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+/*********************************************************************************************
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+*
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+* rlgl - raylib OpenGL abstraction layer
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+*
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+* raylib now uses OpenGL 1.1 style functions (rlVertex) that are mapped to selected OpenGL version:
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+* OpenGL 1.1 - Direct map rl* -> gl*
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+* OpenGL 3.3+ - Vertex data is stored in VAOs, call rlglDraw() to render
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+* OpenGL ES 2 - Same behaviour as OpenGL 3.3+
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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 "rlgl.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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+#ifdef USE_OPENGL_11
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+ #include <GL/gl.h> // Extensions loading lib
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+#endif
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+
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+#ifdef USE_OPENGL_33
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+ #define GLEW_STATIC
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+ #include <GL/glew.h> // Extensions loading lib
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+#endif
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+
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+//#include "glad.h" // Extensions loading lib? --> REVIEW
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+
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+#define USE_VBO_DOUBLE_BUFFERS // Enable VBO double buffers usage --> REVIEW!
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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 // TODO: REVIEW: Matrix stack required?
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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 1024 // Temporal Vertex Buffer (required for post-transformations)
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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 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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+#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2)
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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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+static int currentMatrixMode;
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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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+#ifdef USE_VBO_DOUBLE_BUFFERS
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+// Double buffering
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+// TODO: REVIEW -> Not getting any performance improvement... why?
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+static GLuint vaoQuadsB;
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+static GLuint quadsBufferB[4];
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+static bool useBufferB = false;
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+#endif
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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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+// Temp vertex buffer to be used with rlTranslate, rlRotate, rlScale
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+static Vector3 *tempBuffer;
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+static int tempBufferCount = 0;
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+static bool useTempBuffer = false;
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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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+#endif
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+
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+//----------------------------------------------------------------------------------
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+// Module specific Functions Declaration
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+//----------------------------------------------------------------------------------
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+#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2)
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+static GLuint LoadDefaultShaders();
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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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+
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+// Shader files loading (external) - Not used but useful...
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+static GLuint LoadShaders(char *vertexFileName, char *fragmentFileName);
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+static char *TextFileRead(char *fn);
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+#endif
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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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+#ifdef USE_OPENGL_11
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+
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+// Fallback to OpenGL 1.1 function calls
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+//---------------------------------------
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+void rlMatrixMode(int mode)
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+{
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+ switch (mode)
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+ {
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+ case RL_PROJECTION: glMatrixMode(GL_PROJECTION); break;
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+ case RL_MODELVIEW: glMatrixMode(GL_MODELVIEW); break;
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+ case RL_TEXTURE: glMatrixMode(GL_TEXTURE); break;
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+ default: break;
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+ }
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+}
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+
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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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+ glFrustum(left, right, bottom, top, near, far);
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+}
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+
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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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+ glOrtho(left, right, bottom, top, near, far);
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+}
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+
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+void rlPushMatrix() { glPushMatrix(); }
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+void rlPopMatrix() { glPopMatrix(); }
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+void rlLoadIdentity() { glLoadIdentity(); }
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+void rlTranslatef(float x, float y, float z) { glTranslatef(x, y, z); }
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+void rlRotatef(float angleDeg, float x, float y, float z) { glRotatef(angleDeg, x, y, z); }
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+void rlScalef(float x, float y, float z) { glScalef(x, y, z); }
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+void rlMultMatrixf(float *mat) { glMultMatrixf(mat); }
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+
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+#else
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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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+ currentMatrixMode = mode;
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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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+ rlLoadIdentity();
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+ stackCounter++;
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+
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+ if (currentMatrixMode == RL_MODELVIEW) useTempBuffer = true;
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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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+ *currentMatrix = mat;
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+ stackCounter--;
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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 matPerps = MatrixFrustum(left, right, bottom, top, near, far);
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+ MatrixTranspose(&matPerps);
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+
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+ *currentMatrix = MatrixMultiply(*currentMatrix, matPerps);
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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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+#endif
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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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+#ifdef USE_OPENGL_11
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+
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+// Fallback to OpenGL 1.1 function calls
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+//---------------------------------------
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+void rlBegin(int mode)
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+{
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+ switch (mode)
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+ {
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+ case RL_LINES: glBegin(GL_LINES); break;
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+ case RL_TRIANGLES: glBegin(GL_TRIANGLES); break;
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+ case RL_QUADS: glBegin(GL_QUADS); break;
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+ default: break;
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+ }
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+}
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+
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+void rlEnd() { glEnd(); }
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+void rlVertex2i(int x, int y) { glVertex2i(x, y); }
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+void rlVertex2f(float x, float y) { glVertex2f(x, y); }
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+void rlVertex3f(float x, float y, float z) { glVertex3f(x, y, z); }
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+void rlTexCoord2f(float x, float y) { glTexCoord2f(x, y); }
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+void rlNormal3f(float x, float y, float z) { glNormal3f(x, y, z); }
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+void rlColor4ub(byte r, byte g, byte b, byte a) { glColor4ub(r, g, b, a); }
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+void rlColor3f(float x, float y, float z) { glColor3f(x, y, z); }
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+void rlColor4f(float x, float y, float z, float w) { glColor4f(x, y, z, w); }
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+
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+#else
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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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+ // Draw mode can only be RL_LINES, RL_TRIANGLES and RL_QUADS
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+ currentDrawMode = mode;
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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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+ if (useTempBuffer)
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+ {
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+ // IT WORKS!!! --> Refactor...
