+ lines.texcoords = NULL;
|
|
|
|
+ lines.indices = NULL;
|
|
|
|
+
|
|
|
|
+ for (int i = 0; i < (3*2*MAX_LINES_BATCH); i++) lines.vertices[i] = 0.0f;
|
|
|
|
+ for (int i = 0; i < (4*2*MAX_LINES_BATCH); i++) lines.colors[i] = 0;
|
|
|
|
+
|
|
|
|
+ lines.vCounter = 0;
|
|
|
|
+ lines.cCounter = 0;
|
|
|
|
+ lines.tcCounter = 0;
|
|
|
|
+
|
|
|
|
+ // Triangles - Initialize arrays (vertex position and color data)
|
|
|
|
+ triangles.vertices = (float *)malloc(sizeof(float)*3*3*MAX_TRIANGLES_BATCH); // 3 float by vertex, 3 vertex by triangle
|
|
|
|
+ triangles.colors = (unsigned char *)malloc(sizeof(unsigned char)*4*3*MAX_TRIANGLES_BATCH); // 4 float by color, 3 colors by triangle
|
|
|
|
+ triangles.texcoords = NULL;
|
|
|
|
+ triangles.indices = NULL;
|
|
|
|
+
|
|
|
|
+ for (int i = 0; i < (3*3*MAX_TRIANGLES_BATCH); i++) triangles.vertices[i] = 0.0f;
|
|
|
|
+ for (int i = 0; i < (4*3*MAX_TRIANGLES_BATCH); i++) triangles.colors[i] = 0;
|
|
|
|
+
|
|
|
|
+ triangles.vCounter = 0;
|
|
|
|
+ triangles.cCounter = 0;
|
|
|
|
+ triangles.tcCounter = 0;
|
|
|
|
+
|
|
|
|
+ // Quads - Initialize arrays (vertex position, texcoord, color data and indexes)
|
|
|
|
+ quads.vertices = (float *)malloc(sizeof(float)*3*4*MAX_QUADS_BATCH); // 3 float by vertex, 4 vertex by quad
|
|
|
|
+ quads.texcoords = (float *)malloc(sizeof(float)*2*4*MAX_QUADS_BATCH); // 2 float by texcoord, 4 texcoord by quad
|
|
|
|
+ quads.colors = (unsigned char *)malloc(sizeof(unsigned char)*4*4*MAX_QUADS_BATCH); // 4 float by color, 4 colors by quad
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33)
|
|
|
|
+ quads.indices = (unsigned int *)malloc(sizeof(unsigned int)*6*MAX_QUADS_BATCH); // 6 int by quad (indices)
|
|
|
|
+#elif defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+ quads.indices = (unsigned short *)malloc(sizeof(unsigned short)*6*MAX_QUADS_BATCH); // 6 int by quad (indices)
|
|
|
|
+#endif
|
|
|
|
+
|
|
|
|
+ for (int i = 0; i < (3*4*MAX_QUADS_BATCH); i++) quads.vertices[i] = 0.0f;
|
|
|
|
+ for (int i = 0; i < (2*4*MAX_QUADS_BATCH); i++) quads.texcoords[i] = 0.0f;
|
|
|
|
+ for (int i = 0; i < (4*4*MAX_QUADS_BATCH); i++) quads.colors[i] = 0;
|
|
|
|
+
|
|
|
|
+ int k = 0;
|
|
|
|
+
|
|
|
|
+ // Indices can be initialized right now
|
|
|
|
+ for (int i = 0; i < (6*MAX_QUADS_BATCH); i+=6)
|
|
|
|
+ {
|
|
|
|
+ quads.indices[i] = 4*k;
|
|
|
|
+ quads.indices[i+1] = 4*k+1;
|
|
|
|
+ quads.indices[i+2] = 4*k+2;
|
|
|
|
+ quads.indices[i+3] = 4*k;
|
|
|
|
+ quads.indices[i+4] = 4*k+2;
|
|
|
|
+ quads.indices[i+5] = 4*k+3;
|
|
|
|
+
|
|
|
|
+ k++;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ quads.vCounter = 0;
|
|
|
|
+ quads.tcCounter = 0;
|
|
|
|
+ quads.cCounter = 0;
|
|
|
|
+
|
|
|
|
+ TraceLog(LOG_INFO, "[CPU] Default buffers initialized successfully (lines, triangles, quads)");
|
|
|
|
+ //--------------------------------------------------------------------------------------------
|
|
|
|
+
|
|
|
|
+ // [GPU] Upload vertex data and initialize VAOs/VBOs (lines, triangles, quads)
|
|
|
|
+ // NOTE: Default buffers are linked to use currentShader (defaultShader)
|
|
|
|
+ //--------------------------------------------------------------------------------------------
|
|
|
|
+
|
|
|
|
+ // Upload and link lines vertex buffers
|
|
|
|
+ if (vaoSupported)
|
|
|
|
+ {
|
|
|
|
+ // Initialize Lines VAO
|
|
|
|
+ glGenVertexArrays(1, &lines.vaoId);
|
|
|
|
+ glBindVertexArray(lines.vaoId);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Lines - Vertex buffers binding and attributes enable
|
|
|
|
+ // Vertex position buffer (shader-location = 0)
|
|
|
|
+ glGenBuffers(2, &lines.vboId[0]);
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[0]);
|
|
|
|
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*2*MAX_LINES_BATCH, lines.vertices, GL_DYNAMIC_DRAW);
|
|
|
|
+ glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]);
|
|
|
|
+ glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
|
|
|
|
+
|
|
|
|
+ // Vertex color buffer (shader-location = 3)
|
|
|
|
+ glGenBuffers(2, &lines.vboId[1]);
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[1]);
|
|
|
|
+ glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*2*MAX_LINES_BATCH, lines.colors, GL_DYNAMIC_DRAW);
|
|
|
|
+ glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]);
|
|
|
|
+ glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
|
|
|
|
+
|
|
|
|
+ if (vaoSupported) TraceLog(LOG_INFO, "[VAO ID %i] Default buffers VAO initialized successfully (lines)", lines.vaoId);
|
|
|
|
+ else TraceLog(LOG_INFO, "[VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully (lines)", lines.vboId[0], lines.vboId[1]);
|
|
|
|
+
|
|
|
|
+ // Upload and link triangles vertex buffers
|
|
|
|
+ if (vaoSupported)
|
|
|
|
+ {
|
|
|
|
+ // Initialize Triangles VAO
|
|
|
|
+ glGenVertexArrays(1, &triangles.vaoId);
|
|
|
|
+ glBindVertexArray(triangles.vaoId);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Triangles - Vertex buffers binding and attributes enable
|
|
|
|
+ // Vertex position buffer (shader-location = 0)
|
|
|
|
+ glGenBuffers(1, &triangles.vboId[0]);
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[0]);
|
|
|
|
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*3*MAX_TRIANGLES_BATCH, triangles.vertices, GL_DYNAMIC_DRAW);
|
|
|
|
+ glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]);
|
|
|
|
+ glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
|
|
|
|
+
|
|
|
|
+ // Vertex color buffer (shader-location = 3)
|
|
|
|
+ glGenBuffers(1, &triangles.vboId[1]);
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[1]);
|
|
|
|
+ glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW);
|
|
|
|
+ glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]);
|
|
|
|
+ glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
|
|
|
|
+
|
|
|
|
+ if (vaoSupported) TraceLog(LOG_INFO, "[VAO ID %i] Default buffers VAO initialized successfully (triangles)", triangles.vaoId);
