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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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-* rlgl is a wrapper for multiple OpenGL versions (1.1, 2.1, 3.3 Core, ES 2.0) to
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-* pseudo-OpenGL 1.1 style functions (rlVertex, rlTranslate, rlRotate...).
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-*
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-* When chosing an OpenGL version greater than OpenGL 1.1, rlgl stores vertex data on internal
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-* VBO buffers (and VAOs if available). It requires calling 3 functions:
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-* rlglInit() - Initialize internal buffers and auxiliar resources
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-* rlglDraw() - Process internal buffers and send required draw calls
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-* rlglClose() - De-initialize internal buffers data and other auxiliar resources
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-*
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-* CONFIGURATION:
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-*
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-* #define GRAPHICS_API_OPENGL_11
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-* #define GRAPHICS_API_OPENGL_21
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-* #define GRAPHICS_API_OPENGL_33
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-* #define GRAPHICS_API_OPENGL_ES2
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-* Use selected OpenGL backend
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-*
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-* #define RLGL_STANDALONE
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-* Use rlgl as standalone library (no raylib dependency)
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-*
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-* #define SUPPORT_VR_SIMULATOR
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-* Support VR simulation functionality (stereo rendering)
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-*
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-* #define SUPPORT_DISTORTION_SHADER
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-* Include stereo rendering distortion shader (shader_distortion.h)
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-*
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-* DEPENDENCIES:
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-* raymath - 3D math functionality (Vector3, Matrix, Quaternion)
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-* GLAD - OpenGL extensions loading (OpenGL 3.3 Core only)
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-*
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-*
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-* LICENSE: zlib/libpng
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-*
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-* Copyright (c) 2014-2017 Ramon Santamaria (@raysan5)
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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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-// Default configuration flags (supported features)
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-//-------------------------------------------------
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-//#define SUPPORT_VR_SIMULATOR
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-//#define SUPPORT_DISTORTION_SHADER
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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> // Required for: fopen(), fclose(), fread()... [Used only on LoadText()]
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-#include <stdlib.h> // Required for: malloc(), free(), rand()
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-#include <string.h> // Required for: strcmp(), strlen(), strtok() [Used only in extensions loading]
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-#include <math.h> // Required for: atan2()
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-
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-#if !defined(RLGL_STANDALONE)
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- #include "raymath.h" // Required for: Vector3 and Matrix functions
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-#endif
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-
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-#if defined(GRAPHICS_API_OPENGL_11)
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- #if defined(__APPLE__)
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- #include <OpenGL/gl.h> // OpenGL 1.1 library for OSX
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- #else
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- #include <GL/gl.h> // OpenGL 1.1 library
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- #endif
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-#endif
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-
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-#if defined(GRAPHICS_API_OPENGL_21)
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- #define GRAPHICS_API_OPENGL_33
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-#endif
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-
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-#if defined(GRAPHICS_API_OPENGL_33)
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- #if defined(__APPLE__)
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- #include <OpenGL/gl3.h> // OpenGL 3 library for OSX
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- #else
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- #define GLAD_IMPLEMENTATION
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- #if defined(RLGL_STANDALONE)
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- #include "glad.h" // GLAD extensions loading library, includes OpenGL headers
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- #else
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- #include "external/glad.h" // GLAD extensions loading library, includes OpenGL headers
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- #endif
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- #endif
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-#endif
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-
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-#if defined(GRAPHICS_API_OPENGL_ES2)
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- #include <EGL/egl.h> // EGL library
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- #include <GLES2/gl2.h> // OpenGL ES 2.0 library
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- #include <GLES2/gl2ext.h> // OpenGL ES 2.0 extensions library
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-#endif
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-
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-#if defined(RLGL_STANDALONE)
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- #include <stdarg.h> // Required for: va_list, va_start(), vfprintf(), va_end() [Used only on TraceLog()]
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-#endif
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-
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-#if !defined(GRAPHICS_API_OPENGL_11) && defined(SUPPORT_DISTORTION_SHADER)
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- #include "shader_distortion.h" // Distortion shader to be embedded
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-#endif
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-
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-//----------------------------------------------------------------------------------
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-// Defines and Macros
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-//----------------------------------------------------------------------------------
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-#define MATRIX_STACK_SIZE 16 // Matrix stack max size
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-#define MAX_DRAWS_BY_TEXTURE 256 // Draws are organized by texture changes
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-#define TEMP_VERTEX_BUFFER_SIZE 4096 // Temporal Vertex Buffer (required for vertex-transformations)
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- // NOTE: Every vertex are 3 floats (12 bytes)
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-
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-#ifndef GL_SHADING_LANGUAGE_VERSION
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- #define GL_SHADING_LANGUAGE_VERSION 0x8B8C
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-#endif
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-
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-#ifndef GL_COMPRESSED_RGB_S3TC_DXT1_EXT
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- #define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0
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-#endif
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-#ifndef GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
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- #define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
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-#endif
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-#ifndef GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
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- #define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
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-#endif
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-#ifndef GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
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- #define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
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-#endif
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-#ifndef GL_ETC1_RGB8_OES
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- #define GL_ETC1_RGB8_OES 0x8D64
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-#endif
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-#ifndef GL_COMPRESSED_RGB8_ETC2
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- #define GL_COMPRESSED_RGB8_ETC2 0x9274
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-#endif
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-#ifndef GL_COMPRESSED_RGBA8_ETC2_EAC
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- #define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278
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-#endif
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-#ifndef GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG
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- #define GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00
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-#endif
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-#ifndef GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG
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- #define GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02
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-#endif
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-#ifndef GL_COMPRESSED_RGBA_ASTC_4x4_KHR
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- #define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93b0
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-#endif
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-#ifndef GL_COMPRESSED_RGBA_ASTC_8x8_KHR
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- #define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93b7
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-#endif
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-
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-#ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
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- #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
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-#endif
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-
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-#ifndef GL_TEXTURE_MAX_ANISOTROPY_EXT
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- #define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
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-#endif
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-
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-#if defined(GRAPHICS_API_OPENGL_11)
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- #define GL_UNSIGNED_SHORT_5_6_5 0x8363
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- #define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
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- #define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
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-#endif
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-
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-#if defined(GRAPHICS_API_OPENGL_ES2)
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- #define glClearDepth glClearDepthf
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- #define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER
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- #define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER
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-#endif
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-
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-// Default vertex attribute names on shader to set location points
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-#define DEFAULT_ATTRIB_POSITION_NAME "vertexPosition" // shader-location = 0
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-#define DEFAULT_ATTRIB_TEXCOORD_NAME "vertexTexCoord" // shader-location = 1
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-#define DEFAULT_ATTRIB_NORMAL_NAME "vertexNormal" // shader-location = 2
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-#define DEFAULT_ATTRIB_COLOR_NAME "vertexColor" // shader-location = 3
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-#define DEFAULT_ATTRIB_TANGENT_NAME "vertexTangent" // shader-location = 4
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-#define DEFAULT_ATTRIB_TEXCOORD2_NAME "vertexTexCoord2" // shader-location = 5
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-
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-//----------------------------------------------------------------------------------
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-// Types and Structures Definition
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-//----------------------------------------------------------------------------------
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-
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-// Dynamic vertex buffers (position + texcoords + colors + indices arrays)
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-typedef struct DynamicBuffer {
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- int vCounter; // vertex position counter to process (and draw) from full buffer
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- int tcCounter; // vertex texcoord counter to process (and draw) from full buffer
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- int cCounter; // vertex color counter to process (and draw) from full buffer
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- float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0)
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- float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
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- unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
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-#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
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- unsigned int *indices; // vertex indices (in case vertex data comes indexed) (6 indices per quad)
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-#elif defined(GRAPHICS_API_OPENGL_ES2)
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- unsigned short *indices; // vertex indices (in case vertex data comes indexed) (6 indices per quad)
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- // NOTE: 6*2 byte = 12 byte, not alignment problem!
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-#endif
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- unsigned int vaoId; // OpenGL Vertex Array Object id
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- unsigned int vboId[4]; // OpenGL Vertex Buffer Objects id (4 types of vertex data)
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-} DynamicBuffer;
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-
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-// Draw call type
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-// NOTE: Used to track required draw-calls, organized by texture
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-typedef struct DrawCall {
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- int vertexCount;
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- GLuint vaoId;
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- GLuint textureId;
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- GLuint shaderId;
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-
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- Matrix projection;
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- Matrix modelview;
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-
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- // TODO: Store additional draw state data
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- //int blendMode;
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- //Guint fboId;
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-} DrawCall;
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-
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-#if defined(SUPPORT_VR_SIMULATOR)
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-// Head-Mounted-Display device parameters
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-typedef struct VrDeviceInfo {
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- int hResolution; // HMD horizontal resolution in pixels
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- int vResolution; // HMD vertical resolution in pixels
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- float hScreenSize; // HMD horizontal size in meters
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- float vScreenSize; // HMD vertical size in meters
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- float vScreenCenter; // HMD screen center in meters
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- float eyeToScreenDistance; // HMD distance between eye and display in meters
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- float lensSeparationDistance; // HMD lens separation distance in meters
