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+/*********************************************************************************************
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+*
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+* rllegacy - raylib OpenGL 1.1 functions replacement
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+*
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+* OpenGL 1.1 functions mapping to OpenGL 3.2+ (and OpenGL ES 2.0)
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+*
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+* Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
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+*
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+* This software is provided "as-is", without any express or implied warranty. In no event
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+* will the authors be held liable for any damages arising from the use of this software.
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+*
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+* Permission is granted to anyone to use this software for any purpose, including commercial
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+* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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+*
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+* 1. The origin of this software must not be misrepresented; you must not claim that you
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+* wrote the original software. If you use this software in a product, an acknowledgment
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+* in the product documentation would be appreciated but is not required.
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+*
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+* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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+* as being the original software.
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+*
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+* 3. This notice may not be removed or altered from any source distribution.
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+*
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+**********************************************************************************************/
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+
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+#include "rllegacy.h"
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+
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+#include <stdio.h> // Standard input / output lib
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+#include <stdlib.h> // Declares malloc() and free() for memory management, rand()
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+
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+#include "raymath.h" // Required for data type Matrix and Matrix functions
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+
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+#define GLEW_STATIC
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+#include <GL/glew.h> // Extensions loading lib
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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
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+#define MAX_DRAWS_BY_TEXTURE 256 // Draws are organized by texture changes
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+
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+//----------------------------------------------------------------------------------
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+// Types and Structures Definition
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+//----------------------------------------------------------------------------------
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+typedef enum { LINES, TRIANGLES, QUADS } DrawMode;
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+
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+typedef struct {
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+ int numQuads;
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+ int texId;
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+} QuadsByTexture;
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+
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+typedef struct {
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+ int vCounter;
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+ int cCounter;
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+ float *vertices; // 3 components per vertex
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+ float *colors; // 4 components per vertex
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+} VertexPositionColorBuffer;
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+
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+typedef struct {
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+ int vCounter;
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+ int tcCounter;
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+ int cCounter;
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+ float *vertices; // 3 components per vertex
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+ float *texcoords; // 2 components per vertex
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+ float *colors; // 4 components per vertex
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+} VertexPositionColorTextureBuffer;
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+
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+typedef struct {
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+ int vCounter;
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+ int tcCounter;
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+ int cCounter;
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+ float *vertices; // 3 components per vertex
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+ float *texcoords; // 2 components per vertex
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+ float *colors; // 4 components per vertex
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+ unsigned int *indices; // 6 indices per quad
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+} VertexPositionColorTextureIndexBuffer;
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+
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+typedef struct {
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+ GLuint texId;
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+ int firstVertex; // Actually, when using glDrawElements, this parameter is useless..
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+ int vCount;
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+} DrawCall;
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+
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+//----------------------------------------------------------------------------------
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+// Global Variables Definition
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+//----------------------------------------------------------------------------------
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+static Matrix stack[MATRIX_STACK_SIZE];
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+static int stackCounter = 0;
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+
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+static Matrix modelview;
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+static Matrix projection;
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+static Matrix *currentMatrix;
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+
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+static DrawMode currentDrawMode;
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+
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+// Vertex arrays for lines, triangles and quads
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+static VertexPositionColorBuffer lines;
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+static VertexPositionColorTextureBuffer triangles;
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+static VertexPositionColorTextureIndexBuffer quads;
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+
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+// Vetex-Fragment Shader Program ID
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+static GLuint shaderProgram;
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+
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+// Shader program attibutes binding locations
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+static GLuint vertexLoc, texcoordLoc, colorLoc;
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+static GLuint projectionMatrixLoc, modelviewMatrixLoc;
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+static GLuint textureLoc;
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+
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+// Vertex Array Objects (VAO)
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+static GLuint vaoLines, vaoTriangles, vaoQuads;
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+
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+// Vertex Buffer Objects (VBO)
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+static GLuint linesBuffer[2];
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+static GLuint trianglesBuffer[2];
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+static GLuint quadsBuffer[4];
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+
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+// TODO: Review -> Do not get any performance improvement... why?
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+static GLuint vaoQuadsB;
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+static GLuint quadsBufferB[4];
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+static int useBufferB = 0;
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+
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+static DrawCall *draws;
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+static int drawsCounter;
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+
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+// White texture useful for plain color polys (required by shader)
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+static GLuint whiteTexture;
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+
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+//----------------------------------------------------------------------------------
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+// Module specific Functions Declaration
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+//----------------------------------------------------------------------------------
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+static GLuint LoadShaders(char *vertexFileName, char *fragmentFileName);
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+static char *TextFileRead(char *fn);
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+static void CreateDefaultTexture();
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+static void InitializeBuffers();
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+static void InitializeVAOs();
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+static void UpdateBuffers();
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+static void rlDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, void *indices);
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+
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+//----------------------------------------------------------------------------------
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+// Module Functions Definition - Matrix operations
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+//----------------------------------------------------------------------------------
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+
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+// Choose the current matrix to be transformed
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+void rlMatrixMode(int mode)
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+{
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+ if (mode == RL_PROJECTION) currentMatrix = &projection;
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+ else if (mode == RL_MODELVIEW) currentMatrix = &modelview;
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+ //else if (mode == GL_TEXTURE) TODO: NEVER USED!