|
|
|
|
+ else TraceLog(LOG_INFO, "[VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully (triangles)", triangles.vboId[0], triangles.vboId[1]);
|
|
|
|
+
|
|
|
|
+ // Upload and link quads vertex buffers
|
|
|
|
+ if (vaoSupported)
|
|
|
|
+ {
|
|
|
|
+ // Initialize Quads VAO
|
|
|
|
+ glGenVertexArrays(1, &quads.vaoId);
|
|
|
|
+ glBindVertexArray(quads.vaoId);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Quads - Vertex buffers binding and attributes enable
|
|
|
|
+ // Vertex position buffer (shader-location = 0)
|
|
|
|
+ glGenBuffers(1, &quads.vboId[0]);
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[0]);
|
|
|
|
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW);
|
|
|
|
+ glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]);
|
|
|
|
+ glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
|
|
|
|
+
|
|
|
|
+ // Vertex texcoord buffer (shader-location = 1)
|
|
|
|
+ glGenBuffers(1, &quads.vboId[1]);
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[1]);
|
|
|
|
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW);
|
|
|
|
+ glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_TEXCOORD01]);
|
|
|
|
+ glVertexAttribPointer(currentShader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
|
|
|
|
+
|
|
|
|
+ // Vertex color buffer (shader-location = 3)
|
|
|
|
+ glGenBuffers(1, &quads.vboId[2]);
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[2]);
|
|
|
|
+ glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW);
|
|
|
|
+ glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]);
|
|
|
|
+ glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
|
|
|
|
+
|
|
|
|
+ // Fill index buffer
|
|
|
|
+ glGenBuffers(1, &quads.vboId[3]);
|
|
|
|
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]);
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33)
|
|
|
|
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int)*6*MAX_QUADS_BATCH, quads.indices, GL_STATIC_DRAW);
|
|
|
|
+#elif defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(short)*6*MAX_QUADS_BATCH, quads.indices, GL_STATIC_DRAW);
|
|
|
|
+#endif
|
|
|
|
+
|
|
|
|
+ if (vaoSupported) TraceLog(LOG_INFO, "[VAO ID %i] Default buffers VAO initialized successfully (quads)", quads.vaoId);
|
|
|
|
+ else TraceLog(LOG_INFO, "[VBO ID %i][VBO ID %i][VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully (quads)", quads.vboId[0], quads.vboId[1], quads.vboId[2], quads.vboId[3]);
|
|
|
|
+
|
|
|
|
+ // Unbind the current VAO
|
|
|
|
+ if (vaoSupported) glBindVertexArray(0);
|
|
|
|
+ //--------------------------------------------------------------------------------------------
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Update default internal buffers (VAOs/VBOs) with vertex array data
|
|
|
|
+// NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0)
|
|
|
|
+// TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (change flag required)
|
|
|
|
+static void UpdateBuffersDefault(void)
|
|
|
|
+{
|
|
|
|
+ // Update lines vertex buffers
|
|
|
|
+ if (lines.vCounter > 0)
|
|
|
|
+ {
|
|
|
|
+ // Activate Lines VAO
|
|
|
|
+ if (vaoSupported) glBindVertexArray(lines.vaoId);
|
|
|
|
+
|
|
|
|
+ // Lines - vertex positions buffer
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[0]);
|
|
|
|
+ //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*2*MAX_LINES_BATCH, lines.vertices, GL_DYNAMIC_DRAW);
|
|
|
|
+ glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*lines.vCounter, lines.vertices); // target - offset (in bytes) - size (in bytes) - data pointer
|
|
|
|
+
|
|
|
|
+ // Lines - colors buffer
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[1]);
|
|
|
|
+ //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*2*MAX_LINES_BATCH, lines.colors, GL_DYNAMIC_DRAW);
|
|
|
|
+ glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*lines.cCounter, lines.colors);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Update triangles vertex buffers
|
|
|
|
+ if (triangles.vCounter > 0)
|
|
|
|
+ {
|
|
|
|
+ // Activate Triangles VAO
|
|
|
|
+ if (vaoSupported) glBindVertexArray(triangles.vaoId);
|
|
|
|
+
|
|
|
|
+ // Triangles - vertex positions buffer
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[0]);
|
|
|
|
+ //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*3*MAX_TRIANGLES_BATCH, triangles.vertices, GL_DYNAMIC_DRAW);
|
|
|
|
+ glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*triangles.vCounter, triangles.vertices);
|
|
|
|
+
|
|
|
|
+ // Triangles - colors buffer
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[1]);
|
|
|
|
+ //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW);
|
|
|
|
+ glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*triangles.cCounter, triangles.colors);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Update quads vertex buffers
|
|
|
|
+ if (quads.vCounter > 0)
|
|
|
|
+ {
|
|
|
|
+ // Activate Quads VAO
|
|
|
|
+ if (vaoSupported) glBindVertexArray(quads.vaoId);
|
|
|
|
+
|
|
|
|
+ // Quads - vertex positions buffer
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[0]);
|
|
|
|
+ //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW);
|
|
|
|
+ glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*quads.vCounter, quads.vertices);
|
|
|
|
+
|
|
|
|
+ // Quads - texture coordinates buffer
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[1]);
|
|
|
|
+ //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW);
|
|
|
|
+ glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*quads.vCounter, quads.texcoords);
|
|
|
|
+
|
|
|
|
+ // Quads - colors buffer
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[2]);
|
|
|
|
+ //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW);
|
|
|
|
+ glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*quads.vCounter, quads.colors);
|
|
|
|
+
|
|
|
|
+ // Another option would be using buffer mapping...