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- float interpupillaryDistance; // HMD IPD (distance between pupils) in meters
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- float distortionK[4]; // HMD lens distortion constant parameters
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- float chromaAbCorrection[4]; // HMD chromatic aberration correction parameters
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-} VrDeviceInfo;
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-
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-// VR Stereo rendering configuration for simulator
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-typedef struct VrStereoConfig {
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- RenderTexture2D stereoFbo; // VR stereo rendering framebuffer
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- Shader distortionShader; // VR stereo rendering distortion shader
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- //Rectangle eyesViewport[2]; // VR stereo rendering eyes viewports
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- Matrix eyesProjection[2]; // VR stereo rendering eyes projection matrices
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- Matrix eyesViewOffset[2]; // VR stereo rendering eyes view offset matrices
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-} VrStereoConfig;
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-#endif
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-
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-//----------------------------------------------------------------------------------
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-// Global Variables Definition
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-//----------------------------------------------------------------------------------
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-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_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 int currentDrawMode;
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-
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-static float currentDepth = -1.0f;
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-
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-static DynamicBuffer lines; // Default dynamic buffer for lines data
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-static DynamicBuffer triangles; // Default dynamic buffer for triangles data
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-static DynamicBuffer quads; // Default dynamic buffer for quads data (used to draw textures)
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-
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-// Default buffers draw calls
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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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-// Shader Programs
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-static Shader defaultShader; // Basic shader, support vertex color and diffuse texture
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-static Shader currentShader; // Shader to be used on rendering (by default, defaultShader)
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-
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-// Extension supported flag: VAO
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-static bool vaoSupported = false; // VAO support (OpenGL ES2 could not support VAO extension)
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-
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-// Extension supported flag: Compressed textures
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-static bool texCompETC1Supported = false; // ETC1 texture compression support
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-static bool texCompETC2Supported = false; // ETC2/EAC texture compression support
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-static bool texCompPVRTSupported = false; // PVR texture compression support
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-static bool texCompASTCSupported = false; // ASTC texture compression support
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-
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-#if defined(SUPPORT_VR_SIMULATOR)
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-// VR global variables
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-static VrDeviceInfo hmd; // Current VR device info
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-static VrStereoConfig vrConfig; // VR stereo configuration for simulator
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-static bool vrSimulatorReady = false; // VR simulator ready flag
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-static bool vrStereoRender = false; // VR stereo rendering enabled/disabled flag
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- // NOTE: This flag is useful to render data over stereo image (i.e. FPS)
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-#endif // defined(SUPPORT_VR_SIMULATOR)
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-
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-#endif // defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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-
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-// Extension supported flag: Anisotropic filtering
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-static bool texAnisotropicFilterSupported = false; // Anisotropic texture filtering support
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-static float maxAnisotropicLevel = 0.0f; // Maximum anisotropy level supported (minimum is 2.0f)
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-
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-// Extension supported flag: Clamp mirror wrap mode
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-static bool texClampMirrorSupported = false; // Clamp mirror wrap mode supported
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-
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-#if defined(GRAPHICS_API_OPENGL_ES2)
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-// NOTE: VAO functionality is exposed through extensions (OES)
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-static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays;
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-static PFNGLBINDVERTEXARRAYOESPROC glBindVertexArray;
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-static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays;
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-//static PFNGLISVERTEXARRAYOESPROC glIsVertexArray; // NOTE: Fails in WebGL, omitted
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-#endif
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-
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-// Compressed textures support flags
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-static bool texCompDXTSupported = false; // DDS texture compression support
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-static bool texNPOTSupported = false; // NPOT textures full support
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-static bool texFloatSupported = false; // float textures support (32 bit per channel)
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-
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-static int blendMode = 0; // Track current blending mode
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-
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-// White texture useful for plain color polys (required by shader)
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-static unsigned int whiteTexture;
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-
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-// Default framebuffer size
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-static int screenWidth; // Default framebuffer width
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-static int screenHeight; // Default framebuffer height
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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(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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-static void LoadTextureCompressed(unsigned char *data, int width, int height, int compressedFormat, int mipmapCount);
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-static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShaderStr); // Load custom shader strings and return program id
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-
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-static Shader LoadShaderDefault(void); // Load default shader (just vertex positioning and texture coloring)
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-static void SetShaderDefaultLocations(Shader *shader); // Bind default shader locations (attributes and uniforms)
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-static void UnloadShaderDefault(void); // Unload default shader
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-
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-static void LoadBuffersDefault(void); // Load default internal buffers (lines, triangles, quads)
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-static void UpdateBuffersDefault(void); // Update default internal buffers (VAOs/VBOs) with vertex data
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-static void DrawBuffersDefault(void); // Draw default internal buffers vertex data
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-static void UnloadBuffersDefault(void); // Unload default internal buffers vertex data from CPU and GPU
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-
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-static void GenDrawCube(void); // Generate and draw cube
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-static void GenDrawQuad(void); // Generate and draw quad
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-
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-#if defined(SUPPORT_VR_SIMULATOR)
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-static void SetStereoConfig(VrDeviceInfo info); // Configure stereo rendering (including distortion shader) with HMD device parameters
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-static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView); // Set internal projection and modelview matrix depending on eye
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-#endif
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-
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-#endif // defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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-
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-#if defined(GRAPHICS_API_OPENGL_11)
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-static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight);
|
|
|
-static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight);
|
|
|
-#endif
|
|
|
-
|
|
|
-//----------------------------------------------------------------------------------
|
|
|
-// Module Functions Definition - Matrix operations
|
|
|
-//----------------------------------------------------------------------------------
|
|
|
-
|
|
|
-#if defined(GRAPHICS_API_OPENGL_11)
|
|
|
-
|
|
|
-// Fallback to OpenGL 1.1 function calls
|
|
|
-//---------------------------------------
|
|
|
-void rlMatrixMode(int mode)
|
|
|
-{
|
|
|
- switch (mode)
|
|
|
- {
|
|
|
- case RL_PROJECTION: glMatrixMode(GL_PROJECTION); break;
|
|
|
- case RL_MODELVIEW: glMatrixMode(GL_MODELVIEW); break;
|
|
|
- case RL_TEXTURE: glMatrixMode(GL_TEXTURE); break;
|
|
|
- default: break;
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void rlFrustum(double left, double right, double bottom, double top, double zNear, double zFar)
|
|
|
-{
|
|
|
- glFrustum(left, right, bottom, top, zNear, zFar);
|
|
|
-}
|
|
|
-
|
|
|
-void rlOrtho(double left, double right, double bottom, double top, double zNear, double zFar)
|
|
|
-{
|
|
|
- glOrtho(left, right, bottom, top, zNear, zFar);
|
|
|
-}
|
|
|
-
|
|
|
-void rlPushMatrix(void) { glPushMatrix(); }
|
|
|
-void rlPopMatrix(void) { glPopMatrix(); }
|
|
|
-void rlLoadIdentity(void) { glLoadIdentity(); }
|
|
|
-void rlTranslatef(float x, float y, float z) { glTranslatef(x, y, z); }
|
|
|
-void rlRotatef(float angleDeg, float x, float y, float z) { glRotatef(angleDeg, x, y, z); }
|
|
|
-void rlScalef(float x, float y, float z) { glScalef(x, y, z); }
|
|
|
-void rlMultMatrixf(float *matf) { glMultMatrixf(matf); }
|
|
|
-
|
|
|
-#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
-
|
|
|
-// Choose the current matrix to be transformed
|
|
|
-void rlMatrixMode(int mode)
|
|
|
-{
|
|
|
- if (mode == RL_PROJECTION) currentMatrix = &projection;
|
|
|
- else if (mode == RL_MODELVIEW) currentMatrix = &modelview;
|
|
|
- //else if (mode == RL_TEXTURE) // Not supported
|
|
|
-
|
|
|
- currentMatrixMode = mode;
|
|
|
-}
|
|
|
-
|
|
|
-// Push the current matrix to stack
|
|
|
-void rlPushMatrix(void)
|
|
|
-{
|
|
|
- if (stackCounter == MATRIX_STACK_SIZE - 1)
|
|
|
- {
|
|
|
- TraceLog(LOG_ERROR, "Stack Buffer Overflow (MAX %i Matrix)", MATRIX_STACK_SIZE);
|
|
|
- }
|
|
|
-
|
|
|
- stack[stackCounter] = *currentMatrix;
|
|
|
- stackCounter++;
|
|
|
-
|
|
|
- if (currentMatrixMode == RL_MODELVIEW) useTempBuffer = true;
|
|
|
-}
|
|
|
-
|
|
|
-// Pop lattest inserted matrix from stack
|
|
|
-void rlPopMatrix(void)
|
|
|
-{
|
|
|
- if (stackCounter > 0)
|
|
|
- {
|
|
|
- Matrix mat = stack[stackCounter - 1];
|
|
|
- *currentMatrix = mat;
|
|
|
- stackCounter--;
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-// Reset current matrix to identity matrix
|
|
|
-void rlLoadIdentity(void)
|
|
|
-{
|
|
|
- *currentMatrix = MatrixIdentity();
|
|
|
-}
|
|
|
-
|
|
|
-// Multiply the current matrix by a translation matrix
|
|
|
-void rlTranslatef(float x, float y, float z)
|
|
|
-{
|
|
|
- Matrix matTranslation = MatrixTranslate(x, y, z);
|
|
|
-
|
|
|
- // NOTE: We transpose matrix with multiplication order
|
|
|
- *currentMatrix = MatrixMultiply(matTranslation, *currentMatrix);
|
|
|
-}
|
|
|
-
|
|
|
-// Multiply the current matrix by a rotation matrix
|
|
|
-void rlRotatef(float angleDeg, float x, float y, float z)
|
|
|
-{
|
|
|
- Matrix matRotation = MatrixIdentity();
|
|
|
-
|
|
|
- Vector3 axis = (Vector3){ x, y, z };
|
|
|
- Vector3Normalize(&axis);
|
|
|
- matRotation = MatrixRotate(axis, angleDeg*DEG2RAD);
|
|
|
-
|
|
|
- // NOTE: We transpose matrix with multiplication order
|
|
|
- *currentMatrix = MatrixMultiply(matRotation, *currentMatrix);
|
|
|
-}
|
|
|
-
|
|
|
-// Multiply the current matrix by a scaling matrix
|
|
|
-void rlScalef(float x, float y, float z)
|
|
|
-{
|
|
|
- Matrix matScale = MatrixScale(x, y, z);
|
|
|
-
|
|
|
- // NOTE: We transpose matrix with multiplication order
|
|
|
- *currentMatrix = MatrixMultiply(matScale, *currentMatrix);
|
|
|
-}
|
|
|
-
|
|
|
-// Multiply the current matrix by another matrix
|
|
|
-void rlMultMatrixf(float *matf)
|
|
|
-{
|
|
|
- // Matrix creation from array
|
|
|
- Matrix mat = { matf[0], matf[4], matf[8], matf[12],
|
|
|
- matf[1], matf[5], matf[9], matf[13],
|
|
|
- matf[2], matf[6], matf[10], matf[14],
|
|
|
- matf[3], matf[7], matf[11], matf[15] };
|
|
|
-
|
|
|
- *currentMatrix = MatrixMultiply(*currentMatrix, mat);
|
|
|
-}
|
|
|
-
|
|
|
-// Multiply the current matrix by a perspective matrix generated by parameters
|
|
|
-void rlFrustum(double left, double right, double bottom, double top, double near, double far)
|
|
|
-{
|
|
|
- Matrix matPerps = MatrixFrustum(left, right, bottom, top, near, far);
|
|
|
-
|
|
|
- *currentMatrix = MatrixMultiply(*currentMatrix, matPerps);
|
|
|
-}
|
|
|
-
|
|
|
-// Multiply the current matrix by an orthographic matrix generated by parameters
|
|
|
-void rlOrtho(double left, double right, double bottom, double top, double near, double far)
|
|
|
-{
|
|
|
- Matrix matOrtho = MatrixOrtho(left, right, bottom, top, near, far);
|
|
|
-
|
|
|
- *currentMatrix = MatrixMultiply(*currentMatrix, matOrtho);
|
|
|
-}
|
|
|
-
|
|
|
-#endif
|
|
|
-
|
|
|
-// Set the viewport area (transformation from normalized device coordinates to window coordinates)
|
|
|
-// NOTE: Updates global variables: screenWidth, screenHeight
|
|
|
-void rlViewport(int x, int y, int width, int height)
|
|
|
-{
|
|
|
- glViewport(x, y, width, height);
|
|
|
-}
|
|
|
-
|
|
|
-//----------------------------------------------------------------------------------
|
|
|
-// Module Functions Definition - Vertex level operations
|
|
|
-//----------------------------------------------------------------------------------
|
|
|
-#if defined(GRAPHICS_API_OPENGL_11)
|
|
|
-
|
|
|
-// Fallback to OpenGL 1.1 function calls
|
|
|
-//---------------------------------------
|
|
|
-void rlBegin(int mode)
|
|
|
-{
|
|
|
- switch (mode)
|
|
|
- {
|
|
|
- case RL_LINES: glBegin(GL_LINES); break;
|
|
|
- case RL_TRIANGLES: glBegin(GL_TRIANGLES); break;
|
|
|
- case RL_QUADS: glBegin(GL_QUADS); break;
|
|
|
- default: break;
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void rlEnd() { glEnd(); }
|
|
|
-void rlVertex2i(int x, int y) { glVertex2i(x, y); }
|
|
|
-void rlVertex2f(float x, float y) { glVertex2f(x, y); }
|
|
|
-void rlVertex3f(float x, float y, float z) { glVertex3f(x, y, z); }
|
|
|
-void rlTexCoord2f(float x, float y) { glTexCoord2f(x, y); }
|
|
|
-void rlNormal3f(float x, float y, float z) { glNormal3f(x, y, z); }
|
|
|
-void rlColor4ub(byte r, byte g, byte b, byte a) { glColor4ub(r, g, b, a); }
|
|
|
-void rlColor3f(float x, float y, float z) { glColor3f(x, y, z); }
|
|
|
-void rlColor4f(float x, float y, float z, float w) { glColor4f(x, y, z, w); }
|
|
|
-
|
|
|
-#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
-
|
|
|
-// Initialize drawing mode (how to organize vertex)
|
|
|
-void rlBegin(int mode)
|
|
|
-{
|
|
|
- // Draw mode can only be RL_LINES, RL_TRIANGLES and RL_QUADS
|
|
|
- currentDrawMode = mode;
|
|
|
-}
|
|
|
-
|
|
|
-// Finish vertex providing
|
|
|
-void rlEnd(void)
|
|
|
-{
|
|
|
- if (useTempBuffer)
|
|
|
- {
|
|
|
- // NOTE: In this case, *currentMatrix is already transposed because transposing has been applied
|
|
|
- // independently to translation-scale-rotation matrices -> t(M1 x M2) = t(M2) x t(M1)
|
|
|
- // This way, rlTranslatef(), rlRotatef()... behaviour is the same than OpenGL 1.1
|
|
|
-
|
|
|
- // Apply transformation matrix to all temp vertices
|
|
|
- for (int i = 0; i < tempBufferCount; i++) Vector3Transform(&tempBuffer[i], *currentMatrix);
|
|
|
-
|
|
|
- // Deactivate tempBuffer usage to allow rlVertex3f do its job
|
|
|
- useTempBuffer = false;
|
|
|
-
|
|
|
- // Copy all transformed vertices to right VAO
|
|
|
- for (int i = 0; i < tempBufferCount; i++) rlVertex3f(tempBuffer[i].x, tempBuffer[i].y, tempBuffer[i].z);
|
|
|
-
|
|
|
- // Reset temp buffer
|
|
|
- tempBufferCount = 0;
|
|
|
- }
|
|
|
-
|
|
|
- // Make sure vertexCount is the same for vertices-texcoords-normals-colors
|
|
|
- // NOTE: In OpenGL 1.1, one glColor call can be made for all the subsequent glVertex calls.