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+}
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+
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+// Push the current matrix to stack
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+void rlPushMatrix()
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+{
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+ if (stackCounter == MATRIX_STACK_SIZE - 1)
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+ {
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+ printf("ERROR: Stack Buffer Overflow! (MAX 16 MATRIX)");
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+
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+ exit(1);
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+ }
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+
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+ stack[stackCounter] = *currentMatrix;
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+
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+ rlLoadIdentity();
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+
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+ stackCounter++;
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+}
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+
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+// Pop lattest inserted matrix from stack
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+void rlPopMatrix()
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+{
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+ if (stackCounter > 0)
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+ {
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+ Matrix mat = stack[stackCounter - 1];
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+
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+ stackCounter--;
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+
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+ *currentMatrix = mat;
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+ }
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+}
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+
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+// Reset current matrix to identity matrix
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+void rlLoadIdentity()
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+{
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+ *currentMatrix = MatrixIdentity();
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+}
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+
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+// Multiply the current matrix by a translation matrix
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+void rlTranslatef(float x, float y, float z)
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+{
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+ Matrix mat = MatrixTranslate(x, y, z);
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+
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+ *currentMatrix = MatrixMultiply(*currentMatrix, mat);
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+}
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+
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+// Multiply the current matrix by a rotation matrix
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+void rlRotatef(float angleDeg, float x, float y, float z)
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+{
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+ // TODO: Rotation matrix --> REVIEW!
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+ Matrix rot = MatrixIdentity();
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+
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+ if (x == 1) rot = MatrixRotateX(angleDeg*DEG2RAD);
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+ else if (y == 1) rot = MatrixRotateY(angleDeg*DEG2RAD);
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+ else if (z == 1) rot = MatrixRotateZ(angleDeg*DEG2RAD);
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+
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+ *currentMatrix = MatrixMultiply(*currentMatrix, rot);
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+}
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+
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+// Multiply the current matrix by a scaling matrix
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+void rlScalef(float x, float y, float z)
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+{
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+ Matrix mat = MatrixScale(x, y, z);
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+
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+ *currentMatrix = MatrixMultiply(*currentMatrix, mat);
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+}
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+
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+// Multiply the current matrix by another matrix
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+void rlMultMatrixf(float *m)
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+{
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+ // TODO: review Matrix creation from array
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+ Matrix mat = { m[0], m[1], m[2], m[3],
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+ m[4], m[5], m[6], m[7],
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+ m[8], m[9], m[10], m[11],
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+ m[12], m[13], m[14], m[15] };
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+
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+ *currentMatrix = MatrixMultiply(*currentMatrix, mat);
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+}
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+
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+// Multiply the current matrix by a perspective matrix generated by parameters
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+void rlFrustum(double left, double right, double bottom, double top, double near, double far)
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+{
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+ Matrix mat = MatrixFrustum(left, right, bottom, top, near, far);
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+
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+ *currentMatrix = MatrixMultiply(*currentMatrix, mat);
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+}
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+
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+// Multiply the current matrix by an orthographic matrix generated by parameters
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+void rlOrtho(double left, double right, double bottom, double top, double near, double far)
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+{
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+ Matrix matOrtho = MatrixOrtho(left, right, bottom, top, near, far);
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+ MatrixTranspose(&matOrtho);
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+
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+ *currentMatrix = MatrixMultiply(*currentMatrix, matOrtho);
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+}
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+
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+//----------------------------------------------------------------------------------
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+// Module Functions Definition - Vertex level operations
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+//----------------------------------------------------------------------------------
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+
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+// Initialize drawing mode (how to organize vertex)
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+void rlBegin(int mode)
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+{
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+ // TODO: Code shouldn't include other modes than RL_POINTS, RL_LINES and RL_TRIANGLES
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+ switch (mode)
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+ {
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+ case RL_POINTS: currentDrawMode = LINES; break;
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+ case RL_LINES: currentDrawMode = LINES; break;
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+ case RL_LINE_LOOP: currentDrawMode = LINES; break;
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+ case RL_TRIANGLE_FAN: currentDrawMode = TRIANGLES; break;
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+ case RL_QUADS: currentDrawMode = QUADS; break;
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+ case RL_QUAD_STRIP: currentDrawMode = QUADS; break;
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+ default: break;
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+ }
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+
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+ int id;
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+ glGetIntegerv(GL_TEXTURE_BINDING_2D, &id);
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+
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+ if (id == 0)
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+ {
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+ glBindTexture(GL_TEXTURE_2D, whiteTexture);
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+ id = 1;
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+ }
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+
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+ if (draws[drawsCounter - 1].texId != id)
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+ {
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+ drawsCounter++;
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+
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+ draws[drawsCounter - 1].texId = id;
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+ draws[drawsCounter - 1].firstVertex = draws[drawsCounter - 2].vCount;
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+ draws[drawsCounter - 1].vCount = 0;
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+ }
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+}
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+
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+// Finish vertex providing
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+void rlEnd()
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+{
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+ // Make sure vertexCounter is the same for vertices-texcoords-normals-colors
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+ // NOTE: In OpenGL 1.1, one glColor call can be made for all the subsequent glVertex calls.