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+ Matrix mat = *currentMatrix;
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+ MatrixTranspose(&mat);
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+
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+ // Apply transformation matrix to all temp vertices
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+ for (int i = 0; i < tempBufferCount; i++) VectorTransform(&tempBuffer[i], mat);
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+
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+ // Deactivate tempBuffer usage to allow rlVertex3f do its job
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+ useTempBuffer = false;
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+
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+ // Copy all transformed vertices to right VAO
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+ for (int i = 0; i < tempBufferCount; i++) rlVertex3f(tempBuffer[i].x, tempBuffer[i].y, tempBuffer[i].z);
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+
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+ // Reset temp buffer
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+ tempBufferCount = 0;
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+ }
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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 RL_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 RL_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 RL_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)
|
|
|
+ {
|
|
|
+ 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
|
|
|
+
|
|
|
+ } break;
|
|
|
+ default: break;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+// 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:
|
|
|
+ {
|
|
|
+ lines.vertices[3*lines.vCounter] = x;
|
|
|
+ lines.vertices[3*lines.vCounter + 1] = y;
|
|
|
+ lines.vertices[3*lines.vCounter + 2] = z;
|
|
|
+
|
|
|
+ lines.vCounter++;
|
|
|
+
|
|
|
+ } break;
|
|
|
+ case RL_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 RL_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 == 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 rlColor4f(float x, float y, float z, float 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 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);
|
|
|
+}
|
|
|
+
|
|
|
+#endif
|
|
|
+
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
+// Module Functions Definition - OpenGL equivalent functions (common to 1.1, 3.3+, ES2)
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
+
|
|
|
+// Enable texture usage
|
|
|
+void rlEnableTexture(unsigned int id)
|
|
|
+{
|
|
|
+#ifdef USE_OPENGL_11
|
|
|
+ glEnable(GL_TEXTURE_2D);
|
|
|
+ glBindTexture(GL_TEXTURE_2D, id);
|
|
|
+#endif
|
|
|
+
|
|
|
+#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2)
|
|
|
+ if (draws[drawsCounter - 1].texId != id)
|
|
|
+ {
|
|
|
+ if (draws[drawsCounter - 1].vCount > 0) drawsCounter++;
|
|
|
+
|
|
|
+ draws[drawsCounter - 1].texId = id;
|
|
|
+ draws[drawsCounter - 1].firstVertex = draws[drawsCounter - 2].vCount;
|
|
|
+ draws[drawsCounter - 1].vCount = 0;
|
|
|
+ }
|
|
|
+#endif
|
|
|
+}
|
|
|
+
|
|
|
+// Disable texture usage
|
|
|
+void rlDisableTexture()
|
|
|
+{
|
|
|
+#ifdef USE_OPENGL_11
|
|
|
+ glDisable(GL_TEXTURE_2D);
|
|
|
+ glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
+#endif
|
|
|
+}
|
|
|
+
|
|
|
+// Unload texture from GPU memory
|
|
|
+void rlDeleteTextures(unsigned int id)
|
|
|
+{
|
|
|
+ glDeleteTextures(1, &id);
|
|
|
+}
|
|
|
+
|
|
|
+// 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()
|
|
|
+{
|
|
|
+ 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
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
+
|
|
|
+#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2)
|