|
|
|
- switch (currentDrawMode)
|
|
|
- {
|
|
|
- case RL_LINES:
|
|
|
- {
|
|
|
- if (lines.vCounter != lines.cCounter)
|
|
|
- {
|
|
|
- int addColors = lines.vCounter - lines.cCounter;
|
|
|
-
|
|
|
- for (int i = 0; i < addColors; i++)
|
|
|
- {
|
|
|
- lines.colors[4*lines.cCounter] = lines.colors[4*lines.cCounter - 4];
|
|
|
- lines.colors[4*lines.cCounter + 1] = lines.colors[4*lines.cCounter - 3];
|
|
|
- lines.colors[4*lines.cCounter + 2] = lines.colors[4*lines.cCounter - 2];
|
|
|
- lines.colors[4*lines.cCounter + 3] = lines.colors[4*lines.cCounter - 1];
|
|
|
-
|
|
|
- lines.cCounter++;
|
|
|
- }
|
|
|
- }
|
|
|
- } break;
|
|
|
- case RL_TRIANGLES:
|
|
|
- {
|
|
|
- if (triangles.vCounter != triangles.cCounter)
|
|
|
- {
|
|
|
- int addColors = triangles.vCounter - triangles.cCounter;
|
|
|
-
|
|
|
- for (int i = 0; i < addColors; i++)
|
|
|
- {
|
|
|
- triangles.colors[4*triangles.cCounter] = triangles.colors[4*triangles.cCounter - 4];
|
|
|
- triangles.colors[4*triangles.cCounter + 1] = triangles.colors[4*triangles.cCounter - 3];
|
|
|
- triangles.colors[4*triangles.cCounter + 2] = triangles.colors[4*triangles.cCounter - 2];
|
|
|
- triangles.colors[4*triangles.cCounter + 3] = triangles.colors[4*triangles.cCounter - 1];
|
|
|
-
|
|
|
- triangles.cCounter++;
|
|
|
- }
|
|
|
- }
|
|
|
- } break;
|
|
|
- case RL_QUADS:
|
|
|
- {
|
|
|
- // Make sure colors count match vertex count
|
|
|
- if (quads.vCounter != quads.cCounter)
|
|
|
- {
|
|
|
- int addColors = quads.vCounter - quads.cCounter;
|
|
|
-
|
|
|
- for (int i = 0; i < addColors; i++)
|
|
|
- {
|
|
|
- quads.colors[4*quads.cCounter] = quads.colors[4*quads.cCounter - 4];
|
|
|
- quads.colors[4*quads.cCounter + 1] = quads.colors[4*quads.cCounter - 3];
|
|
|
- quads.colors[4*quads.cCounter + 2] = quads.colors[4*quads.cCounter - 2];
|
|
|
- quads.colors[4*quads.cCounter + 3] = quads.colors[4*quads.cCounter - 1];
|
|
|
-
|
|
|
- quads.cCounter++;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- // Make sure texcoords count match vertex count
|
|
|
- if (quads.vCounter != quads.tcCounter)
|
|
|
- {
|
|
|
- int addTexCoords = quads.vCounter - quads.tcCounter;
|
|
|
-
|
|
|
- for (int i = 0; i < addTexCoords; i++)
|
|
|
- {
|
|
|
- quads.texcoords[2*quads.tcCounter] = 0.0f;
|
|
|
- quads.texcoords[2*quads.tcCounter + 1] = 0.0f;
|
|
|
-
|
|
|
- quads.tcCounter++;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- // TODO: Make sure normals count match vertex count... if normals support is added in a future... :P
|
|
|
-
|
|
|
- } break;
|
|
|
- default: break;
|
|
|
- }
|
|
|
-
|
|
|
- // NOTE: Depth increment is dependant on rlOrtho(): z-near and z-far values,
|
|
|
- // as well as depth buffer bit-depth (16bit or 24bit or 32bit)
|
|
|
- // Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits)
|
|
|
- currentDepth += (1.0f/20000.0f);
|
|
|
-}
|
|
|
-
|
|
|
-// Define one vertex (position)
|
|
|
-void rlVertex3f(float x, float y, float z)
|
|
|
-{
|
|
|
- if (useTempBuffer)
|
|
|
- {
|
|
|
- tempBuffer[tempBufferCount].x = x;
|
|
|
- tempBuffer[tempBufferCount].y = y;
|
|
|
- tempBuffer[tempBufferCount].z = z;
|
|
|
- tempBufferCount++;
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- switch (currentDrawMode)
|
|
|
- {
|
|
|
- case RL_LINES:
|
|
|
- {
|
|
|
- // Verify that MAX_LINES_BATCH limit not reached
|
|
|
- if (lines.vCounter/2 < MAX_LINES_BATCH)
|
|
|
- {
|
|
|
- lines.vertices[3*lines.vCounter] = x;
|
|
|
- lines.vertices[3*lines.vCounter + 1] = y;
|
|
|
- lines.vertices[3*lines.vCounter + 2] = z;
|
|
|
-
|
|
|
- lines.vCounter++;
|
|
|
- }
|
|
|
- else TraceLog(LOG_ERROR, "MAX_LINES_BATCH overflow");
|
|
|
-
|
|
|
- } break;
|
|
|
- case RL_TRIANGLES:
|
|
|
- {
|
|
|
- // Verify that MAX_TRIANGLES_BATCH limit not reached
|
|
|
- if (triangles.vCounter/3 < MAX_TRIANGLES_BATCH)
|
|
|
- {
|
|
|
- triangles.vertices[3*triangles.vCounter] = x;
|
|
|
- triangles.vertices[3*triangles.vCounter + 1] = y;
|
|
|
- triangles.vertices[3*triangles.vCounter + 2] = z;
|
|
|
-
|
|
|
- triangles.vCounter++;
|
|
|
- }
|
|
|
- else TraceLog(LOG_ERROR, "MAX_TRIANGLES_BATCH overflow");
|
|
|
-
|
|
|
- } break;
|
|
|
- case RL_QUADS:
|
|
|
- {
|
|
|
- // Verify that MAX_QUADS_BATCH limit not reached
|
|
|
- if (quads.vCounter/4 < MAX_QUADS_BATCH)
|
|
|
- {
|
|
|
- quads.vertices[3*quads.vCounter] = x;
|
|
|
- quads.vertices[3*quads.vCounter + 1] = y;
|
|
|
- quads.vertices[3*quads.vCounter + 2] = z;
|
|
|
-
|
|
|
- quads.vCounter++;
|
|
|
-
|
|
|
- draws[drawsCounter - 1].vertexCount++;
|
|
|
- }
|
|
|
- else TraceLog(LOG_ERROR, "MAX_QUADS_BATCH overflow");
|
|
|
-
|
|
|
- } break;
|
|
|
- default: break;
|
|
|
- }
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-// Define one vertex (position)
|
|
|
-void rlVertex2f(float x, float y)
|
|
|
-{
|
|
|
- rlVertex3f(x, y, currentDepth);
|
|
|
-}
|
|
|
-
|
|
|
-// Define one vertex (position)
|
|
|
-void rlVertex2i(int x, int y)
|
|
|
-{
|
|
|
- rlVertex3f((float)x, (float)y, currentDepth);
|
|
|
-}
|
|
|
-
|
|
|
-// Define one vertex (texture coordinate)
|
|
|
-// NOTE: Texture coordinates are limited to QUADS only
|
|
|
-void rlTexCoord2f(float x, float y)
|
|
|
-{
|
|
|
- if (currentDrawMode == RL_QUADS)
|
|
|
- {
|
|
|
- quads.texcoords[2*quads.tcCounter] = x;
|
|
|
- quads.texcoords[2*quads.tcCounter + 1] = y;
|
|
|
-
|
|
|
- quads.tcCounter++;
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-// Define one vertex (normal)
|
|
|
-// NOTE: Normals limited to TRIANGLES only ?
|
|
|
-void rlNormal3f(float x, float y, float z)
|
|
|
-{
|
|
|
- // TODO: Normals usage...
|
|
|
-}
|
|
|
-
|
|
|
-// Define one vertex (color)
|
|
|
-void rlColor4ub(byte x, byte y, byte z, byte w)
|
|
|
-{
|
|
|
- switch (currentDrawMode)
|
|
|
- {
|
|
|
- case RL_LINES:
|
|
|
- {
|
|
|
- lines.colors[4*lines.cCounter] = x;
|
|
|
- lines.colors[4*lines.cCounter + 1] = y;
|
|
|
- lines.colors[4*lines.cCounter + 2] = z;
|
|
|
- lines.colors[4*lines.cCounter + 3] = w;
|
|
|
-
|
|
|
- lines.cCounter++;
|
|
|
-
|
|
|
- } break;
|
|
|
- case RL_TRIANGLES:
|
|
|
- {
|
|
|
- triangles.colors[4*triangles.cCounter] = x;
|
|
|
- triangles.colors[4*triangles.cCounter + 1] = y;
|
|
|
- triangles.colors[4*triangles.cCounter + 2] = z;
|
|
|
- triangles.colors[4*triangles.cCounter + 3] = w;
|
|
|
-
|
|
|
- triangles.cCounter++;
|
|
|
-
|
|
|
- } break;
|
|
|
- case RL_QUADS:
|
|
|
- {
|
|
|
- quads.colors[4*quads.cCounter] = x;
|
|
|
- quads.colors[4*quads.cCounter + 1] = y;
|
|
|
- quads.colors[4*quads.cCounter + 2] = z;
|
|
|
- quads.colors[4*quads.cCounter + 3] = w;
|
|
|
-
|
|
|
- quads.cCounter++;
|
|
|
-
|
|
|
- } break;
|
|
|
- default: break;
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-// Define one vertex (color)
|
|
|
-void rlColor4f(float r, float g, float b, float a)
|
|
|
-{
|
|
|
- rlColor4ub((byte)(r*255), (byte)(g*255), (byte)(b*255), (byte)(a*255));
|
|
|
-}
|
|
|
-
|
|
|
-// Define one vertex (color)
|
|
|
-void rlColor3f(float x, float y, float z)
|
|
|
-{
|
|
|
- rlColor4ub((byte)(x*255), (byte)(y*255), (byte)(z*255), 255);
|
|
|
-}
|
|
|
-
|
|
|
-#endif
|
|
|
-
|
|
|
-//----------------------------------------------------------------------------------
|
|
|
-// Module Functions Definition - OpenGL equivalent functions (common to 1.1, 3.3+, ES2)
|
|
|
-//----------------------------------------------------------------------------------
|
|
|
-
|
|
|
-// Enable texture usage
|
|
|
-void rlEnableTexture(unsigned int id)
|
|
|
-{
|
|
|
-#if defined(GRAPHICS_API_OPENGL_11)
|
|
|
- glEnable(GL_TEXTURE_2D);
|
|
|
- glBindTexture(GL_TEXTURE_2D, id);
|
|
|
-#endif
|
|
|
-
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
- if (draws[drawsCounter - 1].textureId != id)
|
|
|
- {
|
|
|
- if (draws[drawsCounter - 1].vertexCount > 0) drawsCounter++;
|
|
|
-
|
|
|
- if (drawsCounter >= MAX_DRAWS_BY_TEXTURE)
|
|
|
- {
|
|
|
- rlglDraw();
|
|
|
- drawsCounter = 1;
|
|
|
- }
|
|
|
-
|
|
|
- draws[drawsCounter - 1].textureId = id;
|
|
|
- draws[drawsCounter - 1].vertexCount = 0;
|
|
|
- }
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-// Disable texture usage
|
|
|
-void rlDisableTexture(void)
|
|
|
-{
|
|
|
-#if defined(GRAPHICS_API_OPENGL_11)
|
|
|
- glDisable(GL_TEXTURE_2D);
|
|
|
- glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
-#else
|
|
|
- // NOTE: If quads batch limit is reached,
|
|
|
- // we force a draw call and next batch starts
|
|
|
- if (quads.vCounter/4 >= MAX_QUADS_BATCH) rlglDraw();
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-// Set texture parameters (wrap mode/filter mode)
|
|
|
-void rlTextureParameters(unsigned int id, int param, int value)
|
|
|
-{
|
|
|
- glBindTexture(GL_TEXTURE_2D, id);
|
|
|
-
|
|
|
- switch (param)
|
|
|
- {
|
|
|
- case RL_TEXTURE_WRAP_S:
|
|
|
- case RL_TEXTURE_WRAP_T:
|
|
|
- {
|
|
|
- if ((value == RL_WRAP_CLAMP_MIRROR) && !texClampMirrorSupported) TraceLog(LOG_WARNING, "Clamp mirror wrap mode not supported");
|
|
|
- else glTexParameteri(GL_TEXTURE_2D, param, value);
|
|
|
- } break;
|
|
|
- case RL_TEXTURE_MAG_FILTER:
|
|
|
- case RL_TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_2D, param, value); break;
|
|
|
- case RL_TEXTURE_ANISOTROPIC_FILTER:
|
|
|
- {
|
|
|
- if (value <= maxAnisotropicLevel) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
|
|
|
- else if (maxAnisotropicLevel > 0.0f)
|
|
|
- {
|
|
|
- TraceLog(LOG_WARNING, "[TEX ID %i] Maximum anisotropic filter level supported is %iX", id, maxAnisotropicLevel);
|
|
|
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
|
|
|
- }
|
|
|
- else TraceLog(LOG_WARNING, "Anisotropic filtering not supported");
|
|
|
- } break;
|
|
|
- default: break;
|
|
|
- }
|
|
|
-
|
|
|
- glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
-}
|
|
|
-
|
|
|
-// Enable rendering to texture (fbo)
|
|
|
-void rlEnableRenderTexture(unsigned int id)
|
|
|
-{
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
- glBindFramebuffer(GL_FRAMEBUFFER, id);
|
|
|
-
|
|
|
- //glDisable(GL_CULL_FACE); // Allow double side drawing for texture flipping
|
|
|
- //glCullFace(GL_FRONT);
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-// Disable rendering to texture
|
|
|
-void rlDisableRenderTexture(void)
|
|
|
-{
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
-
|
|
|
- //glEnable(GL_CULL_FACE);
|
|
|
- //glCullFace(GL_BACK);
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-// Enable depth test
|
|
|
-void rlEnableDepthTest(void)
|
|
|
-{
|
|
|
- glEnable(GL_DEPTH_TEST);
|
|
|
-}
|
|
|
-
|
|
|
-// Disable depth test
|
|
|
-void rlDisableDepthTest(void)
|
|
|
-{
|
|
|
- glDisable(GL_DEPTH_TEST);
|
|
|
-}
|
|
|
-
|
|
|
-// Enable wire mode
|
|
|
-void rlEnableWireMode(void)
|
|
|
-{
|
|
|
-#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
|
|
|
- // NOTE: glPolygonMode() not available on OpenGL ES
|
|
|
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-// Disable wire mode
|
|
|
-void rlDisableWireMode(void)
|
|
|
-{
|
|
|
-#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
|
|
|
- // NOTE: glPolygonMode() not available on OpenGL ES
|
|
|
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-// Unload texture from GPU memory
|
|
|
-void rlDeleteTextures(unsigned int id)
|
|
|
-{
|
|
|
- if (id > 0) glDeleteTextures(1, &id);
|
|
|
-}
|
|
|
-
|
|
|
-// Unload render texture from GPU memory
|
|
|
-void rlDeleteRenderTextures(RenderTexture2D target)
|
|
|
-{
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
- if (target.id > 0) glDeleteFramebuffers(1, &target.id);
|
|
|
- if (target.texture.id > 0) glDeleteTextures(1, &target.texture.id);
|
|
|
- if (target.depth.id > 0) glDeleteTextures(1, &target.depth.id);
|
|
|
-
|
|
|
- TraceLog(LOG_INFO, "[FBO ID %i] Unloaded render texture data from VRAM (GPU)", target.id);
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-// Unload shader from GPU memory
|
|
|
-void rlDeleteShader(unsigned int id)
|
|
|
-{
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
- if (id != 0) glDeleteProgram(id);
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-// Unload vertex data (VAO) from GPU memory
|
|
|
-void rlDeleteVertexArrays(unsigned int id)
|
|
|
-{
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
- if (vaoSupported)
|
|
|
- {
|
|
|
- if (id != 0) glDeleteVertexArrays(1, &id);
|
|
|
- TraceLog(LOG_INFO, "[VAO ID %i] Unloaded model data from VRAM (GPU)", id);
|
|
|
- }
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-// Unload vertex data (VBO) from GPU memory
|
|
|
-void rlDeleteBuffers(unsigned int id)
|
|
|
-{
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
- if (id != 0)
|
|
|
- {
|
|
|
- glDeleteBuffers(1, &id);
|
|
|
- if (!vaoSupported) TraceLog(LOG_INFO, "[VBO ID %i] Unloaded model vertex data from VRAM (GPU)", id);
|
|
|
- }
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-// Clear color buffer with color
|
|
|
-void rlClearColor(byte r, byte g, byte b, byte a)
|
|
|
-{
|
|
|
- // Color values clamp to 0.0f(0) and 1.0f(255)
|
|
|
- float cr = (float)r/255;
|
|
|
- float cg = (float)g/255;
|
|
|
- float cb = (float)b/255;
|
|
|
- float ca = (float)a/255;
|
|
|
-
|
|
|
- glClearColor(cr, cg, cb, ca);
|
|
|
-}
|
|
|
-
|
|
|
-// Clear used screen buffers (color and depth)
|
|
|
-void rlClearScreenBuffers(void)
|
|
|
-{
|
|
|
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers: Color and Depth (Depth is used for 3D)
|
|
|
- //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Stencil buffer not used...