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+ switch (currentDrawMode)
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+ {
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+ case LINES:
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+ {
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+ if (lines.vCounter != lines.cCounter)
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+ {
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+ int addColors = lines.vCounter - lines.cCounter;
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+
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+ for (int i = 0; i < addColors; i++)
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+ {
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+ lines.colors[4*lines.cCounter] = lines.colors[4*lines.cCounter - 4];
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+ lines.colors[4*lines.cCounter + 1] = lines.colors[4*lines.cCounter - 3];
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+ lines.colors[4*lines.cCounter + 2] = lines.colors[4*lines.cCounter - 2];
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+ lines.colors[4*lines.cCounter + 3] = lines.colors[4*lines.cCounter - 1];
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+
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+ lines.cCounter++;
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+ }
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+ }
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+ } break;
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+ case TRIANGLES:
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+ {
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+ if (triangles.vCounter != triangles.cCounter)
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+ {
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+ int addColors = triangles.vCounter - triangles.cCounter;
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+
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+ for (int i = 0; i < addColors; i++)
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+ {
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+ triangles.colors[4*triangles.cCounter] = triangles.colors[4*triangles.cCounter - 4];
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+ triangles.colors[4*triangles.cCounter + 1] = triangles.colors[4*triangles.cCounter - 3];
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+ triangles.colors[4*triangles.cCounter + 2] = triangles.colors[4*triangles.cCounter - 2];
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+ triangles.colors[4*triangles.cCounter + 3] = triangles.colors[4*triangles.cCounter - 1];
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+
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+ triangles.cCounter++;
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+ }
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+ }
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+ } break;
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+ case QUADS:
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+ {
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+ // Make sure colors count match vertex count
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+ if (quads.vCounter != quads.cCounter)
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+ {
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+ int addColors = quads.vCounter - quads.cCounter;
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+
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+ for (int i = 0; i < addColors; i++)
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+ {
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+ quads.colors[4*quads.cCounter] = quads.colors[4*quads.cCounter - 4];
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+ quads.colors[4*quads.cCounter + 1] = quads.colors[4*quads.cCounter - 3];
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+ quads.colors[4*quads.cCounter + 2] = quads.colors[4*quads.cCounter - 2];
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+ quads.colors[4*quads.cCounter + 3] = quads.colors[4*quads.cCounter - 1];
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+
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+ quads.cCounter++;
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+ }
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+ }
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+
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+ // Make sure texcoords count match vertex count
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+ if (quads.vCounter != quads.tcCounter)
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+ {
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+ int addTexCoords = quads.vCounter - quads.tcCounter;
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+
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+ for (int i = 0; i < addTexCoords; i++)
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+ {
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+ quads.texcoords[2*quads.tcCounter] = 0.0f;
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+ quads.texcoords[2*quads.tcCounter + 1] = 0.0f;
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+
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+ quads.tcCounter++;
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+ }
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+ }
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+
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+ // TODO: Make sure normals count match vertex count
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+
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+ } break;
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+ default: break;
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+ }
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+}
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+
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+// Define one vertex (position)
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|
|
+void rlVertex3f(float x, float y, float z)
|
|
|
|
+{
|
|
|
|
+ switch (currentDrawMode)
|
|
|
|
+ {
|
|
|
|
+ case LINES:
|
|
|
|
+ {
|
|
|
|
+ lines.vertices[3*lines.vCounter] = x;
|
|
|
|
+ lines.vertices[3*lines.vCounter + 1] = y;
|
|
|
|
+ lines.vertices[3*lines.vCounter + 2] = z;
|
|
|
|
+
|
|
|
|
+ lines.vCounter++;
|
|
|
|
+
|
|
|
|
+ } break;
|
|
|
|
+ case TRIANGLES:
|
|
|
|
+ {
|
|
|
|
+ triangles.vertices[3*triangles.vCounter] = x;
|
|
|
|
+ triangles.vertices[3*triangles.vCounter + 1] = y;
|
|
|
|
+ triangles.vertices[3*triangles.vCounter + 2] = z;
|
|
|
|
+
|
|
|
|
+ triangles.vCounter++;
|
|
|
|
+
|
|
|
|
+ } break;
|
|
|
|
+ case QUADS:
|
|
|
|
+ {
|
|
|
|
+ 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].vCount++;
|
|
|
|
+
|
|
|
|
+ } break;
|
|
|
|
+ default: break;
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Define one vertex (position)
|
|
|
|
+void rlVertex2f(float x, float y)
|
|
|
|
+{
|
|
|
|
+ rlVertex3f(x, y, 0.0);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Define one vertex (position)
|
|
|
|
+void rlVertex2i(int x, int y)
|
|
|
|
+{
|
|
|
|
+ rlVertex3f((float)x, (float)y, 0.0);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Define one vertex (texture coordinate)
|
|
|
|
+// NOTE: Texture coordinates are limited to TRIANGLES only
|
|
|
|
+void rlTexCoord2f(float x, float y)
|
|
|
|
+{
|
|
|
|
+ if (currentDrawMode == QUADS)
|
|
|
|
+ {
|
|
|
|
+ quads.texcoords[2*quads.tcCounter] = x;
|
|
|
|
+ quads.texcoords[2*quads.tcCounter + 1] = y;
|
|
|
|
+
|
|
|
|
+ quads.tcCounter++;
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Define one vertex (normal)
|
|
|
|
+// NOTE: Normals are limited to TRIANGLES only
|
|
|
|
+void rlNormal3f(float x, float y, float z)
|
|
|
|
+{
|
|
|
|
+ // TODO: Normals usage...