|
|
+
|
|
|
+// Init OpenGL 3.3+ required data
|
|
|
+void rlglInit()
|
|
|
+{
|
|
|
+ // 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("OpenGL 3.3 initialized\n");
|
|
|
+/*
|
|
|
+ if (!gladLoadGL())
|
|
|
+ {
|
|
|
+ printf("Something went wrong!\n");
|
|
|
+ exit(-1);
|
|
|
+ }
|
|
|
+*/
|
|
|
+ // Set default draw mode
|
|
|
+ currentDrawMode = RL_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 110) -> Common for GL 3.3+ and ES2
|
|
|
+ shaderProgram = LoadDefaultShaders();
|
|
|
+ //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("Default shaders loaded\n\n");
|
|
|
+
|
|
|
+ // Print OpenGL and GLSL version
|
|
|
+ printf("Vendor: %s\n", glGetString(GL_VENDOR));
|
|
|
+ printf("Renderer: %s\n", glGetString(GL_RENDERER));
|
|
|
+ printf("Version: %s\n", glGetString(GL_VERSION));
|
|
|
+ printf("GLSL: %s\n\n", glGetString(0x8B8C)); // GL_SHADING_LANGUAGE_VERSION
|
|
|
+
|
|
|
+ InitializeBuffers(); // Init vertex arrays
|
|
|
+ InitializeVAOs(); // Init VBO and VAO
|
|
|
+
|
|
|
+ // 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] = VectorZero();
|
|
|
+
|
|
|
+ // Create default white texture for plain colors (required by shader)
|
|
|
+ unsigned char pixels[4] = { 255, 255, 255, 255 }; // 1 pixel RGBA (4 bytes)
|
|
|
+
|
|
|
+ whiteTexture = rlglTexture(1, 1, pixels);
|
|
|
+
|
|
|
+ // 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].texId = 0;
|
|
|
+ draws[i].firstVertex = 0;
|
|
|
+ draws[i].vCount = 0;
|
|
|
+ }
|
|
|
+
|
|
|
+ drawsCounter = 1;
|
|
|
+ draws[drawsCounter - 1].texId = whiteTexture;
|
|
|
+}
|
|
|
+
|
|
|
+// Vertex Buffer Object deinitialization (memory free)
|
|
|
+void rlglClose()
|
|
|
+{
|
|
|
+ // 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 rlglDraw()
|
|
|
+{
|
|
|
+ glUseProgram(shaderProgram); // Use our shader
|
|
|
+
|
|
|
+ glUniformMatrix4fv(projectionMatrixLoc, 1, false, GetMatrixVector(projection));
|
|
|
+ glUniformMatrix4fv(modelviewMatrixLoc, 1, false, GetMatrixVector(modelview));
|
|
|
+ glUniform1i(textureLoc, 0);
|
|
|
+
|
|
|
+ UpdateBuffers();
|
|
|
+
|
|
|
+ if (lines.vCounter > 0)
|
|
|
+ {
|
|
|
+ glBindTexture(GL_TEXTURE_2D, whiteTexture);
|
|
|
+
|
|
|
+ glBindVertexArray(vaoLines);
|
|
|
+ glDrawArrays(GL_LINES, 0, lines.vCounter);
|
|
|
+
|
|
|
+ glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
+ }
|
|
|
+
|
|
|
+ if (triangles.vCounter > 0)
|
|
|
+ {
|
|
|
+ glBindVertexArray(vaoTriangles);
|
|
|
+ glDrawArrays(GL_TRIANGLES, 0, triangles.vCounter);
|
|
|
+ }
|
|
|
+
|
|
|
+ if (quads.vCounter > 0)
|
|
|
+ {
|
|
|
+ int numQuads = 0;
|
|
|
+ int numIndicesToProcess = 0;
|
|
|
+ int indicesOffset = 0;
|
|
|
+
|
|
|
+#ifdef USE_VBO_DOUBLE_BUFFERS
|
|
|
+ // Depending on useBufferB, use Buffer A or Buffer B
|
|
|
+ if (useBufferB) glBindVertexArray(vaoQuadsB);
|
|
|
+ else
|
|
|
+#endif
|
|
|
+ {
|
|
|
+ glBindVertexArray(vaoQuads);
|
|
|
+ }
|
|
|
+
|
|
|
+ //printf("\nRequired Draws: %i\n", drawsCounter);
|
|
|
+
|
|
|
+ for (int i = 0; i < drawsCounter; i++)
|
|
|
+ {
|
|
|
+ numQuads = draws[i].vCount/4;
|
|
|
+ numIndicesToProcess = numQuads*6; // Get number of Quads * 6 index by Quad
|
|
|
+
|
|
|
+ //printf("Quads to render: %i - ", numQuads);
|
|
|
+ //printf("Vertex Count: %i - ", draws[i].vCount);
|
|
|
+ //printf("Binding texture: %i\n", draws[i].texId);
|
|
|
+
|
|
|
+ glBindTexture(GL_TEXTURE_2D, draws[i].texId);
|
|
|
+
|
|
|
+ // 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
|
|
|
+ glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_INT, (GLvoid*) (sizeof(GLuint) * indicesOffset));
|
|
|
+
|
|
|
+ indicesOffset += draws[i].vCount/4*6;
|
|
|
+
|
|
|
+ //printf("-------Next vertex offset: %i\n", indicesOffset/6*4);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
|
|
|
+ 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! (?)