|
|
|
-}
|
|
|
-
|
|
|
-//----------------------------------------------------------------------------------
|
|
|
-// Module Functions Definition - rlgl Functions
|
|
|
-//----------------------------------------------------------------------------------
|
|
|
-
|
|
|
-// Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states
|
|
|
-void rlglInit(int width, int height)
|
|
|
-{
|
|
|
- // Check OpenGL information and capabilities
|
|
|
- //------------------------------------------------------------------------------
|
|
|
-
|
|
|
- // Print current OpenGL and GLSL version
|
|
|
- TraceLog(LOG_INFO, "GPU: Vendor: %s", glGetString(GL_VENDOR));
|
|
|
- TraceLog(LOG_INFO, "GPU: Renderer: %s", glGetString(GL_RENDERER));
|
|
|
- TraceLog(LOG_INFO, "GPU: Version: %s", glGetString(GL_VERSION));
|
|
|
- TraceLog(LOG_INFO, "GPU: GLSL: %s", glGetString(GL_SHADING_LANGUAGE_VERSION));
|
|
|
-
|
|
|
- // NOTE: We can get a bunch of extra information about GPU capabilities (glGet*)
|
|
|
- //int maxTexSize;
|
|
|
- //glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTexSize);
|
|
|
- //TraceLog(LOG_INFO, "GL_MAX_TEXTURE_SIZE: %i", maxTexSize);
|
|
|
-
|
|
|
- //GL_MAX_TEXTURE_IMAGE_UNITS
|
|
|
- //GL_MAX_VIEWPORT_DIMS
|
|
|
-
|
|
|
- //int numAuxBuffers;
|
|
|
- //glGetIntegerv(GL_AUX_BUFFERS, &numAuxBuffers);
|
|
|
- //TraceLog(LOG_INFO, "GL_AUX_BUFFERS: %i", numAuxBuffers);
|
|
|
-
|
|
|
- //GLint numComp = 0;
|
|
|
- //GLint format[32] = { 0 };
|
|
|
- //glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &numComp);
|
|
|
- //glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, format);
|
|
|
- //for (int i = 0; i < numComp; i++) TraceLog(LOG_INFO, "Supported compressed format: 0x%x", format[i]);
|
|
|
-
|
|
|
- // NOTE: We don't need that much data on screen... right now...
|
|
|
-
|
|
|
-#if defined(GRAPHICS_API_OPENGL_11)
|
|
|
- //TraceLog(LOG_INFO, "OpenGL 1.1 (or driver default) profile initialized");
|
|
|
-#endif
|
|
|
-
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
- // Get supported extensions list
|
|
|
- GLint numExt = 0;
|
|
|
-
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33)
|
|
|
-
|
|
|
- // NOTE: On OpenGL 3.3 VAO and NPOT are supported by default
|
|
|
- vaoSupported = true;
|
|
|
- texNPOTSupported = true;
|
|
|
- texFloatSupported = true;
|
|
|
-
|
|
|
- // We get a list of available extensions and we check for some of them (compressed textures)
|
|
|
- // NOTE: We don't need to check again supported extensions but we do (GLAD already dealt with that)
|
|
|
- glGetIntegerv(GL_NUM_EXTENSIONS, &numExt);
|
|
|
-
|
|
|
-#ifdef _MSC_VER
|
|
|
- const char **extList = malloc(sizeof(const char *)*numExt);
|
|
|
-#else
|
|
|
- const char *extList[numExt];
|
|
|
-#endif
|
|
|
-
|
|
|
- for (int i = 0; i < numExt; i++) extList[i] = (char *)glGetStringi(GL_EXTENSIONS, i);
|
|
|
-
|
|
|
-#elif defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
- char *extensions = (char *)glGetString(GL_EXTENSIONS); // One big const string
|
|
|
-
|
|
|
- // NOTE: We have to duplicate string because glGetString() returns a const value
|
|
|
- // If not duplicated, it fails in some systems (Raspberry Pi)
|
|
|
- // Equivalent to function: char *strdup(const char *str)
|
|
|
- char *extensionsDup;
|
|
|
- size_t len = strlen(extensions) + 1;
|
|
|
- void *newstr = malloc(len);
|
|
|
- if (newstr == NULL) extensionsDup = NULL;
|
|
|
- extensionsDup = (char *)memcpy(newstr, extensions, len);
|
|
|
-
|
|
|
- // NOTE: String could be splitted using strtok() function (string.h)
|
|
|
- // NOTE: strtok() modifies the received string, it can not be const
|
|
|
-
|
|
|
- char *extList[512]; // Allocate 512 strings pointers (2 KB)
|
|
|
-
|
|
|
- extList[numExt] = strtok(extensionsDup, " ");
|
|
|
-
|
|
|
- while (extList[numExt] != NULL)
|
|
|
- {
|
|
|
- numExt++;
|
|
|
- extList[numExt] = strtok(NULL, " ");
|
|
|
- }
|
|
|
-
|
|
|
- free(extensionsDup); // Duplicated string must be deallocated
|
|
|
-
|
|
|
- numExt -= 1;
|
|
|
-#endif
|
|
|
-
|
|
|
- TraceLog(LOG_INFO, "Number of supported extensions: %i", numExt);
|
|
|
-
|
|
|
- // Show supported extensions
|
|
|
- //for (int i = 0; i < numExt; i++) TraceLog(LOG_INFO, "Supported extension: %s", extList[i]);
|
|
|
-
|
|
|
- // Check required extensions
|
|
|
- for (int i = 0; i < numExt; i++)
|
|
|
- {
|
|
|
-#if defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
- // Check VAO support
|
|
|
- // NOTE: Only check on OpenGL ES, OpenGL 3.3 has VAO support as core feature
|
|
|
- if (strcmp(extList[i], (const char *)"GL_OES_vertex_array_object") == 0)
|
|
|
- {
|
|
|
- vaoSupported = true;
|
|
|
-
|
|
|
- // The extension is supported by our hardware and driver, try to get related functions pointers
|
|
|
- // NOTE: emscripten does not support VAOs natively, it uses emulation and it reduces overall performance...
|
|
|
- glGenVertexArrays = (PFNGLGENVERTEXARRAYSOESPROC)eglGetProcAddress("glGenVertexArraysOES");
|
|
|
- glBindVertexArray = (PFNGLBINDVERTEXARRAYOESPROC)eglGetProcAddress("glBindVertexArrayOES");
|
|
|
- glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSOESPROC)eglGetProcAddress("glDeleteVertexArraysOES");
|
|
|
- //glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)eglGetProcAddress("glIsVertexArrayOES"); // NOTE: Fails in WebGL, omitted
|
|
|
- }
|
|
|
-
|
|
|
- // Check NPOT textures support
|
|
|
- // NOTE: Only check on OpenGL ES, OpenGL 3.3 has NPOT textures full support as core feature
|
|
|
- if (strcmp(extList[i], (const char *)"GL_OES_texture_npot") == 0) texNPOTSupported = true;
|
|
|
-
|
|
|
- // Check texture float support
|
|
|
- if (strcmp(extList[i], (const char *)"OES_texture_float") == 0) texFloatSupported = true;
|
|
|
-#endif
|
|
|
-
|
|
|
- // DDS texture compression support
|
|
|
- if ((strcmp(extList[i], (const char *)"GL_EXT_texture_compression_s3tc") == 0) ||
|
|
|
- (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_s3tc") == 0) ||
|
|
|
- (strcmp(extList[i], (const char *)"GL_WEBKIT_WEBGL_compressed_texture_s3tc") == 0)) texCompDXTSupported = true;
|
|
|
-
|
|
|
- // ETC1 texture compression support
|
|
|
- if ((strcmp(extList[i], (const char *)"GL_OES_compressed_ETC1_RGB8_texture") == 0) ||
|
|
|
- (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_etc1") == 0)) texCompETC1Supported = true;
|
|
|
-
|
|
|
- // ETC2/EAC texture compression support
|
|
|
- if (strcmp(extList[i], (const char *)"GL_ARB_ES3_compatibility") == 0) texCompETC2Supported = true;
|
|
|
-
|
|
|
- // PVR texture compression support
|
|
|
- if (strcmp(extList[i], (const char *)"GL_IMG_texture_compression_pvrtc") == 0) texCompPVRTSupported = true;
|
|
|
-
|
|
|
- // ASTC texture compression support
|
|
|
- if (strcmp(extList[i], (const char *)"GL_KHR_texture_compression_astc_hdr") == 0) texCompASTCSupported = true;
|
|
|
-
|
|
|
- // Anisotropic texture filter support
|
|
|
- if (strcmp(extList[i], (const char *)"GL_EXT_texture_filter_anisotropic") == 0)
|
|
|
- {
|
|
|
- texAnisotropicFilterSupported = true;
|
|
|
- glGetFloatv(0x84FF, &maxAnisotropicLevel); // GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
|
|
|
- }
|
|
|
-
|
|
|
- // Clamp mirror wrap mode supported
|
|
|
- if (strcmp(extList[i], (const char *)"GL_EXT_texture_mirror_clamp") == 0) texClampMirrorSupported = true;
|
|
|
- }
|
|
|
-
|
|
|
-#ifdef _MSC_VER
|
|
|
- free(extList);
|
|
|
-#endif
|
|
|
-
|
|
|
-#if defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
- if (vaoSupported) TraceLog(LOG_INFO, "[EXTENSION] VAO extension detected, VAO functions initialized successfully");
|
|
|
- else TraceLog(LOG_WARNING, "[EXTENSION] VAO extension not found, VAO usage not supported");
|
|
|
-
|
|
|
- if (texNPOTSupported) TraceLog(LOG_INFO, "[EXTENSION] NPOT textures extension detected, full NPOT textures supported");
|
|
|
- else TraceLog(LOG_WARNING, "[EXTENSION] NPOT textures extension not found, limited NPOT support (no-mipmaps, no-repeat)");
|
|
|
-#endif
|
|
|
-
|
|
|
- if (texCompDXTSupported) TraceLog(LOG_INFO, "[EXTENSION] DXT compressed textures supported");
|
|
|
- if (texCompETC1Supported) TraceLog(LOG_INFO, "[EXTENSION] ETC1 compressed textures supported");
|
|
|
- if (texCompETC2Supported) TraceLog(LOG_INFO, "[EXTENSION] ETC2/EAC compressed textures supported");
|
|
|
- if (texCompPVRTSupported) TraceLog(LOG_INFO, "[EXTENSION] PVRT compressed textures supported");
|
|
|
- if (texCompASTCSupported) TraceLog(LOG_INFO, "[EXTENSION] ASTC compressed textures supported");
|
|
|
-
|
|
|
- if (texAnisotropicFilterSupported) TraceLog(LOG_INFO, "[EXTENSION] Anisotropic textures filtering supported (max: %.0fX)", maxAnisotropicLevel);
|
|
|
- if (texClampMirrorSupported) TraceLog(LOG_INFO, "[EXTENSION] Clamp mirror wrap texture mode supported");
|
|
|
-
|
|
|
- // Initialize buffers, default shaders and default textures
|
|
|
- //----------------------------------------------------------
|
|
|
-
|
|
|
- // Init default white texture
|
|
|
- unsigned char pixels[4] = { 255, 255, 255, 255 }; // 1 pixel RGBA (4 bytes)
|
|
|
-
|
|
|
- whiteTexture = rlLoadTexture(pixels, 1, 1, UNCOMPRESSED_R8G8B8A8, 1);
|
|
|
-
|
|
|
- if (whiteTexture != 0) TraceLog(LOG_INFO, "[TEX ID %i] Base white texture loaded successfully", whiteTexture);
|
|
|
- else TraceLog(LOG_WARNING, "Base white texture could not be loaded");
|
|
|
-
|
|
|
- // Init default Shader (customized for GL 3.3 and ES2)
|
|
|
- defaultShader = LoadShaderDefault();
|
|
|
- currentShader = defaultShader;
|
|
|
-
|
|
|
- // Init default vertex arrays buffers (lines, triangles, quads)
|
|
|
- LoadBuffersDefault();
|
|
|
-
|
|
|
- // Init temp vertex buffer, used when transformation required (translate, rotate, scale)
|
|
|
- tempBuffer = (Vector3 *)malloc(sizeof(Vector3)*TEMP_VERTEX_BUFFER_SIZE);
|
|
|
-
|
|
|
- for (int i = 0; i < TEMP_VERTEX_BUFFER_SIZE; i++) tempBuffer[i] = Vector3Zero();
|
|
|
-
|
|
|
- // Init draw calls tracking system
|
|
|
- draws = (DrawCall *)malloc(sizeof(DrawCall)*MAX_DRAWS_BY_TEXTURE);
|
|
|
-
|
|
|
- for (int i = 0; i < MAX_DRAWS_BY_TEXTURE; i++)
|
|
|
- {
|
|
|
- draws[i].textureId = 0;
|
|
|
- draws[i].vertexCount = 0;
|
|
|
- }
|
|
|
-
|
|
|
- drawsCounter = 1;
|
|
|
- draws[drawsCounter - 1].textureId = whiteTexture;
|
|
|
- currentDrawMode = RL_TRIANGLES; // Set default draw mode
|
|
|
-
|
|
|
- // Init internal matrix stack (emulating OpenGL 1.1)
|
|
|
- for (int i = 0; i < MATRIX_STACK_SIZE; i++) stack[i] = MatrixIdentity();
|
|
|
-
|
|
|
- // Init internal projection and modelview matrices
|
|
|
- projection = MatrixIdentity();
|
|
|
- modelview = MatrixIdentity();
|
|
|
- currentMatrix = &modelview;
|
|
|
-#endif // defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
-
|
|
|
- // Initialize OpenGL default states
|
|
|
- //----------------------------------------------------------
|
|
|
-
|
|
|
- // Init state: Depth test
|
|
|
- glDepthFunc(GL_LEQUAL); // Type of depth testing to apply
|
|
|
- glDisable(GL_DEPTH_TEST); // Disable depth testing for 2D (only used for 3D)
|
|
|
-
|
|
|
- // Init state: Blending mode