|
|
|
|
+ //quads.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
|
|
|
|
+ // Now we can modify vertices
|
|
|
|
+ //glUnmapBuffer(GL_ARRAY_BUFFER);
|
|
|
|
+ }
|
|
|
|
+ //--------------------------------------------------------------
|
|
|
|
+
|
|
|
|
+ // Unbind the current VAO
|
|
|
|
+ if (vaoSupported) glBindVertexArray(0);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Draw default internal buffers vertex data
|
|
|
|
+// NOTE: We draw in this order: lines, triangles, quads
|
|
|
|
+static void DrawBuffersDefault(void)
|
|
|
|
+{
|
|
|
|
+ Matrix matProjection = projection;
|
|
|
|
+ Matrix matModelView = modelview;
|
|
|
|
+
|
|
|
|
+ int eyesCount = 1;
|
|
|
|
+#if defined(SUPPORT_VR_SIMULATOR)
|
|
|
|
+ if (vrStereoRender) eyesCount = 2;
|
|
|
|
+#endif
|
|
|
|
+
|
|
|
|
+ for (int eye = 0; eye < eyesCount; eye++)
|
|
|
|
+ {
|
|
|
|
+ #if defined(SUPPORT_VR_SIMULATOR)
|
|
|
|
+ if (eyesCount == 2) SetStereoView(eye, matProjection, matModelView);
|
|
|
|
+ #endif
|
|
|
|
+
|
|
|
|
+ // Set current shader and upload current MVP matrix
|
|
|
|
+ if ((lines.vCounter > 0) || (triangles.vCounter > 0) || (quads.vCounter > 0))
|
|
|
|
+ {
|
|
|
|
+ glUseProgram(currentShader.id);
|
|
|
|
+
|
|
|
|
+ // Create modelview-projection matrix
|
|
|
|
+ Matrix matMVP = MatrixMultiply(modelview, projection);
|
|
|
|
+
|
|
|
|
+ glUniformMatrix4fv(currentShader.locs[LOC_MATRIX_MVP], 1, false, MatrixToFloat(matMVP));
|
|
|
|
+ glUniform4f(currentShader.locs[LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f);
|
|
|
|
+ glUniform1i(currentShader.locs[LOC_MAP_DIFFUSE], 0);
|
|
|
|
+
|
|
|
|
+ // NOTE: Additional map textures not considered for default buffers drawing
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Draw lines buffers
|
|
|
|
+ if (lines.vCounter > 0)
|
|
|
|
+ {
|
|
|
|
+ glActiveTexture(GL_TEXTURE0);
|
|
|
|
+ glBindTexture(GL_TEXTURE_2D, whiteTexture);
|
|
|
|
+
|
|
|
|
+ if (vaoSupported)
|
|
|
|
+ {
|
|
|
|
+ glBindVertexArray(lines.vaoId);
|
|
|
|
+ }
|
|
|
|
+ else
|
|
|
|
+ {
|
|
|
|
+ // Bind vertex attrib: position (shader-location = 0)
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[0]);
|
|
|
|
+ glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
|
|
|
|
+ glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]);
|
|
|
|
+
|
|
|
|
+ // Bind vertex attrib: color (shader-location = 3)
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[1]);
|
|
|
|
+ glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
|
|
|
|
+ glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ glDrawArrays(GL_LINES, 0, lines.vCounter);
|
|
|
|
+
|
|
|
|
+ if (!vaoSupported) glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
+ glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Draw triangles buffers
|
|
|
|
+ if (triangles.vCounter > 0)
|
|
|
|
+ {
|
|
|
|
+ glActiveTexture(GL_TEXTURE0);
|
|
|
|
+ glBindTexture(GL_TEXTURE_2D, whiteTexture);
|
|
|
|
+
|
|
|
|
+ if (vaoSupported)
|
|
|
|
+ {
|
|
|
|
+ glBindVertexArray(triangles.vaoId);
|
|
|
|
+ }
|
|
|
|
+ else
|
|
|
|
+ {
|
|
|
|
+ // Bind vertex attrib: position (shader-location = 0)
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[0]);
|
|
|
|
+ glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
|
|
|
|
+ glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]);
|
|
|
|
+
|
|
|
|
+ // Bind vertex attrib: color (shader-location = 3)
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[1]);
|
|
|
|
+ glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
|
|
|
|
+ glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ glDrawArrays(GL_TRIANGLES, 0, triangles.vCounter);
|
|
|
|
+
|
|
|
|
+ if (!vaoSupported) glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
+ glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Draw quads buffers
|
|
|
|
+ if (quads.vCounter > 0)
|
|
|
|
+ {
|
|
|
|
+ int quadsCount = 0;
|
|
|
|
+ int numIndicesToProcess = 0;
|
|
|
|
+ int indicesOffset = 0;
|
|
|
|
+
|
|
|
|
+ if (vaoSupported)
|
|
|
|
+ {
|
|
|
|
+ glBindVertexArray(quads.vaoId);
|
|
|
|
+ }
|
|
|
|
+ else
|
|
|
|
+ {
|
|
|
|
+ // Bind vertex attrib: position (shader-location = 0)
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[0]);
|
|
|
|
+ glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
|
|
|
|
+ glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]);
|
|
|
|
+
|
|
|
|
+ // Bind vertex attrib: texcoord (shader-location = 1)
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[1]);
|
|
|
|
+ glVertexAttribPointer(currentShader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
|
|
|
|
+ glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_TEXCOORD01]);
|
|
|
|
+
|
|
|
|
+ // Bind vertex attrib: color (shader-location = 3)
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[2]);
|
|
|
|
+ glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
|
|
|
|
+ glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]);
|
|
|
|
+
|
|
|
|