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Define one vertex (color)
|
|
|
|
+void rlColor4f(float x, float y, float z, float w)
|
|
|
|
+{
|
|
|
|
+ switch (currentDrawMode)
|
|
|
|
+ {
|
|
|
|
+ case 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 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 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 rlColor4ub(byte r, byte g, byte b, byte a)
|
|
|
|
+{
|
|
|
|
+ rlColor4f((float)r/255, (float)g/255, (float)b/255, (float)a/255);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Define one vertex (color)
|
|
|
|
+void rlColor3f(float x, float y, float z)
|
|
|
|
+{
|
|
|
|
+ rlColor4f(x, y, z, 1.0);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
|
+// Module Functions Definition - RlLegacy Init-Close
|
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
|
+
|
|
|
|
+// Init OpenGL 3.3+ required data
|
|
|
|
+void InitRlLegacy()
|
|
|
|
+{
|
|
|
|
+ // Initialize GLEW
|
|
|
|
+ glewExperimental = 1; // Needed for core profile
|
|
|
|
+
|
|
|
|
+ GLenum error = glewInit();
|
|
|
|
+
|
|
|
|
+ if (error != GLEW_OK)
|
|
|
|
+ {
|
|
|
|
+ fprintf(stderr, "Failed to initialize GLEW - Error: %s\n", glewGetErrorString(error));
|
|
|
|
+ exit(1);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (glewIsSupported("GL_VERSION_3_3")) printf("Ready for OpenGL 3.3\n");
|
|
|
|
+
|
|
|
|
+ // Set default draw mode
|
|
|
|
+ currentDrawMode = TRIANGLES;
|
|
|
|
+
|
|
|
|
+ // Reset projection and modelview matrices
|
|
|
|
+ projection = MatrixIdentity();
|
|
|
|
+ modelview = MatrixIdentity();
|
|
|
|
+ currentMatrix = &modelview;
|
|
|
|
+
|
|
|
|
+ // Initialize matrix stack
|
|
|
|
+ for (int i = 0; i < MATRIX_STACK_SIZE; i++) stack[i] = MatrixIdentity();
|
|
|
|
+
|
|
|
|
+ // Init default Shader (GLSL 150)
|
|
|
|
+ shaderProgram = LoadShaders("simple150.vert", "simple150.frag");
|
|
|
|
+
|
|
|
|
+ // Get handles to GLSL input vars locations
|
|
|
|
+ vertexLoc = glGetAttribLocation(shaderProgram, "vertexPosition");
|
|
|
|
+ texcoordLoc = glGetAttribLocation(shaderProgram, "vertexTexCoord");
|
|
|
|
+ colorLoc = glGetAttribLocation(shaderProgram, "vertexColor");
|
|
|
|
+
|
|
|
|
+ // Get handles to GLSL uniform vars locations (vertex-shader)
|
|
|
|
+ modelviewMatrixLoc = glGetUniformLocation(shaderProgram, "modelviewMatrix");
|
|
|
|
+ projectionMatrixLoc = glGetUniformLocation(shaderProgram, "projectionMatrix");
|
|
|
|
+
|
|
|
|
+ // Get handles to GLSL uniform vars locations (fragment-shader)
|
|
|
|
+ textureLoc = glGetUniformLocation(shaderProgram, "texture0");
|
|
|
|
+
|
|
|
|
+ printf("Shaders loaded!\n");
|
|
|
|
+
|
|
|
|
+ InitializeBuffers(); // Init vertex arrays
|
|
|
|
+ InitializeVAOs(); // Init VBO and VAO
|
|
|
|
+
|
|
|
|
+ draws = (DrawCall *)malloc(sizeof(DrawCall)*MAX_DRAWS_BY_TEXTURE);
|
|
|
|
+
|
|
|
|
+ for (int i = 0; i < MAX_DRAWS_BY_TEXTURE; i++)
|
|
|
|
+ {
|
|
|
|
+ draws[i].texId = 0;
|
|
|
|
+ draws[i].firstVertex = 0;
|
|
|
|
+ draws[i].vCount = 0;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ drawsCounter = 1;
|
|
|
|
+
|
|
|
|
+ // Default white texture for plain colors (required by shader)
|
|
|
|
+ CreateDefaultTexture();
|
|
|
|
+
|
|
|
|
+ draws[drawsCounter - 1].texId = whiteTexture;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Vertex Buffer Object deinitialization (memory free)
|
|
|
|
+void CloseRlLegacy()
|
|
|
|
+{
|
|
|
|
+ // Unbind everything
|
|
|
|
+ glBindVertexArray(0);
|
|
|
|
+ glDisableVertexAttribArray(0);
|
|
|
|
+ glDisableVertexAttribArray(1);