|
|
|
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Color blending function (how colors are mixed)
|
|
|
- glEnable(GL_BLEND); // Enable color blending (required to work with transparencies)
|
|
|
-
|
|
|
- // Init state: Culling
|
|
|
- // NOTE: All shapes/models triangles are drawn CCW
|
|
|
- glCullFace(GL_BACK); // Cull the back face (default)
|
|
|
- glFrontFace(GL_CCW); // Front face are defined counter clockwise (default)
|
|
|
- glEnable(GL_CULL_FACE); // Enable backface culling
|
|
|
-
|
|
|
-#if defined(GRAPHICS_API_OPENGL_11)
|
|
|
- // Init state: Color hints (deprecated in OpenGL 3.0+)
|
|
|
- glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Improve quality of color and texture coordinate interpolation
|
|
|
- glShadeModel(GL_SMOOTH); // Smooth shading between vertex (vertex colors interpolation)
|
|
|
-#endif
|
|
|
-
|
|
|
- // Init state: Color/Depth buffers clear
|
|
|
- glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color (black)
|
|
|
- glClearDepth(1.0f); // Set clear depth value (default)
|
|
|
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers (depth buffer required for 3D)
|
|
|
-
|
|
|
- // Store screen size into global variables
|
|
|
- screenWidth = width;
|
|
|
- screenHeight = height;
|
|
|
-
|
|
|
- TraceLog(LOG_INFO, "OpenGL default states initialized successfully");
|
|
|
-}
|
|
|
-
|
|
|
-// Vertex Buffer Object deinitialization (memory free)
|
|
|
-void rlglClose(void)
|
|
|
-{
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
- UnloadShaderDefault(); // Unload default shader
|
|
|
- UnloadBuffersDefault(); // Unload default buffers (lines, triangles, quads)
|
|
|
- glDeleteTextures(1, &whiteTexture); // Unload default texture
|
|
|
-
|
|
|
- TraceLog(LOG_INFO, "[TEX ID %i] Unloaded texture data (base white texture) from VRAM", whiteTexture);
|
|
|
-
|
|
|
- free(draws);
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-// Drawing batches: triangles, quads, lines
|
|
|
-void rlglDraw(void)
|
|
|
-{
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
- // NOTE: In a future version, models could be stored in a stack...
|
|
|
- //for (int i = 0; i < modelsCount; i++) rlDrawMesh(models[i]->mesh, models[i]->material, models[i]->transform);
|
|
|
-
|
|
|
- // NOTE: Default buffers upload and draw
|
|
|
- UpdateBuffersDefault();
|
|
|
- DrawBuffersDefault(); // NOTE: Stereo rendering is checked inside
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-// Returns current OpenGL version
|
|
|
-int rlGetVersion(void)
|
|
|
-{
|
|
|
-#if defined(GRAPHICS_API_OPENGL_11)
|
|
|
- return OPENGL_11;
|
|
|
-#elif defined(GRAPHICS_API_OPENGL_21)
|
|
|
- #if defined(__APPLE__)
|
|
|
- return OPENGL_33; // NOTE: Force OpenGL 3.3 on OSX
|
|
|
- #else
|
|
|
- return OPENGL_21;
|
|
|
- #endif
|
|
|
-#elif defined(GRAPHICS_API_OPENGL_33)
|
|
|
- return OPENGL_33;
|
|
|
-#elif defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
- return OPENGL_ES_20;
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-// Load OpenGL extensions
|
|
|
-// NOTE: External loader function could be passed as a pointer
|
|
|
-void rlLoadExtensions(void *loader)
|
|
|
-{
|
|
|
-#if defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_33)
|
|
|
- // NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions)
|
|
|
- #if !defined(__APPLE__)
|
|
|
- if (!gladLoadGLLoader((GLADloadproc)loader)) TraceLog(LOG_WARNING, "GLAD: Cannot load OpenGL extensions");
|
|
|
- else TraceLog(LOG_INFO, "GLAD: OpenGL extensions loaded successfully");
|
|
|
-
|
|
|
- #if defined(GRAPHICS_API_OPENGL_21)
|
|
|
- if (GLAD_GL_VERSION_2_1) TraceLog(LOG_INFO, "OpenGL 2.1 profile supported");
|
|
|
- #elif defined(GRAPHICS_API_OPENGL_33)
|
|
|
- if(GLAD_GL_VERSION_3_3) TraceLog(LOG_INFO, "OpenGL 3.3 Core profile supported");
|
|
|
- else TraceLog(LOG_ERROR, "OpenGL 3.3 Core profile not supported");
|
|
|
- #endif
|
|
|
- #endif
|
|
|
-
|
|
|
- // With GLAD, we can check if an extension is supported using the GLAD_GL_xxx booleans
|
|
|
- //if (GLAD_GL_ARB_vertex_array_object) // Use GL_ARB_vertex_array_object
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-// Get world coordinates from screen coordinates
|
|
|
-Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view)
|
|
|
-{
|
|
|
- Vector3 result = { 0.0f, 0.0f, 0.0f };
|
|
|
-
|
|
|
- // Calculate unproject matrix (multiply view patrix by projection matrix) and invert it
|
|
|
- Matrix matViewProj = MatrixMultiply(view, proj);
|
|
|
- MatrixInvert(&matViewProj);
|
|
|
-
|
|
|
- // Create quaternion from source point
|
|
|
- Quaternion quat = { source.x, source.y, source.z, 1.0f };
|
|
|
-
|
|
|
- // Multiply quat point by unproject matrix
|
|
|
- QuaternionTransform(&quat, matViewProj);
|
|
|
-
|
|
|
- // Normalized world points in vectors
|
|
|
- result.x = quat.x/quat.w;
|
|
|
- result.y = quat.y/quat.w;
|
|
|
- result.z = quat.z/quat.w;
|
|
|
-
|
|
|
- return result;
|
|
|
-}
|
|
|
-
|
|
|
-// Convert image data to OpenGL texture (returns OpenGL valid Id)
|
|
|
-unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount)
|
|
|
-{
|
|
|
- glBindTexture(GL_TEXTURE_2D, 0); // Free any old binding
|
|
|
-
|
|
|
- GLuint id = 0;
|
|
|
-
|
|
|
- // Check texture format support by OpenGL 1.1 (compressed textures not supported)
|
|
|
-#if defined(GRAPHICS_API_OPENGL_11)
|
|
|
- if (format >= COMPRESSED_DXT1_RGB)
|
|
|
- {
|
|
|
- TraceLog(LOG_WARNING, "OpenGL 1.1 does not support GPU compressed texture formats");
|
|
|
- return id;
|
|
|
- }
|
|
|
-#endif
|
|
|
-
|
|
|
- if ((!texCompDXTSupported) && ((format == COMPRESSED_DXT1_RGB) || (format == COMPRESSED_DXT1_RGBA) ||
|
|
|
- (format == COMPRESSED_DXT3_RGBA) || (format == COMPRESSED_DXT5_RGBA)))
|
|
|
- {
|
|
|
- TraceLog(LOG_WARNING, "DXT compressed texture format not supported");
|
|
|
- return id;
|
|
|
- }
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
- if ((!texCompETC1Supported) && (format == COMPRESSED_ETC1_RGB))
|
|
|
- {
|
|
|
- TraceLog(LOG_WARNING, "ETC1 compressed texture format not supported");
|
|
|
- return id;
|
|
|
- }
|
|
|
-
|
|
|
- if ((!texCompETC2Supported) && ((format == COMPRESSED_ETC2_RGB) || (format == COMPRESSED_ETC2_EAC_RGBA)))
|
|
|
- {
|
|
|
- TraceLog(LOG_WARNING, "ETC2 compressed texture format not supported");
|
|
|
- return id;
|
|
|
- }
|
|
|
-
|
|
|
- if ((!texCompPVRTSupported) && ((format == COMPRESSED_PVRT_RGB) || (format == COMPRESSED_PVRT_RGBA)))
|
|
|
- {
|
|
|
- TraceLog(LOG_WARNING, "PVRT compressed texture format not supported");
|
|
|
- return id;
|
|
|
- }
|
|
|
-
|
|
|
- if ((!texCompASTCSupported) && ((format == COMPRESSED_ASTC_4x4_RGBA) || (format == COMPRESSED_ASTC_8x8_RGBA)))
|
|
|
- {
|
|
|
- TraceLog(LOG_WARNING, "ASTC compressed texture format not supported");
|
|
|
- return id;
|
|
|
- }
|
|
|
-#endif
|
|
|
-
|
|
|
- glGenTextures(1, &id); // Generate Pointer to the texture
|
|
|
-
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
- //glActiveTexture(GL_TEXTURE0); // If not defined, using GL_TEXTURE0 by default (shader texture)
|
|
|
-#endif
|
|
|
-
|
|
|
- glBindTexture(GL_TEXTURE_2D, id);
|
|
|
-
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33)
|
|
|
- // NOTE: We define internal (GPU) format as GL_RGBA8 (probably BGRA8 in practice, driver takes care)
|
|
|
- // NOTE: On embedded systems, we let the driver choose the best internal format
|
|
|
-
|
|
|
- // Support for multiple color modes (16bit color modes and grayscale)
|
|
|
- // (sized)internalFormat format type
|
|
|
- // GL_R GL_RED GL_UNSIGNED_BYTE
|
|
|
- // GL_RGB565 GL_RGB GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT_5_6_5
|
|
|
- // GL_RGB5_A1 GL_RGBA GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT_5_5_5_1
|
|
|
- // GL_RGBA4 GL_RGBA GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT_4_4_4_4
|
|
|
- // GL_RGBA8 GL_RGBA GL_UNSIGNED_BYTE
|
|
|
- // GL_RGB8 GL_RGB GL_UNSIGNED_BYTE
|
|
|
-
|
|
|
- switch (format)
|
|
|
- {
|
|
|
- case UNCOMPRESSED_GRAYSCALE:
|
|
|
- {
|
|
|
- glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, width, height, 0, GL_RED, GL_UNSIGNED_BYTE, (unsigned char *)data);
|
|
|
-
|
|
|
- // With swizzleMask we define how a one channel texture will be mapped to RGBA
|
|
|
- // Required GL >= 3.3 or EXT_texture_swizzle/ARB_texture_swizzle
|
|
|
- GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
|
|
|
- glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
|
|
-
|
|
|
- TraceLog(LOG_INFO, "[TEX ID %i] Grayscale texture loaded and swizzled", id);
|
|
|
- } break;
|
|
|
- case UNCOMPRESSED_GRAY_ALPHA:
|
|
|
- {
|
|
|
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, width, height, 0, GL_RG, GL_UNSIGNED_BYTE, (unsigned char *)data);
|
|
|
-
|
|
|
- GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
|
|
|
- glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
|
|
- } break;
|
|
|
-
|
|
|
- case UNCOMPRESSED_R5G6B5: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB565, width, height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, (unsigned short *)data); break;
|
|
|
- case UNCOMPRESSED_R8G8B8: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
|
|
|
- case UNCOMPRESSED_R5G5B5A1: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5_A1, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, (unsigned short *)data); break;
|
|
|
- case UNCOMPRESSED_R4G4B4A4: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA4, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned short *)data); break;
|
|
|
- case UNCOMPRESSED_R8G8B8A8: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
|
|
|
- case UNCOMPRESSED_R32G32B32: if (texFloatSupported) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, width, height, 0, GL_RGB, GL_FLOAT, (float *)data); break;
|
|
|
- case COMPRESSED_DXT1_RGB: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, mipmapCount); break;
|
|
|
- case COMPRESSED_DXT1_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, mipmapCount); break;
|
|
|
- case COMPRESSED_DXT3_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, mipmapCount); break;
|
|
|
- case COMPRESSED_DXT5_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, mipmapCount); break;
|
|
|
- case COMPRESSED_ETC1_RGB: if (texCompETC1Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_ETC1_RGB8_OES, mipmapCount); break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3
|
|
|
- case COMPRESSED_ETC2_RGB: if (texCompETC2Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB8_ETC2, mipmapCount); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
|
|
|
- case COMPRESSED_ETC2_EAC_RGBA: if (texCompETC2Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA8_ETC2_EAC, mipmapCount); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
|
|
|
- case COMPRESSED_PVRT_RGB: if (texCompPVRTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG, mipmapCount); break; // NOTE: Requires PowerVR GPU
|
|
|
- case COMPRESSED_PVRT_RGBA: if (texCompPVRTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG, mipmapCount); break; // NOTE: Requires PowerVR GPU
|
|
|