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ //TraceLog(LOG_DEBUG, "Draws required per frame: %i", drawsCounter);
|
|
|
|
+
|
|
|
|
+ for (int i = 0; i < drawsCounter; i++)
|
|
|
|
+ {
|
|
|
|
+ quadsCount = draws[i].vertexCount/4;
|
|
|
|
+ numIndicesToProcess = quadsCount*6; // Get number of Quads*6 index by Quad
|
|
|
|
+
|
|
|
|
+ //TraceLog(LOG_DEBUG, "Quads to render: %i - Vertex Count: %i", quadsCount, draws[i].vertexCount);
|
|
|
|
+
|
|
|
|
+ glActiveTexture(GL_TEXTURE0);
|
|
|
|
+ glBindTexture(GL_TEXTURE_2D, draws[i].textureId);
|
|
|
|
+
|
|
|
|
+ // NOTE: The final parameter tells the GPU the offset in bytes from the start of the index buffer to the location of the first index to process
|
|
|
|
+ #if defined(GRAPHICS_API_OPENGL_33)
|
|
|
|
+ glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_INT, (GLvoid *)(sizeof(GLuint)*indicesOffset));
|
|
|
|
+ #elif defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+ glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_SHORT, (GLvoid *)(sizeof(GLushort)*indicesOffset));
|
|
|
|
+ #endif
|
|
|
|
+ //GLenum err;
|
|
|
|
+ //if ((err = glGetError()) != GL_NO_ERROR) TraceLog(LOG_INFO, "OpenGL error: %i", (int)err); //GL_INVALID_ENUM!
|
|
|
|
+
|
|
|
|
+ indicesOffset += draws[i].vertexCount/4*6;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (!vaoSupported)
|
|
|
|
+ {
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (vaoSupported) glBindVertexArray(0); // Unbind VAO
|
|
|
|
+
|
|
|
|
+ glUseProgram(0); // Unbind shader program
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Reset draws counter
|
|
|
|
+ drawsCounter = 1;
|
|
|
|
+ draws[0].textureId = whiteTexture;
|
|
|
|
+ draws[0].vertexCount = 0;
|
|
|
|
+
|
|
|
|
+ // Reset vertex counters for next frame
|
|
|
|
+ lines.vCounter = 0;
|
|
|
|
+ lines.cCounter = 0;
|
|
|
|
+ triangles.vCounter = 0;
|
|
|
|
+ triangles.cCounter = 0;
|
|
|
|
+ quads.vCounter = 0;
|
|
|
|
+ quads.tcCounter = 0;
|
|
|
|
+ quads.cCounter = 0;
|
|
|
|
+
|
|
|
|
+ // Reset depth for next draw
|
|
|
|
+ currentDepth = -1.0f;
|
|
|
|
+
|
|
|
|
+ // Restore projection/modelview matrices
|
|
|
|
+ projection = matProjection;
|
|
|
|
+ modelview = matModelView;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Unload default internal buffers vertex data from CPU and GPU
|
|
|
|
+static void UnloadBuffersDefault(void)
|
|
|
|
+{
|
|
|
|
+ // Unbind everything
|
|
|
|
+ if (vaoSupported) glBindVertexArray(0);
|
|
|
|
+ glDisableVertexAttribArray(0);
|
|
|
|
+ glDisableVertexAttribArray(1);
|
|
|
|
+ glDisableVertexAttribArray(2);
|
|
|
|
+ glDisableVertexAttribArray(3);
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
|
|
+
|
|
|
|
+ // Delete VBOs from GPU (VRAM)
|
|
|
|
+ glDeleteBuffers(1, &lines.vboId[0]);
|
|
|
|
+ glDeleteBuffers(1, &lines.vboId[1]);
|
|
|
|
+ glDeleteBuffers(1, &triangles.vboId[0]);
|
|
|
|
+ glDeleteBuffers(1, &triangles.vboId[1]);
|
|
|
|
+ glDeleteBuffers(1, &quads.vboId[0]);
|
|
|
|
+ glDeleteBuffers(1, &quads.vboId[1]);
|
|
|
|
+ glDeleteBuffers(1, &quads.vboId[2]);
|
|
|
|
+ glDeleteBuffers(1, &quads.vboId[3]);
|
|
|
|
+
|
|
|
|
+ if (vaoSupported)
|
|
|
|
+ {
|
|
|
|
+ // Delete VAOs from GPU (VRAM)
|
|
|
|
+ glDeleteVertexArrays(1, &lines.vaoId);
|
|
|
|
+ glDeleteVertexArrays(1, &triangles.vaoId);
|
|
|
|
+ glDeleteVertexArrays(1, &quads.vaoId);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Free vertex arrays memory from CPU (RAM)
|
|
|
|
+ free(lines.vertices);
|
|
|
|
+ free(lines.colors);
|
|
|
|
+
|
|
|
|
+ free(triangles.vertices);
|
|
|
|
+ free(triangles.colors);
|
|
|
|
+
|
|
|
|
+ free(quads.vertices);
|
|
|
|
+ free(quads.texcoords);
|
|
|
|
+ free(quads.colors);
|
|
|
|
+ free(quads.indices);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Renders a 1x1 XY quad in NDC
|
|
|
|
+static void GenDrawQuad(void)
|
|
|
|
+{
|
|
|
|
+ unsigned int quadVAO = 0;
|
|
|
|
+ unsigned int quadVBO = 0;
|
|
|
|
+
|
|
|
|
+ float vertices[] = {
|
|
|
|
+ // Positions // Texture Coords
|
|
|
|
+ -1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
|
|
|
+ -1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
|
|
|
|
+ 1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
|
|
|
|
+ 1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
|
|
|
+ };
|
|
|
|
+
|
|
|
|
+ // Set up plane VAO
|
|
|
|
+ glGenVertexArrays(1, &quadVAO);
|
|
|
|
+ glGenBuffers(1, &quadVBO);
|
|
|
|
+ glBindVertexArray(quadVAO);
|
|
|
|
+
|
|
|
|
+ // Fill buffer
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
|
|
|
|
+ glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW);
|
|
|
|
+
|
|
|
|
+ // Link vertex attributes
|
|
|
|
+ glEnableVertexAttribArray(0);
|
|
|
|
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)0);
|
|
|
|
+ glEnableVertexAttribArray(1);
|
|
|
|
+ glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)(3*sizeof(float)));
|
|
|
|
+
|
|
|
|
+ // Draw quad
|
|
|
|
+ glBindVertexArray(quadVAO);