|
|
|
+#ifdef USE_VBO_DOUBLE_BUFFERS
|
|
|
+ useBufferB = !useBufferB; // Change buffers usage!
|
|
|
+#endif
|
|
|
+}
|
|
|
+
|
|
|
+#endif
|
|
|
+
|
|
|
+// Initialize Graphics Device (OpenGL stuff)
|
|
|
+void rlglInitGraphicsDevice(int fbWidth, int fbHeight)
|
|
|
+{
|
|
|
+ //glViewport(0, 0, fbWidth, fbHeight); // Set viewport width and height
|
|
|
+ // NOTE: Not required, viewport will be full window space
|
|
|
+
|
|
|
+ // NOTE: Don't confuse glViewport with the transformation matrix
|
|
|
+ // NOTE: glViewport just defines the area of the context that you will actually draw to.
|
|
|
+
|
|
|
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers, depth buffer is used for 3D
|
|
|
+ glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set background color (black)
|
|
|
+ //glClearDepth(1.0f); // Clear depth buffer (default)
|
|
|
+
|
|
|
+ glEnable(GL_DEPTH_TEST); // Enables depth testing (required for 3D)
|
|
|
+ glDepthFunc(GL_LEQUAL); // Type of depth testing to apply
|
|
|
+
|
|
|
+ glEnable(GL_BLEND); // Enable color blending (required to work with transparencies)
|
|
|
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Color blending function (how colors are mixed)
|
|
|
+
|
|
|
+#ifdef USE_OPENGL_11
|
|
|
+ glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Improve quality of color and texture coordinate interpolation (Deprecated in OGL 3.0)
|
|
|
+ // Other options: GL_FASTEST, GL_DONT_CARE (default)
|
|
|
+#endif
|
|
|
+
|
|
|
+ rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
|
|
|
+ rlLoadIdentity(); // Reset current matrix (PROJECTION)
|
|
|
+
|
|
|
+ rlOrtho(0, fbWidth, fbHeight, 0, 0, 1); // Config orthographic mode: top-left corner --> (0,0)
|
|
|
+
|
|
|
+ rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
|
|
|
+ rlLoadIdentity(); // Reset current matrix (MODELVIEW)
|
|
|
+
|
|
|
+ // TODO: Review all shapes/models are drawn CCW and enable backface culling
|
|
|
+
|
|
|
+ glEnable(GL_CULL_FACE); // Enable backface culling (Disabled by default)
|
|
|
+ //glCullFace(GL_BACK); // Cull the Back face (default)
|
|
|
+ //glFrontFace(GL_CCW); // Front face are defined counter clockwise (default)
|
|
|
+
|
|
|
+#ifdef USE_OPENGL_11
|
|
|
+ glShadeModel(GL_SMOOTH); // Smooth shading between vertex (vertex colors interpolation) (Deprecated on OpenGL 3.3+)
|
|
|
+ // Possible options: GL_SMOOTH (Color interpolation) or GL_FLAT (no interpolation)
|
|
|
+#endif
|
|
|
+}
|
|
|
+
|
|
|
+// Convert image data to OpenGL texture (returns OpenGL valid Id)
|
|
|
+// NOTE: Image is not unloaded, it should be done manually...