- case COMPRESSED_ASTC_4x4_RGBA: if (texCompASTCSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_ASTC_4x4_KHR, mipmapCount); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
|
|
|
- case COMPRESSED_ASTC_8x8_RGBA: if (texCompASTCSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_ASTC_8x8_KHR, mipmapCount); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
|
|
|
- default: TraceLog(LOG_WARNING, "Texture format not recognized"); break;
|
|
|
- }
|
|
|
-#elif defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
- // NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA
|
|
|
- switch (format)
|
|
|
- {
|
|
|
- case UNCOMPRESSED_GRAYSCALE: glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, width, height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
|
|
|
- case UNCOMPRESSED_GRAY_ALPHA: glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, width, height, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
|
|
|
- case UNCOMPRESSED_R5G6B5: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, (unsigned short *)data); break;
|
|
|
- case UNCOMPRESSED_R8G8B8: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
|
|
|
- case UNCOMPRESSED_R5G5B5A1: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, (unsigned short *)data); break;
|
|
|
- case UNCOMPRESSED_R4G4B4A4: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned short *)data); break;
|
|
|
- case UNCOMPRESSED_R8G8B8A8: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
|
|
|
-#if defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
- case UNCOMPRESSED_R32G32B32: if (texFloatSupported) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_FLOAT, (float *)data); break; // NOTE: Requires extension OES_texture_float
|
|
|
- case COMPRESSED_DXT1_RGB: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, mipmapCount); break;
|
|
|
- case COMPRESSED_DXT1_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, mipmapCount); break;
|
|
|
- case COMPRESSED_DXT3_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, mipmapCount); break; // NOTE: Not supported by WebGL
|
|
|
- case COMPRESSED_DXT5_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, mipmapCount); break; // NOTE: Not supported by WebGL
|
|
|
- case COMPRESSED_ETC1_RGB: if (texCompETC1Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_ETC1_RGB8_OES, mipmapCount); break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3
|
|
|
- case COMPRESSED_ETC2_RGB: if (texCompETC2Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB8_ETC2, mipmapCount); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
|
|
|
- case COMPRESSED_ETC2_EAC_RGBA: if (texCompETC2Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA8_ETC2_EAC, mipmapCount); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
|
|
|
- case COMPRESSED_PVRT_RGB: if (texCompPVRTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG, mipmapCount); break; // NOTE: Requires PowerVR GPU
|
|
|
- case COMPRESSED_PVRT_RGBA: if (texCompPVRTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG, mipmapCount); break; // NOTE: Requires PowerVR GPU
|
|
|
- case COMPRESSED_ASTC_4x4_RGBA: if (texCompASTCSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_ASTC_4x4_KHR, mipmapCount); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
|
|
|
- case COMPRESSED_ASTC_8x8_RGBA: if (texCompASTCSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_ASTC_8x8_KHR, mipmapCount); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
|
|
|
-#endif
|
|
|
- default: TraceLog(LOG_WARNING, "Texture format not supported"); break;
|
|
|
- }
|
|
|
-#endif
|
|
|
-
|
|
|
- // Texture parameters configuration
|
|
|
- // NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used
|
|
|
-#if defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
- // NOTE: OpenGL ES 2.0 with no GL_OES_texture_npot support (i.e. WebGL) has limited NPOT support, so CLAMP_TO_EDGE must be used
|
|
|
- if (texNPOTSupported)
|
|
|
- {
|
|
|
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repeat on x-axis
|
|
|
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repeat on y-axis
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- // NOTE: If using negative texture coordinates (LoadOBJ()), it does not work!
|
|
|
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // Set texture to clamp on x-axis
|
|
|
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Set texture to clamp on y-axis
|
|
|
- }
|
|
|
-#else
|
|
|
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repeat on x-axis
|
|
|
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repeat on y-axis
|
|
|
-#endif
|
|
|
-
|
|
|
- // Magnification and minification filters
|
|
|
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Alternative: GL_LINEAR
|
|
|
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Alternative: GL_LINEAR
|
|
|
-
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33)
|
|
|
- if (mipmapCount > 1)
|
|
|
- {
|
|
|
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // Activate Trilinear filtering for mipmaps (must be available)
|
|
|
- }
|
|
|
-#endif
|
|
|
-
|
|
|
- // At this point we have the texture loaded in GPU and texture parameters configured
|
|
|
-
|
|
|
- // NOTE: If mipmaps were not in data, they are not generated automatically
|
|
|
-
|
|
|
- // Unbind current texture
|
|
|
- glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
-
|
|
|
- if (id > 0) TraceLog(LOG_INFO, "[TEX ID %i] Texture created successfully (%ix%i)", id, width, height);
|
|
|
- else TraceLog(LOG_WARNING, "Texture could not be created");
|
|
|
-
|
|
|
- return id;
|
|
|
-}
|
|
|
-
|
|
|
-// Update already loaded texture in GPU with new data
|
|
|
-void rlUpdateTexture(unsigned int id, int width, int height, int format, const void *data)
|
|
|
-{
|
|
|
- glBindTexture(GL_TEXTURE_2D, id);
|
|
|
-
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33)
|
|
|
- switch (format)
|
|
|
- {
|
|
|
- case UNCOMPRESSED_GRAYSCALE: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RED, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
|
|
|
- case UNCOMPRESSED_GRAY_ALPHA: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RG, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
|
|
|
- case UNCOMPRESSED_R5G6B5: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, (unsigned short *)data); break;
|
|
|
- case UNCOMPRESSED_R8G8B8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
|
|
|
- case UNCOMPRESSED_R5G5B5A1: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, (unsigned short *)data); break;
|
|
|
- case UNCOMPRESSED_R4G4B4A4: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned short *)data); break;
|
|
|
- case UNCOMPRESSED_R8G8B8A8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
|
|
|
- default: TraceLog(LOG_WARNING, "Texture format updating not supported"); break;
|
|
|
- }
|
|
|
-#elif defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
- // NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA
|
|
|
- switch (format)
|
|
|
- {
|
|
|
- case UNCOMPRESSED_GRAYSCALE: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_LUMINANCE, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
|
|
|
- case UNCOMPRESSED_GRAY_ALPHA: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
|
|
|
- case UNCOMPRESSED_R5G6B5: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, (unsigned short *)data); break;
|
|
|
- case UNCOMPRESSED_R8G8B8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
|
|
|
- case UNCOMPRESSED_R5G5B5A1: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, (unsigned short *)data); break;
|
|
|
- case UNCOMPRESSED_R4G4B4A4: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned short *)data); break;
|
|
|
- case UNCOMPRESSED_R8G8B8A8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
|
|
|
- default: TraceLog(LOG_WARNING, "Texture format updating not supported"); break;
|
|
|
- }
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-// Unload texture from GPU memory
|
|
|
-void rlUnloadTexture(unsigned int id)
|
|
|
-{
|
|
|
- if (id > 0) glDeleteTextures(1, &id);
|
|
|
-}
|
|
|
-
|
|
|
-
|
|
|
-// Load a texture to be used for rendering (fbo with color and depth attachments)
|
|
|
-RenderTexture2D rlLoadRenderTexture(int width, int height)
|
|
|
-{
|
|
|
- RenderTexture2D target;
|
|
|
-
|
|
|
- target.id = 0;
|
|
|
-
|
|
|
- target.texture.id = 0;
|
|
|
- target.texture.width = width;
|
|
|
- target.texture.height = height;
|
|
|
- target.texture.format = UNCOMPRESSED_R8G8B8A8;
|
|
|
- target.texture.mipmaps = 1;
|
|
|
-
|
|
|
- target.depth.id = 0;
|
|
|
- target.depth.width = width;
|
|
|
- target.depth.height = height;
|
|
|
- target.depth.format = 19; //DEPTH_COMPONENT_24BIT
|
|
|
- target.depth.mipmaps = 1;
|
|
|
-
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
- // Create the texture that will serve as the color attachment for the framebuffer
|
|
|
- glGenTextures(1, &target.texture.id);
|
|
|
- glBindTexture(GL_TEXTURE_2D, target.texture.id);
|
|
|
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
|
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
|
|
- glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
-
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33)
|
|
|
- #define USE_DEPTH_TEXTURE
|
|
|
-#else
|
|
|
- #define USE_DEPTH_RENDERBUFFER
|
|
|
-#endif
|
|
|
-
|
|
|
-#if defined(USE_DEPTH_RENDERBUFFER)
|
|
|
- // Create the renderbuffer that will serve as the depth attachment for the framebuffer.
|
|
|
- glGenRenderbuffers(1, &target.depth.id);
|
|
|
- glBindRenderbuffer(GL_RENDERBUFFER, target.depth.id);
|
|
|
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height); // GL_DEPTH_COMPONENT24 not supported on Android
|
|
|
-#elif defined(USE_DEPTH_TEXTURE)
|
|
|
- // NOTE: We can also use a texture for depth buffer (GL_ARB_depth_texture/GL_OES_depth_texture extension required)
|
|
|
- // A renderbuffer is simpler than a texture and could offer better performance on embedded devices
|
|
|
- glGenTextures(1, &target.depth.id);
|
|
|
- glBindTexture(GL_TEXTURE_2D, target.depth.id);
|
|
|
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
|
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
|
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
|
- glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
|
|
|
- glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
-#endif
|
|
|
-
|
|
|
- // Create the framebuffer object
|
|
|
- glGenFramebuffers(1, &target.id);
|
|
|
- glBindFramebuffer(GL_FRAMEBUFFER, target.id);
|
|
|
-
|
|
|
- // Attach color texture and depth renderbuffer to FBO
|
|
|
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, target.texture.id, 0);
|
|
|
-#if defined(USE_DEPTH_RENDERBUFFER)
|
|
|
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, target.depth.id);
|
|
|
-#elif defined(USE_DEPTH_TEXTURE)
|
|
|
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, target.depth.id, 0);
|
|
|
-#endif
|
|
|
-
|
|
|
- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
|
|
-
|
|
|
- if (status != GL_FRAMEBUFFER_COMPLETE)
|
|
|
- {
|
|
|
- TraceLog(LOG_WARNING, "Framebuffer object could not be created...");