|
|
|
|
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
|
|
+ glBindVertexArray(0);
|
|
|
|
+
|
|
|
|
+ glDeleteBuffers(1, &quadVBO);
|
|
|
|
+ glDeleteVertexArrays(1, &quadVAO);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Renders a 1x1 3D cube in NDC
|
|
|
|
+static void GenDrawCube(void)
|
|
|
|
+{
|
|
|
|
+ unsigned int cubeVAO = 0;
|
|
|
|
+ unsigned int cubeVBO = 0;
|
|
|
|
+
|
|
|
|
+ float vertices[] = {
|
|
|
|
+ -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
|
|
|
|
+ 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
|
|
|
|
+ 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
|
|
|
|
+ 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
|
|
|
|
+ -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
|
|
|
|
+ -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
|
|
|
|
+ -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
|
|
|
|
+ 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
|
|
|
|
+ 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
|
|
|
|
+ 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
|
|
|
|
+ -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
|
|
|
|
+ -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
|
|
|
|
+ -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
|
|
|
+ -1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
|
|
|
|
+ -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
|
|
|
+ -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
|
|
|
+ -1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
|
|
|
|
+ -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
|
|
|
+ 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
|
|
|
+ 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
|
|
|
+ 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
|
|
|
|
+ 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
|
|
|
+ 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
|
|
|
+ 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
|
|
|
|
+ -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
|
|
|
|
+ 1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
|
|
|
|
+ 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
|
|
|
+ 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
|
|
|
+ -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
|
|
|
|
+ -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
|
|
|
|
+ -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
|
|
|
+ 1.0f, 1.0f , 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
|
|
|
|
+ 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
|
|
|
|
+ 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
|
|
|
|
+ -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
|
|
|
+ -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f
|
|
|
|
+ };
|
|
|
|
+
|
|
|
|
+ // Set up cube VAO
|
|
|
|
+ glGenVertexArrays(1, &cubeVAO);
|
|
|
|
+ glGenBuffers(1, &cubeVBO);
|
|
|
|
+
|
|
|
|
+ // Fill buffer
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
|
|
|
|
+ glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
|
|
|
+
|
|
|
|
+ // Link vertex attributes
|
|
|
|
+ glBindVertexArray(cubeVAO);
|
|
|
|
+ glEnableVertexAttribArray(0);
|
|
|
|
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)0);
|
|
|
|
+ glEnableVertexAttribArray(1);
|
|
|
|
+ glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(3*sizeof(float)));
|
|
|
|
+ glEnableVertexAttribArray(2);
|
|
|
|
+ glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(6*sizeof(float)));
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
+ glBindVertexArray(0);
|
|
|
|
+
|
|
|
|
+ // Draw cube
|
|
|
|
+ glBindVertexArray(cubeVAO);
|
|
|
|
+ glDrawArrays(GL_TRIANGLES, 0, 36);
|
|
|
|
+ glBindVertexArray(0);
|
|
|
|
+
|
|
|
|
+ glDeleteBuffers(1, &cubeVBO);
|
|
|
|
+ glDeleteVertexArrays(1, &cubeVAO);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+#if defined(SUPPORT_VR_SIMULATOR)
|
|
|
|
+// Configure stereo rendering (including distortion shader) with HMD device parameters
|
|
|
|
+// NOTE: It modifies the global variable: VrStereoConfig vrConfig
|
|
|
|
+static void SetStereoConfig(VrDeviceInfo hmd)
|
|
|
|
+{
|
|
|
|
+ // Compute aspect ratio
|
|
|
|
+ float aspect = ((float)hmd.hResolution*0.5f)/(float)hmd.vResolution;
|
|
|
|
+
|
|
|
|
+ // Compute lens parameters
|
|
|
|
+ float lensShift = (hmd.hScreenSize*0.25f - hmd.lensSeparationDistance*0.5f)/hmd.hScreenSize;
|
|
|
|
+ float leftLensCenter[2] = { 0.25f + lensShift, 0.5f };
|
|
|
|
+ float rightLensCenter[2] = { 0.75f - lensShift, 0.5f };
|
|
|
|
+ float leftScreenCenter[2] = { 0.25f, 0.5f };
|
|
|
|
+ float rightScreenCenter[2] = { 0.75f, 0.5f };
|
|
|
|
+
|
|
|
|
+ // Compute distortion scale parameters
|
|
|
|
+ // NOTE: To get lens max radius, lensShift must be normalized to [-1..1]
|
|
|
|
+ float lensRadius = fabs(-1.0f - 4.0f*lensShift);
|
|
|
|
+ float lensRadiusSq = lensRadius*lensRadius;
|
|
|
|
+ float distortionScale = hmd.lensDistortionValues[0] +
|