|
|
|
|
+ glDisableVertexAttribArray(2);
|
|
|
|
+ glDisableVertexAttribArray(3);
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
|
|
+
|
|
|
|
+ glUseProgram(0);
|
|
|
|
+
|
|
|
|
+ // Delete VAOs and VBOs
|
|
|
|
+ glDeleteBuffers(1, &linesBuffer[0]);
|
|
|
|
+ glDeleteBuffers(1, &linesBuffer[1]);
|
|
|
|
+ glDeleteBuffers(1, &trianglesBuffer[0]);
|
|
|
|
+ glDeleteBuffers(1, &trianglesBuffer[1]);
|
|
|
|
+ glDeleteBuffers(1, &quadsBuffer[0]);
|
|
|
|
+ glDeleteBuffers(1, &quadsBuffer[1]);
|
|
|
|
+ glDeleteBuffers(1, &quadsBuffer[2]);
|
|
|
|
+ glDeleteBuffers(1, &quadsBuffer[3]);
|
|
|
|
+
|
|
|
|
+ glDeleteVertexArrays(1, &vaoLines);
|
|
|
|
+ glDeleteVertexArrays(1, &vaoTriangles);
|
|
|
|
+ glDeleteVertexArrays(1, &vaoQuads);
|
|
|
|
+
|
|
|
|
+ //glDetachShader(shaderProgram, v);
|
|
|
|
+ //glDetachShader(shaderProgram, f);
|
|
|
|
+ //glDeleteShader(v);
|
|
|
|
+ //glDeleteShader(f);
|
|
|
|
+ glDeleteProgram(shaderProgram);
|
|
|
|
+
|
|
|
|
+ // Free vertex arrays memory
|
|
|
|
+ free(lines.vertices);
|
|
|
|
+ free(lines.colors);
|
|
|
|
+
|
|
|
|
+ free(triangles.vertices);
|
|
|
|
+ free(triangles.colors);
|
|
|
|
+
|
|
|
|
+ free(quads.vertices);
|
|
|
|
+ free(quads.texcoords);
|
|
|
|
+ free(quads.colors);
|
|
|
|
+
|
|
|
|
+ // Free GPU texture
|
|
|
|
+ glDeleteTextures(1, &whiteTexture);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void DrawRlLegacy()
|
|
|
|
+{
|
|
|
|
+ glUseProgram(shaderProgram); // Use our shader
|
|
|
|
+
|
|
|
|
+ glBindTexture(GL_TEXTURE_2D, whiteTexture);
|
|
|
|
+
|
|
|
|
+ glUniformMatrix4fv(projectionMatrixLoc, 1, false, GetMatrixVector(projection));
|
|
|
|
+ glUniformMatrix4fv(modelviewMatrixLoc, 1, false, GetMatrixVector(modelview));
|
|
|
|
+ glUniform1i(textureLoc, 0);
|
|
|
|
+
|
|
|
|
+ UpdateBuffers();
|
|
|
|
+
|
|
|
|
+ if (lines.vCounter > 0)
|
|
|
|
+ {
|
|
|
|
+ glBindVertexArray(vaoLines);
|
|
|
|
+ glDrawArrays(GL_LINES, 0, lines.vCounter);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (triangles.vCounter > 0)
|
|
|
|
+ {
|
|
|
|
+ glBindVertexArray(vaoTriangles);
|
|
|
|
+ glDrawArrays(GL_TRIANGLES, 0, triangles.vCounter);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (quads.vCounter > 0)
|
|
|
|
+ {
|
|
|
|
+ int numQuads = 0;
|
|
|
|
+
|
|
|
|
+ // Depending on useBufferB, use Buffer A or Buffer B
|
|
|
|
+ if (useBufferB) glBindVertexArray(vaoQuadsB);
|
|
|
|
+ else glBindVertexArray(vaoQuads);
|
|
|
|
+
|
|
|
|
+ for (int i = 0; i < drawsCounter; i++)
|
|
|
|
+ {
|
|
|
|
+ numQuads += draws[i].vCount/4;
|
|
|
|
+
|
|
|
|
+ glBindTexture(GL_TEXTURE_2D, draws[i].texId);
|
|
|
|
+ rlDrawRangeElements(GL_TRIANGLES, draws[i].firstVertex, draws[i].firstVertex + draws[i].vCount - 1, 6*numQuads, GL_UNSIGNED_INT, 0);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ glBindTexture(GL_TEXTURE_2D, whiteTexture);
|
|
|
|
+
|
|
|
|
+ glBindVertexArray(0); // Unbind VAO
|
|
|
|
+
|
|
|
|
+ // Reset draws counter
|
|
|
|
+ drawsCounter = 1;
|
|
|
|
+ draws[0].texId = whiteTexture;
|
|
|
|
+ draws[0].firstVertex = 0;
|
|
|
|
+ draws[0].vCount = 0;
|
|
|
|
+
|
|
|
|
+ // Reset vertex counters for next frame
|
|
|
|
+ lines.vCounter = 0;
|
|
|
|
+ lines.cCounter = 0;
|
|
|
|
+
|
|
|
|
+ triangles.vCounter = 0;
|
|
|
|
+ triangles.vCounter = 0;
|
|
|
|
+
|
|
|
|
+ quads.vCounter = 0;
|
|
|
|
+ quads.tcCounter = 0;
|
|
|
|
+ quads.cCounter = 0;
|
|
|
|
+
|
|
|
|
+ // TODO: Review double buffer performance -> no improvement!
|
|
|
|
+ //useBufferB = !useBufferB; // Change buffers usage!