|
|
|
-
|
|
|
- switch (status)
|
|
|
- {
|
|
|
- case GL_FRAMEBUFFER_UNSUPPORTED: TraceLog(LOG_WARNING, "Framebuffer is unsupported"); break;
|
|
|
- case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TraceLog(LOG_WARNING, "Framebuffer incomplete attachment"); break;
|
|
|
-#if defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
- case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: TraceLog(LOG_WARNING, "Framebuffer incomplete dimensions"); break;
|
|
|
-#endif
|
|
|
- case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TraceLog(LOG_WARNING, "Framebuffer incomplete missing attachment"); break;
|
|
|
- default: break;
|
|
|
- }
|
|
|
-
|
|
|
- glDeleteTextures(1, &target.texture.id);
|
|
|
- glDeleteTextures(1, &target.depth.id);
|
|
|
- glDeleteFramebuffers(1, &target.id);
|
|
|
- }
|
|
|
- else TraceLog(LOG_INFO, "[FBO ID %i] Framebuffer object created successfully", target.id);
|
|
|
-
|
|
|
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
-#endif
|
|
|
-
|
|
|
- return target;
|
|
|
-}
|
|
|
-
|
|
|
-// Generate mipmap data for selected texture
|
|
|
-void rlGenerateMipmaps(Texture2D *texture)
|
|
|
-{
|
|
|
- glBindTexture(GL_TEXTURE_2D, texture->id);
|
|
|
-
|
|
|
- // Check if texture is power-of-two (POT)
|
|
|
- bool texIsPOT = false;
|
|
|
-
|
|
|
- if (((texture->width > 0) && ((texture->width & (texture->width - 1)) == 0)) &&
|
|
|
- ((texture->height > 0) && ((texture->height & (texture->height - 1)) == 0))) texIsPOT = true;
|
|
|
-
|
|
|
- if ((texIsPOT) || (texNPOTSupported))
|
|
|
- {
|
|
|
-#if defined(GRAPHICS_API_OPENGL_11)
|
|
|
- // Compute required mipmaps
|
|
|
- void *data = rlReadTexturePixels(*texture);
|
|
|
-
|
|
|
- // NOTE: data size is reallocated to fit mipmaps data
|
|
|
- // NOTE: CPU mipmap generation only supports RGBA 32bit data
|
|
|
- int mipmapCount = GenerateMipmaps(data, texture->width, texture->height);
|
|
|
-
|
|
|
- int size = texture->width*texture->height*4; // RGBA 32bit only
|
|
|
- int offset = size;
|
|
|
-
|
|
|
- int mipWidth = texture->width/2;
|
|
|
- int mipHeight = texture->height/2;
|
|
|
-
|
|
|
- // Load the mipmaps
|
|
|
- for (int level = 1; level < mipmapCount; level++)
|
|
|
- {
|
|
|
- glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA8, mipWidth, mipHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, data + offset);
|
|
|
-
|
|
|
- size = mipWidth*mipHeight*4;
|
|
|
- offset += size;
|
|
|
-
|
|
|
- mipWidth /= 2;
|
|
|
- mipHeight /= 2;
|
|
|
- }
|
|
|
-
|
|
|
- TraceLog(LOG_WARNING, "[TEX ID %i] Mipmaps generated manually on CPU side", texture->id);
|
|
|
-
|
|
|
- // NOTE: Once mipmaps have been generated and data has been uploaded to GPU VRAM, we can discard RAM data
|
|
|
- free(data);
|
|
|
-
|
|
|
- texture->mipmaps = mipmapCount + 1;
|
|
|
-#endif
|
|
|
-
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
- //glHint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE); // Hint for mipmaps generation algorythm: GL_FASTEST, GL_NICEST, GL_DONT_CARE
|
|
|
- glGenerateMipmap(GL_TEXTURE_2D); // Generate mipmaps automatically
|
|
|
- TraceLog(LOG_INFO, "[TEX ID %i] Mipmaps generated automatically", texture->id);
|
|
|
-
|
|
|
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // Activate Trilinear filtering for mipmaps
|
|
|
-
|
|
|
- #define MIN(a,b) (((a)<(b))?(a):(b))
|
|
|
- #define MAX(a,b) (((a)>(b))?(a):(b))
|
|
|
-
|
|
|
- texture->mipmaps = 1 + (int)floor(log(MAX(texture->width, texture->height))/log(2));
|
|
|
-#endif
|
|
|
- }
|
|
|
- else TraceLog(LOG_WARNING, "[TEX ID %i] Mipmaps can not be generated", texture->id);
|
|
|
-
|
|
|
- glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
-}
|
|
|
-
|
|
|
-// Upload vertex data into a VAO (if supported) and VBO
|
|
|
-// TODO: Check if mesh has already been loaded in GPU
|
|
|
-void rlLoadMesh(Mesh *mesh, bool dynamic)
|
|
|
-{
|
|
|
- mesh->vaoId = 0; // Vertex Array Object
|
|
|
- mesh->vboId[0] = 0; // Vertex positions VBO
|
|
|
- mesh->vboId[1] = 0; // Vertex texcoords VBO
|
|
|
- mesh->vboId[2] = 0; // Vertex normals VBO
|
|
|
- mesh->vboId[3] = 0; // Vertex colors VBO
|
|
|
- mesh->vboId[4] = 0; // Vertex tangents VBO
|
|
|
- mesh->vboId[5] = 0; // Vertex texcoords2 VBO
|
|
|
- mesh->vboId[6] = 0; // Vertex indices VBO
|
|
|
-
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
- int drawHint = GL_STATIC_DRAW;
|
|
|
- if (dynamic) drawHint = GL_DYNAMIC_DRAW;
|
|
|
-
|
|
|
- if (vaoSupported)
|
|
|
- {
|
|
|
- // Initialize Quads VAO (Buffer A)
|
|
|
- glGenVertexArrays(1, &mesh->vaoId);
|
|
|
- glBindVertexArray(mesh->vaoId);
|
|
|
- }
|
|
|
-
|
|
|
- // NOTE: Attributes must be uploaded considering default locations points
|
|
|
-
|
|
|
- // Enable vertex attributes: position (shader-location = 0)
|
|
|
- glGenBuffers(1, &mesh->vboId[0]);
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[0]);
|
|
|
- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->vertices, drawHint);
|
|
|
- glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0);
|
|
|
- glEnableVertexAttribArray(0);
|
|
|
-
|
|
|
- // Enable vertex attributes: texcoords (shader-location = 1)
|
|
|
- glGenBuffers(1, &mesh->vboId[1]);
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[1]);
|
|
|
- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords, drawHint);
|
|
|
- glVertexAttribPointer(1, 2, GL_FLOAT, 0, 0, 0);
|
|
|
- glEnableVertexAttribArray(1);
|
|
|
-
|
|
|
- // Enable vertex attributes: normals (shader-location = 2)
|
|
|
- if (mesh->normals != NULL)
|
|
|
- {
|
|
|
- glGenBuffers(1, &mesh->vboId[2]);
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[2]);
|
|
|
- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->normals, drawHint);
|
|
|
- glVertexAttribPointer(2, 3, GL_FLOAT, 0, 0, 0);
|
|
|
- glEnableVertexAttribArray(2);
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- // Default color vertex attribute set to WHITE
|
|
|
- glVertexAttrib3f(2, 1.0f, 1.0f, 1.0f);
|
|
|
- glDisableVertexAttribArray(2);
|
|
|
- }
|
|
|
-
|
|
|
- // Default color vertex attribute (shader-location = 3)
|
|
|
- if (mesh->colors != NULL)
|
|
|
- {
|
|
|
- glGenBuffers(1, &mesh->vboId[3]);
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[3]);
|
|
|
- glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*mesh->vertexCount, mesh->colors, drawHint);
|
|
|
- glVertexAttribPointer(3, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
|
|
|
- glEnableVertexAttribArray(3);
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- // Default color vertex attribute set to WHITE
|
|
|
- glVertexAttrib4f(3, 1.0f, 1.0f, 1.0f, 1.0f);
|
|
|
- glDisableVertexAttribArray(3);
|
|
|
- }
|
|
|
-
|
|
|
- // Default tangent vertex attribute (shader-location = 4)
|
|
|
- if (mesh->tangents != NULL)
|
|
|
- {
|
|
|
- glGenBuffers(1, &mesh->vboId[4]);
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[4]);
|
|
|
- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->tangents, drawHint);
|
|
|
- glVertexAttribPointer(4, 3, GL_FLOAT, 0, 0, 0);
|
|
|
- glEnableVertexAttribArray(4);
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- // Default tangents vertex attribute
|
|
|
- glVertexAttrib3f(4, 0.0f, 0.0f, 0.0f);
|
|
|
- glDisableVertexAttribArray(4);
|
|
|
- }
|
|
|
-
|
|
|
- // Default texcoord2 vertex attribute (shader-location = 5)
|
|
|
- if (mesh->texcoords2 != NULL)
|
|
|
- {
|
|
|
- glGenBuffers(1, &mesh->vboId[5]);
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[5]);
|
|
|
- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords2, drawHint);
|
|
|
- glVertexAttribPointer(5, 2, GL_FLOAT, 0, 0, 0);
|
|
|
- glEnableVertexAttribArray(5);
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- // Default tangents vertex attribute
|
|
|
- glVertexAttrib2f(5, 0.0f, 0.0f);
|
|
|
- glDisableVertexAttribArray(5);
|
|
|
- }
|
|
|
-
|
|
|
- if (mesh->indices != NULL)
|
|
|
- {
|
|
|
- glGenBuffers(1, &mesh->vboId[6]);
|
|
|
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh->vboId[6]);
|
|
|
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned short)*mesh->triangleCount*3, mesh->indices, GL_STATIC_DRAW);
|
|
|
- }
|
|
|
-
|
|
|
- if (vaoSupported)
|
|
|
- {
|
|
|
- if (mesh->vaoId > 0) TraceLog(LOG_INFO, "[VAO ID %i] Mesh uploaded successfully to VRAM (GPU)", mesh->vaoId);
|
|
|
- else TraceLog(LOG_WARNING, "Mesh could not be uploaded to VRAM (GPU)");
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- TraceLog(LOG_INFO, "[VBOs] Mesh uploaded successfully to VRAM (GPU)");
|
|
|
- }
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-// Update vertex data on GPU (upload new data to one buffer)
|
|
|
-void rlUpdateMesh(Mesh mesh, int buffer, int numVertex)
|
|
|
-{
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
- // Activate mesh VAO
|
|
|
- if (vaoSupported) glBindVertexArray(mesh.vaoId);
|
|
|
-
|
|
|
- switch (buffer)
|
|
|
- {
|
|
|
- case 0: // Update vertices (vertex position)
|
|
|
- {
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
|
|
|
- if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.vertices, GL_DYNAMIC_DRAW);
|
|
|
- else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.vertices);
|
|
|
-
|
|
|
- } break;
|
|
|
- case 1: // Update texcoords (vertex texture coordinates)
|
|
|
- {
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]);
|
|
|
- if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*numVertex, mesh.texcoords, GL_DYNAMIC_DRAW);
|
|
|
- else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*numVertex, mesh.texcoords);
|
|
|
-
|
|
|
- } break;
|
|
|
- case 2: // Update normals (vertex normals)
|
|
|
- {
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]);
|
|
|
- if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.normals, GL_DYNAMIC_DRAW);
|
|
|
- else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.normals);
|
|
|
-
|
|
|
- } break;
|
|
|
- case 3: // Update colors (vertex colors)
|
|
|
- {
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]);
|
|
|
- if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*numVertex, mesh.colors, GL_DYNAMIC_DRAW);
|
|
|
- else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*numVertex, mesh.colors);
|
|
|
-
|
|
|
- } break;
|
|
|
- case 4: // Update tangents (vertex tangents)
|
|
|
- {
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]);
|
|
|
- if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.tangents, GL_DYNAMIC_DRAW);
|
|
|
- else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.tangents);
|
|
|
- } break;
|
|
|
- case 5: // Update texcoords2 (vertex second texture coordinates)
|
|
|
- {
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]);
|
|
|
- if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*numVertex, mesh.texcoords2, GL_DYNAMIC_DRAW);
|
|
|
- else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*numVertex, mesh.texcoords2);
|
|
|
- } break;
|
|
|
- default: break;
|
|
|
- }
|
|
|
-
|
|
|
- // Unbind the current VAO
|
|
|
- if (vaoSupported) glBindVertexArray(0);
|
|
|
-
|
|
|
- // Another option would be using buffer mapping...