|
|
|
+ hmd.lensDistortionValues[1]*lensRadiusSq +
|
|
|
|
+ hmd.lensDistortionValues[2]*lensRadiusSq*lensRadiusSq +
|
|
|
|
+ hmd.lensDistortionValues[3]*lensRadiusSq*lensRadiusSq*lensRadiusSq;
|
|
|
|
+
|
|
|
|
+ TraceLog(LOG_DEBUG, "VR: Distortion Scale: %f", distortionScale);
|
|
|
|
+
|
|
|
|
+ float normScreenWidth = 0.5f;
|
|
|
|
+ float normScreenHeight = 1.0f;
|
|
|
|
+ float scaleIn[2] = { 2.0f/normScreenWidth, 2.0f/normScreenHeight/aspect };
|
|
|
|
+ float scale[2] = { normScreenWidth*0.5f/distortionScale, normScreenHeight*0.5f*aspect/distortionScale };
|
|
|
|
+
|
|
|
|
+ TraceLog(LOG_DEBUG, "VR: Distortion Shader: LeftLensCenter = { %f, %f }", leftLensCenter[0], leftLensCenter[1]);
|
|
|
|
+ TraceLog(LOG_DEBUG, "VR: Distortion Shader: RightLensCenter = { %f, %f }", rightLensCenter[0], rightLensCenter[1]);
|
|
|
|
+ TraceLog(LOG_DEBUG, "VR: Distortion Shader: Scale = { %f, %f }", scale[0], scale[1]);
|
|
|
|
+ TraceLog(LOG_DEBUG, "VR: Distortion Shader: ScaleIn = { %f, %f }", scaleIn[0], scaleIn[1]);
|
|
|
|
+
|
|
|
|
+#if defined(SUPPORT_DISTORTION_SHADER)
|
|
|
|
+ // Update distortion shader with lens and distortion-scale parameters
|
|
|
|
+ SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "leftLensCenter"), leftLensCenter, 2);
|
|
|
|
+ SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "rightLensCenter"), rightLensCenter, 2);
|
|
|
|
+ SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "leftScreenCenter"), leftScreenCenter, 2);
|
|
|
|
+ SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "rightScreenCenter"), rightScreenCenter, 2);
|
|
|
|
+
|
|
|
|
+ SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "scale"), scale, 2);
|
|
|
|
+ SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "scaleIn"), scaleIn, 2);
|
|
|
|
+ SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "hmdWarpParam"), hmd.lensDistortionValues, 4);
|
|
|
|
+ SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "chromaAbParam"), hmd.chromaAbCorrection, 4);
|
|
|
|
+#endif
|
|
|
|
+
|
|
|
|
+ // Fovy is normally computed with: 2*atan2(hmd.vScreenSize, 2*hmd.eyeToScreenDistance)
|
|
|
|
+ // ...but with lens distortion it is increased (see Oculus SDK Documentation)
|
|
|
|
+ //float fovy = 2.0f*atan2(hmd.vScreenSize*0.5f*distortionScale, hmd.eyeToScreenDistance); // Really need distortionScale?
|
|
|
|
+ float fovy = 2.0f*(float)atan2(hmd.vScreenSize*0.5f, hmd.eyeToScreenDistance);
|
|
|
|
+
|
|
|
|
+ // Compute camera projection matrices
|
|
|
|
+ float projOffset = 4.0f*lensShift; // Scaled to projection space coordinates [-1..1]
|
|
|
|
+ Matrix proj = MatrixPerspective(fovy, aspect, 0.01, 1000.0);
|
|
|
|
+ vrConfig.eyesProjection[0] = MatrixMultiply(proj, MatrixTranslate(projOffset, 0.0f, 0.0f));
|
|
|
|
+ vrConfig.eyesProjection[1] = MatrixMultiply(proj, MatrixTranslate(-projOffset, 0.0f, 0.0f));
|
|
|
|
+
|
|
|
|
+ // Compute camera transformation matrices
|
|
|
|
+ // NOTE: Camera movement might seem more natural if we model the head.
|
|
|
|
+ // Our axis of rotation is the base of our head, so we might want to add
|
|
|
|
+ // some y (base of head to eye level) and -z (center of head to eye protrusion) to the camera positions.
|
|
|
|
+ vrConfig.eyesViewOffset[0] = MatrixTranslate(-hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f);
|
|
|
|
+ vrConfig.eyesViewOffset[1] = MatrixTranslate(hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f);
|
|
|
|
+
|
|
|
|
+ // Compute eyes Viewports
|
|
|
|
+ vrConfig.eyesViewport[0] = (Rectangle){ 0, 0, hmd.hResolution/2, hmd.vResolution };
|
|
|
|
+ vrConfig.eyesViewport[1] = (Rectangle){ hmd.hResolution/2, 0, hmd.hResolution/2, hmd.vResolution };
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Set internal projection and modelview matrix depending on eyes tracking data
|
|
|
|
+static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView)
|
|
|
|
+{
|
|
|
|
+ Matrix eyeProjection = matProjection;
|
|
|
|
+ Matrix eyeModelView = matModelView;
|
|
|
|
+
|
|
|
|
+ // Setup viewport and projection/modelview matrices using tracking data
|
|
|
|
+ rlViewport(eye*screenWidth/2, 0, screenWidth/2, screenHeight);
|
|
|
|
+
|
|
|
|
+ // Apply view offset to modelview matrix
|
|
|
|
+ eyeModelView = MatrixMultiply(matModelView, vrConfig.eyesViewOffset[eye]);
|
|
|
|
+
|
|
|
|
+ // Set current eye projection matrix
|
|
|
|
+ eyeProjection = vrConfig.eyesProjection[eye];
|
|
|
|
+
|
|
|
|
+ SetMatrixModelview(eyeModelView);
|
|
|
|
+ SetMatrixProjection(eyeProjection);
|
|
|
|
+}
|
|
|
|
+#endif // defined(SUPPORT_VR_SIMULATOR)
|
|
|
|
+
|
|
|
|
+#endif //defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+
|
|
|
|
+// Get OpenGL internal formats and data type from raylib PixelFormat
|
|
|
|
+static void GetGlFormats(int format, int *glInternalFormat, int *glFormat, int *glType)
|
|
|
|
+{
|
|
|
|
+ *glInternalFormat = -1;
|
|
|
|
+ *glFormat = -1;
|
|
|
|
+ *glType = -1;
|
|
|
|
+
|
|
|