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
|
+// Module specific Functions Definition
|
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
|
+
|
|
|
|
+// Load shader (GLSL 150)
|
|
|
|
+static GLuint LoadShaders(char *vertexFileName, char *fragmentFileName)
|
|
|
|
+{
|
|
|
|
+ char *vs = NULL;
|
|
|
|
+ char *fs = NULL;
|
|
|
|
+
|
|
|
|
+ GLuint p,v,f;
|
|
|
|
+
|
|
|
|
+ v = glCreateShader(GL_VERTEX_SHADER);
|
|
|
|
+ f = glCreateShader(GL_FRAGMENT_SHADER);
|
|
|
|
+
|
|
|
|
+ vs = TextFileRead(vertexFileName);
|
|
|
|
+ fs = TextFileRead(fragmentFileName);
|
|
|
|
+
|
|
|
|
+ const char *vv = vs;
|
|
|
|
+ const char *ff = fs;
|
|
|
|
+
|
|
|
|
+ glShaderSource(v, 1, &vv, NULL);
|
|
|
|
+ glShaderSource(f, 1, &ff, NULL);
|
|
|
|
+
|
|
|
|
+ free(vs);
|
|
|
|
+ free(fs);
|
|
|
|
+
|
|
|
|
+ glCompileShader(v);
|
|
|
|
+ glCompileShader(f);
|
|
|
|
+
|
|
|
|
+ p = glCreateProgram();
|
|
|
|
+
|
|
|
|
+ glAttachShader(p,v);
|
|
|
|
+ glAttachShader(p,f);
|
|
|
|
+
|
|
|
|
+ glLinkProgram(p);
|
|
|
|
+
|
|
|
|
+ glDeleteShader(v);
|
|
|
|
+ glDeleteShader(f);
|
|
|
|
+
|
|
|
|
+ return(p);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Read shader text file
|
|
|
|
+static char *TextFileRead(char *fn)
|
|
|
|
+{
|
|
|
|
+ FILE *fp;
|
|
|
|
+ char *content = NULL;
|
|
|
|
+
|
|
|
|
+ int count=0;
|
|
|
|
+
|
|
|
|
+ if (fn != NULL)
|
|
|
|
+ {
|
|
|
|
+ fp = fopen(fn,"rt");
|
|
|
|
+
|
|
|
|
+ if (fp != NULL)
|
|
|
|
+ {
|
|
|
|
+ fseek(fp, 0, SEEK_END);
|
|
|
|
+ count = ftell(fp);
|
|
|
|
+ rewind(fp);
|
|
|
|
+
|
|
|
|
+ if (count > 0)
|
|
|
|
+ {
|
|
|
|
+ content = (char *)malloc(sizeof(char) * (count+1));
|
|
|
|
+ count = fread(content, sizeof(char), count, fp);
|
|
|
|
+ content[count] = '\0';
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ fclose(fp);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ return content;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Allocate and initialize float array buffers to store vertex data (lines, triangles, quads)
|
|
|
|
+static void InitializeBuffers()
|
|
|
|
+{
|
|
|
|
+ // Initialize lines 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 = (float *)malloc(sizeof(float)*4*2*MAX_LINES_BATCH); // 4 float by color, 2 colors by line
|
|
|
|
+
|
|
|
|
+ for (int i = 0; i < (3*2*MAX_LINES_BATCH); i++) lines.vertices[i] = 0.0;
|
|
|
|
+ for (int i = 0; i < (4*2*MAX_LINES_BATCH); i++) lines.colors[i] = 0.0;
|
|
|
|
+
|
|
|
|
+ lines.vCounter = 0;
|
|
|
|
+ lines.cCounter = 0;
|
|
|
|
+
|
|
|
|
+ // Initialize triangles 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 = (float *)malloc(sizeof(float)*4*3*MAX_TRIANGLES_BATCH); // 4 float by color, 3 colors by triangle
|
|
|
|
+
|
|
|
|
+ for (int i = 0; i < (3*3*MAX_TRIANGLES_BATCH); i++) triangles.vertices[i] = 0.0;
|
|
|
|
+ for (int i = 0; i < (4*3*MAX_TRIANGLES_BATCH); i++) triangles.colors[i] = 0.0;
|
|
|
|
+
|
|
|
|
+ triangles.vCounter = 0;
|
|
|
|
+ triangles.cCounter = 0;
|
|
|
|
+
|
|
|
|
+ // Initialize quads arrays (vertex position, texcoord and 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 = (float *)malloc(sizeof(float)*4*4*MAX_QUADS_BATCH); // 4 float by color, 4 colors by quad
|
|
|
|
+ quads.indices = (unsigned int *)malloc(sizeof(int)*6*MAX_QUADS_BATCH); // 6 int by quad (indices)
|
|
|
|
+
|
|
|
|
+ for (int i = 0; i < (3*4*MAX_QUADS_BATCH); i++) quads.vertices[i] = 0.0;
|
|
|
|
+ for (int i = 0; i < (2*4*MAX_QUADS_BATCH); i++) quads.texcoords[i] = 0.0;
|
|
|
|
+ for (int i = 0; i < (4*4*MAX_QUADS_BATCH); i++) quads.colors[i] = 0.0;
|
|
|
|
+
|
|
|
|
+ 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;
|
|
|
|
+
|
|
|
|
+ printf("All buffers initialized - lines, triangles, quads(indexed).\n");
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Initialize Vertex Array Objects (Contain VBO)
|
|
|
|
+static void InitializeVAOs()
|
|
|
|
+{
|
|
|
|
+ // Initialize Lines VAO
|
|
|
|
+ glGenVertexArrays(1, &vaoLines);
|
|
|
|
+ glBindVertexArray(vaoLines);
|
|
|
|
+
|
|
|
|
+ // Create buffers for our vertex data
|
|
|
|
+ glGenBuffers(2, linesBuffer);
|
|
|
|
+
|
|
|
|
+ // Lines - Vertex positions buffer binding and attributes enable
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[0]);
|
|
|
|