|
|
|
+unsigned int rlglTexture(int width, int height, unsigned char *pixels)
|
|
|
+{
|
|
|
+ glBindTexture(GL_TEXTURE_2D,0); // Free any old binding
|
|
|
+
|
|
|
+ GLuint id;
|
|
|
+ glGenTextures(1, &id); // Generate Pointer to the texture
|
|
|
+
|
|
|
+ //glActiveTexture(GL_TEXTURE0);
|
|
|
+ glBindTexture(GL_TEXTURE_2D, id);
|
|
|
+
|
|
|
+ // NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used!
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repead on x-axis
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repead on y-axis
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR
|
|
|
+
|
|
|
+#ifdef USE_OPENGL_33
|
|
|
+ // Trilinear filtering!
|
|
|
+ //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
+ //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // Activate use of mipmaps (must be available)
|
|
|
+ //glGenerateMipmap(GL_TEXTURE_2D); // OpenGL 3.3!
|
|
|
+#endif
|
|
|
+
|
|
|
+ // NOTE: Not using mipmappings (texture for 2D drawing)
|
|
|
+ // At this point we have the image converted to texture and uploaded to GPU
|
|
|
+
|
|
|
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
|
|
|
+
|
|
|
+ // At this point we have the image converted to texture and uploaded to GPU
|
|
|
+
|
|
|
+ // Unbind current texture
|
|
|
+ glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
+
|
|
|
+ printf("New texture created, id: %i (%i x %i)\n", id, width, height);
|
|
|
+
|
|
|
+ return id;
|
|
|
+}
|
|
|
+
|
|
|
+// Read screen pixel data (color buffer)
|
|
|
+unsigned char *rlglReadScreenPixels(int width, int height)
|
|
|
+{
|
|
|
+ unsigned char *screenData = (unsigned char *)malloc(width * height * sizeof(unsigned char) * 4);
|
|
|
+
|
|
|
+ // 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++)
|
|
|
+ {
|
|
|
+ imgData[x + (height - y - 1)*width*4] = screenData[x + (y*width*4)];
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ free(screenData);
|
|
|
+
|
|
|
+ return imgData; // NOTE: image data should be freed
|
|
|
+}
|
|
|
+
|
|
|
+#ifdef USE_OPENGL_33
|
|
|
+
|
|
|
+void PrintProjectionMatrix()
|
|
|
+{
|
|
|
+ PrintMatrix(projection);
|
|
|
+}
|
|
|
+
|
|
|
+void PrintModelviewMatrix()
|
|
|
+{
|
|
|
+ PrintMatrix(modelview);
|
|
|
+}
|
|
|
+
|
|
|
+#endif
|
|
|
+
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
+// Module specific Functions Definition
|
|
|
+//----------------------------------------------------------------------------------
|
|
|
+
|
|
|
+#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2)
|
|
|
+
|
|
|
+// Load Shaders (Vertex and Fragment)
|
|
|
+static GLuint LoadDefaultShaders()
|
|
|
+{
|
|
|
+ // NOTE: Shaders are written using GLSL 110 (desktop), that is equivalent to GLSL 100 on ES2
|
|
|
+
|
|
|
+ // Vertex shader directly defined, no external file required
|
|
|
+ char vShaderStr[] = " #version 110 \n" // Equivalent to version 100 on ES2
|
|
|
+ "uniform mat4 projectionMatrix; \n"
|
|
|
+ "uniform mat4 modelviewMatrix; \n"
|
|
|
+ "attribute vec3 vertexPosition; \n"
|
|
|
+ "attribute vec2 vertexTexCoord; \n"
|
|
|
+ "attribute vec4 vertexColor; \n"
|
|
|
+ "varying vec2 fragTexCoord; \n"
|
|
|
+ "varying vec4 fragColor; \n"
|
|
|
+ "void main() \n"
|
|
|
+ "{ \n"
|
|
|
+ " fragTexCoord = vertexTexCoord; \n"