|
+ switch (format)
|
|
|
|
+ {
|
|
|
|
+ #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
+ // NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA
|
|
|
|
+ case UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_UNSIGNED_BYTE; break;
|
|
|
|
+ case UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_LUMINANCE_ALPHA; *glFormat = GL_LUMINANCE_ALPHA; *glType = GL_UNSIGNED_BYTE; break;
|
|
|
|
+ case UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break;
|
|
|
|
+ case UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break;
|
|
|
|
+ case UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break;
|
|
|
|
+ case UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break;
|
|
|
|
+ case UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break;
|
|
|
|
+ #if !defined(GRAPHICS_API_OPENGL_11)
|
|
|
|
+ case UNCOMPRESSED_R32: if (texFloatSupported) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
|
|
|
|
+ case UNCOMPRESSED_R32G32B32: if (texFloatSupported) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
|
|
|
|
+ case UNCOMPRESSED_R32G32B32A32: if (texFloatSupported) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
|
|
|
|
+ #endif
|
|
|
|
+ #elif defined(GRAPHICS_API_OPENGL_33)
|
|
|
|
+ case UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_R8; *glFormat = GL_RED; *glType = GL_UNSIGNED_BYTE; break;
|
|
|
|
+ case UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_RG8; *glFormat = GL_RG; *glType = GL_UNSIGNED_BYTE; break;
|
|
|
|
+ case UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB565; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break;
|
|
|
|
+ case UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB8; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break;
|
|
|
|
+ case UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGB5_A1; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break;
|
|
|
|
+ case UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA4; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break;
|
|
|
|
+ case UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA8; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break;
|
|
|
|
+ case UNCOMPRESSED_R32: if (texFloatSupported) *glInternalFormat = GL_R32F; *glFormat = GL_RED; *glType = GL_FLOAT; break;
|
|
|
|
+ case UNCOMPRESSED_R32G32B32: if (texFloatSupported) *glInternalFormat = GL_RGB32F; *glFormat = GL_RGB; *glType = GL_FLOAT; break;
|
|
|
|
+ case UNCOMPRESSED_R32G32B32A32: if (texFloatSupported) *glInternalFormat = GL_RGBA32F; *glFormat = GL_RGBA; *glType = GL_FLOAT; break;
|
|
|
|
+ #endif
|
|
|
|
+ #if !defined(GRAPHICS_API_OPENGL_11)
|
|
|
|
+ case COMPRESSED_DXT1_RGB: if (texCompDXTSupported) *glInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break;
|
|
|
|
+ case COMPRESSED_DXT1_RGBA: if (texCompDXTSupported) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break;
|
|
|
|
+ case COMPRESSED_DXT3_RGBA: if (texCompDXTSupported) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break;
|
|
|
|
+ case COMPRESSED_DXT5_RGBA: if (texCompDXTSupported) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break;
|
|
|
|
+ case COMPRESSED_ETC1_RGB: if (texCompETC1Supported) *glInternalFormat = GL_ETC1_RGB8_OES; break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3
|
|
|
|
+ case COMPRESSED_ETC2_RGB: if (texCompETC2Supported) *glInternalFormat = GL_COMPRESSED_RGB8_ETC2; break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
|
|
|
|
+ case COMPRESSED_ETC2_EAC_RGBA: if (texCompETC2Supported) *glInternalFormat = GL_COMPRESSED_RGBA8_ETC2_EAC; break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
|
|
|
|
+ case COMPRESSED_PVRT_RGB: if (texCompPVRTSupported) *glInternalFormat = GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU
|
|
|
|
+ case COMPRESSED_PVRT_RGBA: if (texCompPVRTSupported) *glInternalFormat = GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU
|
|
|
|
+ case COMPRESSED_ASTC_4x4_RGBA: if (texCompASTCSupported) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_4x4_KHR; break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
|
|
|
|
+ case COMPRESSED_ASTC_8x8_RGBA: if (texCompASTCSupported) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_8x8_KHR; break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
|
|
|
|
+ #endif
|
|
|
|
+ default: TraceLog(LOG_WARNING, "Texture format not supported"); break;
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_11)
|
|
|
|
+// Mipmaps data is generated after image data
|
|
|
|
+// NOTE: Only works with RGBA (4 bytes) data!
|
|
|
|
+static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight)
|
|
|
|
+{
|
|
|
|
+ int mipmapCount = 1; // Required mipmap levels count (including base level)
|
|
|
|
+ int width = baseWidth;
|
|
|
|
+ int height = baseHeight;
|
|
|
|
+ int size = baseWidth*baseHeight*4; // Size in bytes (will include mipmaps...), RGBA only
|
|
|
|
+
|
|
|
|
+ // Count mipmap levels required