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*2*MAX_LINES_BATCH, lines.vertices, GL_DYNAMIC_DRAW);
|
|
|
|
+ glEnableVertexAttribArray(vertexLoc);
|
|
|
|
+ glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0);
|
|
|
|
+
|
|
|
|
+ // Lines - colors buffer
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[1]);
|
|
|
|
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*2*MAX_LINES_BATCH, lines.colors, GL_DYNAMIC_DRAW);
|
|
|
|
+ glEnableVertexAttribArray(colorLoc);
|
|
|
|
+ glVertexAttribPointer(colorLoc, 4, GL_FLOAT, 0, 0, 0);
|
|
|
|
+
|
|
|
|
+ //--------------------------------------------------------------
|
|
|
|
+
|
|
|
|
+ // Initialize Triangles VAO
|
|
|
|
+ glGenVertexArrays(1, &vaoTriangles);
|
|
|
|
+ glBindVertexArray(vaoTriangles);
|
|
|
|
+
|
|
|
|
+ // Create buffers for our vertex data
|
|
|
|
+ glGenBuffers(2, trianglesBuffer);
|
|
|
|
+
|
|
|
|
+ // Enable vertex attributes
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[0]);
|
|
|
|
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*3*MAX_TRIANGLES_BATCH, triangles.vertices, GL_DYNAMIC_DRAW);
|
|
|
|
+ glEnableVertexAttribArray(vertexLoc);
|
|
|
|
+ glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0);
|
|
|
|
+
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[1]);
|
|
|
|
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW);
|
|
|
|
+ glEnableVertexAttribArray(colorLoc);
|
|
|
|
+ glVertexAttribPointer(colorLoc, 4, GL_FLOAT, 0, 0, 0);
|
|
|
|
+
|
|
|
|
+ //--------------------------------------------------------------
|
|
|
|
+
|
|
|
|
+ // Initialize Quads VAO (Buffer A)
|
|
|
|
+ glGenVertexArrays(1, &vaoQuads);
|
|
|
|
+ glBindVertexArray(vaoQuads);
|
|
|
|
+
|
|
|
|
+ // Create buffers for our vertex data
|
|
|
|
+ glGenBuffers(4, quadsBuffer);
|
|
|
|
+
|
|
|
|
+ // Enable vertex attributes
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[0]);
|
|
|
|
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW);
|
|
|
|
+ glEnableVertexAttribArray(vertexLoc);
|
|
|
|
+ glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0);
|
|
|
|
+
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[1]);
|
|
|
|
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW);
|
|
|
|
+ glEnableVertexAttribArray(texcoordLoc);
|
|
|
|
+ glVertexAttribPointer(texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
|
|
|
|
+
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[2]);
|
|
|
|
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW);
|
|
|
|
+ glEnableVertexAttribArray(colorLoc);
|
|
|
|
+ glVertexAttribPointer(colorLoc, 4, GL_FLOAT, 0, 0, 0);
|
|
|
|
+
|
|
|
|
+ // Fill index buffer
|
|
|
|
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quadsBuffer[3]);
|
|
|
|
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int)*6*MAX_QUADS_BATCH, quads.indices, GL_STATIC_DRAW);
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+ // Initialize Quads VAO (Buffer B)
|
|
|
|
+ glGenVertexArrays(1, &vaoQuadsB);
|
|
|
|
+ glBindVertexArray(vaoQuadsB);
|
|
|
|
+
|
|
|
|
+ // Create buffers for our vertex data
|
|
|
|
+ glGenBuffers(4, quadsBufferB);
|
|
|
|
+
|
|
|
|
+ // Enable vertex attributes
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, quadsBufferB[0]);
|
|
|
|
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW);
|
|
|
|
+ glEnableVertexAttribArray(vertexLoc);
|
|
|
|
+ glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0);
|
|
|
|
+
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, quadsBufferB[1]);
|
|
|
|
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW);
|
|
|
|
+ glEnableVertexAttribArray(texcoordLoc);
|
|
|
|
+ glVertexAttribPointer(texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
|
|
|
|
+
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, quadsBufferB[2]);
|
|
|
|
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW);
|
|
|
|
+ glEnableVertexAttribArray(colorLoc);
|
|
|
|
+ glVertexAttribPointer(colorLoc, 4, GL_FLOAT, 0, 0, 0);
|
|
|
|
+
|
|
|
|
+ // Fill index buffer
|
|
|
|
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quadsBufferB[3]);
|
|
|
|
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int)*6*MAX_QUADS_BATCH, quads.indices, GL_STATIC_DRAW);
|
|
|
|
+
|
|
|
|
+ // Unbind the current VAO
|
|
|
|
+ glBindVertexArray(0);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Update VBOs with vertex array data