|
|
|
+ " fragColor = vertexColor; \n"
|
|
|
+ " gl_Position = projectionMatrix * modelviewMatrix * vec4(vertexPosition, 1.0); \n"
|
|
|
+ "} \n";
|
|
|
+
|
|
|
+ // Fragment shader directly defined, no external file required
|
|
|
+ char fShaderStr[] = " #version 110 \n" // Equivalent to version 100 on ES2
|
|
|
+ "uniform sampler2D texture0; \n"
|
|
|
+ "varying vec2 fragTexCoord; \n"
|
|
|
+ "varying vec4 fragColor; \n"
|
|
|
+ "void main() \n"
|
|
|
+ "{ \n"
|
|
|
+ " gl_FragColor = texture2D(texture0, fragTexCoord) * fragColor; \n"
|
|
|
+ "} \n";
|
|
|
+
|
|
|
+ GLuint program;
|
|
|
+ GLuint vertexShader;
|
|
|
+ GLuint fragmentShader;
|
|
|
+
|
|
|
+ vertexShader = glCreateShader(GL_VERTEX_SHADER);
|
|
|
+ fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
|
|
|
+
|
|
|
+ const char *pvs = vShaderStr;
|
|
|
+ const char *pfs = fShaderStr;
|
|
|
+
|
|
|
+ glShaderSource(vertexShader, 1, &pvs, NULL);
|
|
|
+ glShaderSource(fragmentShader, 1, &pfs, NULL);
|
|
|
+
|
|
|
+ glCompileShader(vertexShader);
|
|
|
+ glCompileShader(fragmentShader);
|
|
|
+
|
|
|
+ program = glCreateProgram();
|
|
|
+
|
|
|
+ glAttachShader(program, vertexShader);
|
|
|
+ glAttachShader(program, fragmentShader);
|
|
|
+
|
|
|
+ glLinkProgram(program);
|
|
|
+
|
|
|
+ glDeleteShader(vertexShader);
|
|
|
+ glDeleteShader(fragmentShader);
|
|
|
+
|
|
|
+ return(program);
|
|
|
+}
|
|
|
+
|
|
|
+
|
|
|
+// Load Shaders
|
|
|
+static GLuint LoadShaders(char *vertexFileName, char *fragmentFileName)
|
|
|
+{
|
|
|
+ // Shaders loading from external text file
|
|
|
+ char *vShaderStr = TextFileRead(vertexFileName);
|
|
|
+ char *fShaderStr = TextFileRead(fragmentFileName);
|
|
|
+
|
|
|
+ GLuint program;
|
|
|
+ GLuint vertexShader;
|
|
|
+ GLuint fragmentShader;
|
|
|
+
|
|
|
+ vertexShader = glCreateShader(GL_VERTEX_SHADER);
|
|
|
+ fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
|
|
|
+
|
|
|
+ const char *pvs = vShaderStr;
|
|
|
+ const char *pfs = fShaderStr;
|
|
|
+
|
|
|
+ glShaderSource(vertexShader, 1, &pvs, NULL);
|
|
|
+ glShaderSource(fragmentShader, 1, &pfs, NULL);
|
|
|
+
|
|
|
+ glCompileShader(vertexShader);
|
|
|
+ glCompileShader(fragmentShader);
|
|
|
+
|
|
|
+ program = glCreateProgram();
|
|
|
+
|
|
|
+ glAttachShader(program, vertexShader);
|
|
|
+ glAttachShader(program, fragmentShader);
|
|
|
+
|
|
|
+ glLinkProgram(program);
|
|
|
+
|
|
|
+ glDeleteShader(vertexShader);
|
|
|
+ glDeleteShader(fragmentShader);
|
|
|
+
|
|
|
+ return(program);
|
|
|
+}
|
|
|
+
|
|
|
+// 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;
|
|
|
+}
|
|
|
+
|
|
|
+// 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);
|
|
|
+
|
|
|
+#ifdef USE_VBO_DOUBLE_BUFFERS
|
|
|
+ // 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);
|
|
|
+
|
|
|
+ printf("Using VBO double buffering\n");
|
|
|
+#endif
|
|
|
+
|
|
|
+ printf("Vertex buffers initialized (lines, triangles, quads)\n\n");
|
|
|
+
|
|
|
+ // 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
|
|
|
+#ifdef USE_VBO_DOUBLE_BUFFERS
|
|
|
+ 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
|
|
|
+#endif
|
|
|
+ {
|
|
|
+ // 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);
|
|
|
+}
|
|
|
+
|
|
|
+#endif
|