|
|
|
|
+ while ((width != 1) && (height != 1))
|
|
|
|
+ {
|
|
|
|
+ if (width != 1) width /= 2;
|
|
|
|
+ if (height != 1) height /= 2;
|
|
|
|
+
|
|
|
|
+ TraceLog(LOG_DEBUG, "Next mipmap size: %i x %i", width, height);
|
|
|
|
+
|
|
|
|
+ mipmapCount++;
|
|
|
|
+
|
|
|
|
+ size += (width*height*4); // Add mipmap size (in bytes)
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ TraceLog(LOG_DEBUG, "Total mipmaps required: %i", mipmapCount);
|
|
|
|
+ TraceLog(LOG_DEBUG, "Total size of data required: %i", size);
|
|
|
|
+
|
|
|
|
+ unsigned char *temp = realloc(data, size);
|
|
|
|
+
|
|
|
|
+ if (temp != NULL) data = temp;
|
|
|
|
+ else TraceLog(LOG_WARNING, "Mipmaps required memory could not be allocated");
|
|
|
|
+
|
|
|
|
+ width = baseWidth;
|
|
|
|
+ height = baseHeight;
|
|
|
|
+ size = (width*height*4);
|
|
|
|
+
|
|
|
|
+ // Generate mipmaps
|
|
|
|
+ // NOTE: Every mipmap data is stored after data
|
|
|
|
+ Color *image = (Color *)malloc(width*height*sizeof(Color));
|
|
|
|
+ Color *mipmap = NULL;
|
|
|
|
+ int offset = 0;
|
|
|
|
+ int j = 0;
|
|
|
|
+
|
|
|
|
+ for (int i = 0; i < size; i += 4)
|
|
|
|
+ {
|
|
|
|
+ image[j].r = data[i];
|
|
|
|
+ image[j].g = data[i + 1];
|
|
|
|
+ image[j].b = data[i + 2];
|
|
|
|
+ image[j].a = data[i + 3];
|
|
|
|
+ j++;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ TraceLog(LOG_DEBUG, "Mipmap base (%ix%i)", width, height);
|
|
|
|
+
|
|
|
|
+ for (int mip = 1; mip < mipmapCount; mip++)
|
|
|
|
+ {
|
|
|
|
+ mipmap = GenNextMipmap(image, width, height);
|
|
|
|
+
|
|
|
|
+ offset += (width*height*4); // Size of last mipmap
|
|
|
|
+ j = 0;
|
|
|
|
+
|
|
|
|
+ width /= 2;
|
|
|
|
+ height /= 2;
|
|
|
|
+ size = (width*height*4); // Mipmap size to store after offset
|
|
|
|
+
|
|
|
|
+ // Add mipmap to data
|
|
|
|
+ for (int i = 0; i < size; i += 4)
|
|
|
|
+ {
|
|
|
|
+ data[offset + i] = mipmap[j].r;
|
|
|
|
+ data[offset + i + 1] = mipmap[j].g;
|
|
|
|
+ data[offset + i + 2] = mipmap[j].b;
|
|
|
|
+ data[offset + i + 3] = mipmap[j].a;
|
|
|
|
+ j++;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ free(image);
|
|
|
|
+
|
|
|
|
+ image = mipmap;
|
|
|
|
+ mipmap = NULL;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ free(mipmap); // free mipmap data
|
|
|
|
+
|
|
|
|
+ return mipmapCount;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Manual mipmap generation (basic scaling algorithm)
|
|
|
|
+static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight)
|
|
|
|
+{
|
|
|
|
+ int x2, y2;
|
|
|
|
+ Color prow, pcol;
|
|
|
|
+
|
|
|
|
+ int width = srcWidth/2;
|
|
|
|
+ int height = srcHeight/2;
|
|
|
|
+
|
|
|
|
+ Color *mipmap = (Color *)malloc(width*height*sizeof(Color));
|
|
|
|
+
|
|
|
|
+ // Scaling algorithm works perfectly (box-filter)
|
|
|
|
+ for (int y = 0; y < height; y++)
|
|
|
|
+ {
|
|
|
|
+ y2 = 2*y;
|
|
|
|
+
|
|
|
|
+ for (int x = 0; x < width; x++)
|
|
|
|
+ {
|
|
|
|
+ x2 = 2*x;
|
|
|
|
+
|
|
|
|
+ prow.r = (srcData[y2*srcWidth + x2].r + srcData[y2*srcWidth + x2 + 1].r)/2;
|
|
|
|
+ prow.g = (srcData[y2*srcWidth + x2].g + srcData[y2*srcWidth + x2 + 1].g)/2;
|
|
|
|
+ prow.b = (srcData[y2*srcWidth + x2].b + srcData[y2*srcWidth + x2 + 1].b)/2;
|
|
|
|
+ prow.a = (srcData[y2*srcWidth + x2].a + srcData[y2*srcWidth + x2 + 1].a)/2;
|
|
|
|
+
|
|
|
|
+ pcol.r = (srcData[(y2+1)*srcWidth + x2].r + srcData[(y2+1)*srcWidth + x2 + 1].r)/2;
|
|
|
|
+ pcol.g = (srcData[(y2+1)*srcWidth + x2].g + srcData[(y2+1)*srcWidth + x2 + 1].g)/2;
|
|
|
|
+ pcol.b = (srcData[(y2+1)*srcWidth + x2].b + srcData[(y2+1)*srcWidth + x2 + 1].b)/2;
|
|
|
|
+ pcol.a = (srcData[(y2+1)*srcWidth + x2].a + srcData[(y2+1)*srcWidth + x2 + 1].a)/2;
|
|
|
|
+
|
|
|
|
+ mipmap[y*width + x].r = (prow.r + pcol.r)/2;
|
|
|
|
+ mipmap[y*width + x].g = (prow.g + pcol.g)/2;
|
|
|
|
+ mipmap[y*width + x].b = (prow.b + pcol.b)/2;
|
|
|
|
+ mipmap[y*width + x].a = (prow.a + pcol.a)/2;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ TraceLog(LOG_DEBUG, "Mipmap generated successfully (%ix%i)", width, height);
|
|
|
|
+
|
|
|
|
+ return mipmap;
|
|
|
|
+}
|
|
|
|
+#endif
|
|
|
|
+
|
|
|
|
+#if defined(RLGL_STANDALONE)
|
|
|
|
+// Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG)
|
|
|
|
+void TraceLog(int msgType, const char *text, ...)
|
|
|
|
+{
|
|
|
|
+ va_list args;
|
|
|
|
+ va_start(args, text);
|
|
|
|
+
|
|
|
|
+ switch (msgType)
|
|
|
|
+ {
|
|
|
|
+ case LOG_INFO: fprintf(stdout, "INFO: "); break;
|
|
|
|
+ case LOG_ERROR: fprintf(stdout, "ERROR: "); break;
|
|
|
|
+ case LOG_WARNING: fprintf(stdout, "WARNING: "); break;
|
|
|
|
+ case LOG_DEBUG: fprintf(stdout, "DEBUG: "); break;
|
|
|
|
+ default: break;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ vfprintf(stdout, text, args);
|
|
|
|
+ fprintf(stdout, "\n");
|
|
|
|
+
|
|
|
|
+ va_end(args);
|
|
|
|
+
|
|
|
|
+ if (msgType == LOG_ERROR) exit(1);
|
|
|
|
+}
|
|
|
|
+#endif
|
|
|
|
+
|
|
|
|
+#endif // RLGL_IMPLEMENTATION
|