|
|
|
|
+static void UpdateBuffers()
|
|
|
|
+{
|
|
|
|
+ // Activate Lines VAO
|
|
|
|
+ glBindVertexArray(vaoLines);
|
|
|
|
+
|
|
|
|
+ // Lines - vertex positions buffer
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[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, linesBuffer[1]);
|
|
|
|
+ //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*2*MAX_LINES_BATCH, lines.colors, GL_DYNAMIC_DRAW);
|
|
|
|
+ glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*4*lines.vCounter, lines.colors);
|
|
|
|
+
|
|
|
|
+ //--------------------------------------------------------------
|
|
|
|
+
|
|
|
|
+ // Activate Triangles VAO
|
|
|
|
+ glBindVertexArray(vaoTriangles);
|
|
|
|
+
|
|
|
|
+ // Triangles - vertex positions buffer
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[0]);
|
|
|
|
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*3*MAX_TRIANGLES_BATCH, triangles.vertices, GL_DYNAMIC_DRAW);
|
|
|
|
+
|
|
|
|
+ // Triangles - colors buffer
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[1]);
|
|
|
|
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW);
|
|
|
|
+
|
|
|
|
+ //--------------------------------------------------------------
|
|
|
|
+
|
|
|
|
+ // Depending on useBufferB, update Buffer A or Buffer B
|
|
|
|
+ if (useBufferB)
|
|
|
|
+ {
|
|
|
|
+ // Activate Quads VAO (Buffer B)
|
|
|
|
+ glBindVertexArray(vaoQuadsB);
|
|
|
|
+
|
|
|
|
+ // Quads - vertex positions buffer
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, quadsBufferB[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, quadsBufferB[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, quadsBufferB[2]);
|
|
|
|
+ //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW);
|
|
|
|
+ glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*4*quads.vCounter, quads.colors);
|
|
|
|
+ }
|
|
|
|
+ else
|
|
|
|
+ {
|
|
|
|
+ // Activate Quads VAO (Buffer A)
|
|
|
|
+ glBindVertexArray(vaoQuads);
|
|
|
|
+
|
|
|
|
+ // Quads - vertex positions buffer
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[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, quadsBuffer[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, quadsBuffer[2]);
|
|
|
|
+ //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW);
|
|
|
|
+ glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*4*quads.vCounter, quads.colors);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ //--------------------------------------------------------------
|
|
|
|
+
|
|
|
|
+ // Unbind the current VAO
|
|
|
|
+ glBindVertexArray(0);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Create default white texture to be used on plain colors (required by default shader)
|
|
|
|
+static void CreateDefaultTexture()
|
|
|
|
+{
|
|
|
|
+ unsigned char *imgData = (unsigned char *)malloc(4); // 1 pixel RGBA (4 bytes)
|
|
|
|
+
|
|
|
|
+ for (int i = 0; i < 4; i++) imgData[i] = 255; // Initialize array
|
|
|
|
+
|
|
|
|
+ // Convert data to OpenGL texture
|
|
|
|
+ //--------------------------------
|
|
|
|
+ GLuint id;
|
|
|
|
+ glGenTextures(1, &id); // Generate pointer to the texture
|
|
|
|
+
|
|
|
|
+ glActiveTexture(GL_TEXTURE0);
|
|
|
|
+ glBindTexture(GL_TEXTURE_2D, id);
|
|
|
|
+
|
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); // Set texture to clamp on x-axis
|
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); // Set texture to clamp on y-axis
|
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR
|
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR
|
|
|
|
+
|
|
|
|
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, imgData);
|
|
|
|
+
|
|
|
|
+ // At this point we have the image converted to texture and uploaded to GPU
|
|
|
|
+
|
|
|
|
+ free(imgData); // Now we can free loaded data from RAM memory
|
|
|
|
+
|
|
|
|
+ whiteTexture = id;
|
|
|
|
+
|
|
|
|
+ // Unbind current texture
|
|
|
|
+ glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Replacement for glDrawRangeElements (OpenGL 3.3+)
|
|
|
|
+// NOTE: glDrawRangeElement is not supported by OpenGL ES 2.0 so, we use glDrawElements instead
|
|
|
|
+static void rlDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, void *indices)
|
|
|
|
+{
|
|
|
|
+ glDrawElements(mode, count, type, indices);
|
|
|
|
+}
|