|
|
|
- //mesh.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
|
|
|
- // Now we can modify vertices
|
|
|
- //glUnmapBuffer(GL_ARRAY_BUFFER);
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-// Draw a 3d mesh with material and transform
|
|
|
-void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
|
|
|
-{
|
|
|
-#if defined(GRAPHICS_API_OPENGL_11)
|
|
|
- glEnable(GL_TEXTURE_2D);
|
|
|
- glBindTexture(GL_TEXTURE_2D, material.maps[MAP_DIFFUSE].texture.id);
|
|
|
-
|
|
|
- // NOTE: On OpenGL 1.1 we use Vertex Arrays to draw model
|
|
|
- glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array
|
|
|
- glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable texture coords array
|
|
|
- if (mesh.normals != NULL) glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array
|
|
|
- if (mesh.colors != NULL) glEnableClientState(GL_COLOR_ARRAY); // Enable colors array
|
|
|
-
|
|
|
- glVertexPointer(3, GL_FLOAT, 0, mesh.vertices); // Pointer to vertex coords array
|
|
|
- glTexCoordPointer(2, GL_FLOAT, 0, mesh.texcoords); // Pointer to texture coords array
|
|
|
- if (mesh.normals != NULL) glNormalPointer(GL_FLOAT, 0, mesh.normals); // Pointer to normals array
|
|
|
- if (mesh.colors != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh.colors); // Pointer to colors array
|
|
|
-
|
|
|
- rlPushMatrix();
|
|
|
- rlMultMatrixf(MatrixToFloat(transform));
|
|
|
- rlColor4ub(material.maps[MAP_DIFFUSE].color.r, material.maps[MAP_DIFFUSE].color.g, material.maps[MAP_DIFFUSE].color.b, material.maps[MAP_DIFFUSE].color.a);
|
|
|
-
|
|
|
- if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, mesh.indices);
|
|
|
- else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
|
|
|
- rlPopMatrix();
|
|
|
-
|
|
|
- glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array
|
|
|
- glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array
|
|
|
- if (mesh.normals != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array
|
|
|
- if (mesh.colors != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable colors array
|
|
|
-
|
|
|
- glDisable(GL_TEXTURE_2D);
|
|
|
- glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
-#endif
|
|
|
-
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
- // Bind shader program
|
|
|
- glUseProgram(material.shader.id);
|
|
|
-
|
|
|
- // Matrices and other values required by shader
|
|
|
- //-----------------------------------------------------
|
|
|
- // Calculate and send to shader model matrix (used by PBR shader)
|
|
|
- SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_MODEL], transform);
|
|
|
-
|
|
|
- // Upload to shader material.colDiffuse
|
|
|
- if (material.shader.locs[LOC_COLOR_DIFFUSE] != -1)
|
|
|
- glUniform4f(material.shader.locs[LOC_COLOR_DIFFUSE], (float)material.maps[MAP_DIFFUSE].color.r/255,
|
|
|
- (float)material.maps[MAP_DIFFUSE].color.g/255,
|
|
|
- (float)material.maps[MAP_DIFFUSE].color.b/255,
|
|
|
- (float)material.maps[MAP_DIFFUSE].color.a/255);
|
|
|
-
|
|
|
- // Upload to shader material.colSpecular (if available)
|
|
|
- if (material.shader.locs[LOC_COLOR_SPECULAR] != -1)
|
|
|
- glUniform4f(material.shader.locs[LOC_COLOR_SPECULAR], (float)material.maps[MAP_SPECULAR].color.r/255,
|
|
|
- (float)material.maps[MAP_SPECULAR].color.g/255,
|
|
|
- (float)material.maps[MAP_SPECULAR].color.b/255,
|
|
|
- (float)material.maps[MAP_SPECULAR].color.a/255);
|
|
|
-
|
|
|
- if (material.shader.locs[LOC_MATRIX_VIEW] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_VIEW], modelview);
|
|
|
- if (material.shader.locs[LOC_MATRIX_PROJECTION] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_PROJECTION], projection);
|
|
|
-
|
|
|
- // At this point the modelview matrix just contains the view matrix (camera)
|
|
|
- // That's because Begin3dMode() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix()
|
|
|
- Matrix matView = modelview; // View matrix (camera)
|
|
|
- Matrix matProjection = projection; // Projection matrix (perspective)
|
|
|
-
|
|
|
- // Calculate model-view matrix combining matModel and matView
|
|
|
- Matrix matModelView = MatrixMultiply(transform, matView); // Transform to camera-space coordinates
|
|
|
- //-----------------------------------------------------
|
|
|
-
|
|
|
- // Bind active texture maps (if available)
|
|
|
- for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
|
|
|
- {
|
|
|
- if (material.maps[i].texture.id > 0)
|
|
|
- {
|
|
|
- glActiveTexture(GL_TEXTURE0 + i);
|
|
|
- if ((i == MAP_IRRADIANCE) || (i == MAP_PREFILTER) || (i == MAP_CUBEMAP)) glBindTexture(GL_TEXTURE_CUBE_MAP, material.maps[i].texture.id);
|
|
|
- else glBindTexture(GL_TEXTURE_2D, material.maps[i].texture.id);
|
|
|
-
|
|
|
- glUniform1i(material.shader.locs[LOC_MAP_DIFFUSE + i], i);
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- // Bind vertex array objects (or VBOs)
|
|
|
- if (vaoSupported) glBindVertexArray(mesh.vaoId);
|
|
|
- else
|
|
|
- {
|
|
|
- // TODO: Simplify VBO binding into a for loop
|
|
|
-
|
|
|
- // Bind mesh VBO data: vertex position (shader-location = 0)
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
|
|
|
- glVertexAttribPointer(material.shader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
|
|
|
- glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_POSITION]);
|
|
|
-
|
|
|
- // Bind mesh VBO data: vertex texcoords (shader-location = 1)
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]);
|
|
|
- glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
|
|
|
- glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TEXCOORD01]);
|
|
|
-
|
|
|
- // Bind mesh VBO data: vertex normals (shader-location = 2, if available)
|
|
|
- if (material.shader.locs[LOC_VERTEX_NORMAL] != -1)
|
|
|
- {
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]);
|
|
|
- glVertexAttribPointer(material.shader.locs[LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0);
|
|
|
- glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_NORMAL]);
|
|
|
- }
|
|
|
-
|
|
|
- // Bind mesh VBO data: vertex colors (shader-location = 3, if available)
|
|
|
- if (material.shader.locs[LOC_VERTEX_COLOR] != -1)
|
|
|
- {
|
|
|
- if (mesh.vboId[3] != 0)
|
|
|
- {
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]);
|
|
|
- glVertexAttribPointer(material.shader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
|
|
|
- glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_COLOR]);
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- // Set default value for unused attribute
|
|
|
- // NOTE: Required when using default shader and no VAO support
|
|
|
- glVertexAttrib4f(material.shader.locs[LOC_VERTEX_COLOR], 1.0f, 1.0f, 1.0f, 1.0f);
|
|
|
- glDisableVertexAttribArray(material.shader.locs[LOC_VERTEX_COLOR]);
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- // Bind mesh VBO data: vertex tangents (shader-location = 4, if available)
|
|
|
- if (material.shader.locs[LOC_VERTEX_TANGENT] != -1)
|
|
|
- {
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]);
|
|
|
- glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TANGENT], 3, GL_FLOAT, 0, 0, 0);
|
|
|
- glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TANGENT]);
|
|
|
- }
|
|
|
-
|
|
|
- // Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available)
|
|
|
- if (material.shader.locs[LOC_VERTEX_TEXCOORD02] != -1)
|
|
|
- {
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]);
|
|
|
- glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TEXCOORD02], 2, GL_FLOAT, 0, 0, 0);
|
|
|
- glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TEXCOORD02]);
|
|
|
- }
|
|
|
-
|
|
|
- if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.vboId[6]);
|
|
|
- }
|
|
|
-
|
|
|
- int eyesCount = 1;
|
|
|
-#if defined(SUPPORT_VR_SIMULATOR)
|
|
|
- if (vrStereoRender) eyesCount = 2;
|
|
|
-#endif
|
|
|
-
|
|
|
- for (int eye = 0; eye < eyesCount; eye++)
|
|
|
- {
|
|
|
- if (eyesCount == 1) modelview = matModelView;
|
|
|
- #if defined(SUPPORT_VR_SIMULATOR)
|
|
|
- else SetStereoView(eye, matProjection, matModelView);
|
|
|
- #endif
|
|
|
-
|
|
|
- // Calculate model-view-projection matrix (MVP)
|
|
|
- Matrix matMVP = MatrixMultiply(modelview, projection); // Transform to screen-space coordinates
|
|
|
-
|
|
|
- // Send combined model-view-projection matrix to shader
|
|
|
- glUniformMatrix4fv(material.shader.locs[LOC_MATRIX_MVP], 1, false, MatrixToFloat(matMVP));
|
|
|
-
|
|
|
- // Draw call!
|
|
|
- if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, 0); // Indexed vertices draw
|
|
|
- else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
|
|
|
- }
|
|
|
-
|
|
|
- // Unbind all binded texture maps
|
|
|
- for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
|
|
|
- {
|
|
|
- glActiveTexture(GL_TEXTURE0 + i); // Set shader active texture
|
|
|
- if ((i == MAP_IRRADIANCE) || (i == MAP_PREFILTER) || (i == MAP_CUBEMAP)) glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
|
|
|
- else glBindTexture(GL_TEXTURE_2D, 0); // Unbind current active texture
|
|
|
- }
|
|
|
-
|
|
|
- // Unind vertex array objects (or VBOs)
|
|
|
- if (vaoSupported) glBindVertexArray(0);
|
|
|
- else
|
|
|
- {
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
- if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
|
- }
|
|
|
-
|
|
|
- // Unbind shader program
|
|
|
- glUseProgram(0);
|
|
|
-
|
|
|
- // Restore projection/modelview matrices
|
|
|
- // NOTE: In stereo rendering matrices are being modified to fit every eye
|
|
|
- projection = matProjection;
|
|
|
- modelview = matView;
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-// Unload mesh data from CPU and GPU
|
|
|
-void rlUnloadMesh(Mesh *mesh)
|
|
|
-{
|
|
|
- if (mesh->vertices != NULL) free(mesh->vertices);
|
|
|
- if (mesh->texcoords != NULL) free(mesh->texcoords);
|
|
|
- if (mesh->normals != NULL) free(mesh->normals);
|
|
|
- if (mesh->colors != NULL) free(mesh->colors);
|
|
|
- if (mesh->tangents != NULL) free(mesh->tangents);
|
|
|
- if (mesh->texcoords2 != NULL) free(mesh->texcoords2);
|
|
|
- if (mesh->indices != NULL) free(mesh->indices);
|
|
|
-
|
|
|
- rlDeleteBuffers(mesh->vboId[0]); // vertex
|
|
|
- rlDeleteBuffers(mesh->vboId[1]); // texcoords
|
|
|
- rlDeleteBuffers(mesh->vboId[2]); // normals
|
|
|
- rlDeleteBuffers(mesh->vboId[3]); // colors
|
|
|
- rlDeleteBuffers(mesh->vboId[4]); // tangents
|
|
|
- rlDeleteBuffers(mesh->vboId[5]); // texcoords2
|
|
|
- rlDeleteBuffers(mesh->vboId[6]); // indices
|
|
|
-
|
|
|
- rlDeleteVertexArrays(mesh->vaoId);
|
|
|
-}
|
|
|
-
|
|
|
-// Read screen pixel data (color buffer)
|
|
|
-unsigned char *rlReadScreenPixels(int width, int height)
|
|
|
-{
|
|
|
- unsigned char *screenData = (unsigned char *)calloc(width*height*4, sizeof(unsigned char));
|
|
|
-
|
|
|
- // NOTE: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer
|
|
|
- glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, screenData);
|
|
|
-
|
|
|
- // Flip image vertically!
|
|
|
- unsigned char *imgData = (unsigned char *)malloc(width*height*sizeof(unsigned char)*4);
|
|
|
-
|
|
|
- for (int y = height - 1; y >= 0; y--)
|
|
|
- {
|
|
|
- for (int x = 0; x < (width*4); x++)
|
|
|
- {
|
|
|
- // Flip line
|
|
|
- imgData[((height - 1) - y)*width*4 + x] = screenData[(y*width*4) + x];
|
|
|
-
|
|
|
- // Set alpha component value to 255 (no trasparent image retrieval)
|
|
|
- // NOTE: Alpha value has already been applied to RGB in framebuffer, we don't need it!
|
|
|
- if (((x + 1)%4) == 0) imgData[((height - 1) - y)*width*4 + x] = 255;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- free(screenData);
|
|
|
-
|
|
|
- return imgData; // NOTE: image data should be freed
|
|
|
-}
|
|
|
-
|
|
|
-// Read texture pixel data
|
|
|
-// NOTE: glGetTexImage() is not available on OpenGL ES 2.0
|
|
|
-// Texture2D width and height are required on OpenGL ES 2.0. There is no way to get it from texture id.
|
|
|
-void *rlReadTexturePixels(Texture2D texture)
|
|
|
-{
|
|
|
- void *pixels = NULL;
|
|
|
-
|
|
|
-#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
|
|
|
- glBindTexture(GL_TEXTURE_2D, texture.id);
|
|
|
-
|
|
|
- // NOTE: Using texture.id, we can retrieve some texture info (but not on OpenGL ES 2.0)
|
|
|
- /*
|
|
|
- int width, height, format;
|
|
|
- glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
|
|
|
- glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
|
|
|
- glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format);
|
|
|
- // Other texture info: GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE
|
|
|
- */
|
|
|
-
|
|
|
- int glFormat = 0, glType = 0;
|
|
|
-
|
|
|
- unsigned int size = texture.width*texture.height;
|
|
|
-
|
|
|
- // NOTE: GL_LUMINANCE and GL_LUMINANCE_ALPHA are removed since OpenGL 3.1
|
|
|
- // Must be replaced by GL_RED and GL_RG on Core OpenGL 3.3
|
|
|
-
|
|
|
- switch (texture.format)
|
|
|
- {
|
|
|
-#if defined(GRAPHICS_API_OPENGL_11)
|
|
|
- case UNCOMPRESSED_GRAYSCALE: pixels = (unsigned char *)malloc(size); glFormat = GL_LUMINANCE; glType = GL_UNSIGNED_BYTE; break; // 8 bit per pixel (no alpha)
|
|
|
- case UNCOMPRESSED_GRAY_ALPHA: pixels = (unsigned char *)malloc(size*2); glFormat = GL_LUMINANCE_ALPHA; glType = GL_UNSIGNED_BYTE; break; // 16 bpp (2 channels)
|
|
|
-#elif defined(GRAPHICS_API_OPENGL_33)
|
|
|
- case UNCOMPRESSED_GRAYSCALE: pixels = (unsigned char *)malloc(size); glFormat = GL_RED; glType = GL_UNSIGNED_BYTE; break;
|
|
|
- case UNCOMPRESSED_GRAY_ALPHA: pixels = (unsigned char *)malloc(size*2); glFormat = GL_RG; glType = GL_UNSIGNED_BYTE; break;
|
|
|
-#endif
|
|
|
- case UNCOMPRESSED_R5G6B5: pixels = (unsigned short *)malloc(size); glFormat = GL_RGB; glType = GL_UNSIGNED_SHORT_5_6_5; break; // 16 bpp
|
|
|
- case UNCOMPRESSED_R8G8B8: pixels = (unsigned char *)malloc(size*3); glFormat = GL_RGB; glType = GL_UNSIGNED_BYTE; break; // 24 bpp
|
|
|
- case UNCOMPRESSED_R5G5B5A1: pixels = (unsigned short *)malloc(size); glFormat = GL_RGBA; glType = GL_UNSIGNED_SHORT_5_5_5_1; break; // 16 bpp (1 bit alpha)
|
|
|
- case UNCOMPRESSED_R4G4B4A4: pixels = (unsigned short *)malloc(size); glFormat = GL_RGBA; glType = GL_UNSIGNED_SHORT_4_4_4_4; break; // 16 bpp (4 bit alpha)
|
|
|
- case UNCOMPRESSED_R8G8B8A8: pixels = (unsigned char *)malloc(size*4); glFormat = GL_RGBA; glType = GL_UNSIGNED_BYTE; break; // 32 bpp
|
|
|
- default: TraceLog(LOG_WARNING, "Texture data retrieval, format not suported"); break;
|
|
|
- }
|
|
|
-
|
|
|
- // NOTE: Each row written to or read from by OpenGL pixel operations like glGetTexImage are aligned to a 4 byte boundary by default, which may add some padding.
|
|
|
- // Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting.
|
|
|
- // GL_PACK_ALIGNMENT affects operations that read from OpenGL memory (glReadPixels, glGetTexImage, etc.)
|
|
|
- // GL_UNPACK_ALIGNMENT affects operations that write to OpenGL memory (glTexImage, etc.)
|
|
|
- glPixelStorei(GL_PACK_ALIGNMENT, 1);
|
|
|
-
|
|
|
- glGetTexImage(GL_TEXTURE_2D, 0, glFormat, glType, pixels);
|
|
|
-
|
|
|
- glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
-#endif
|
|
|
-
|
|
|
-#if defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
-
|
|
|
- RenderTexture2D fbo = rlLoadRenderTexture(texture.width, texture.height);
|
|
|
-
|
|
|
- // NOTE: Two possible Options:
|
|
|
- // 1 - Bind texture to color fbo attachment and glReadPixels()
|
|
|
- // 2 - Create an fbo, activate it, render quad with texture, glReadPixels()
|
|
|
-
|
|
|
-#define GET_TEXTURE_FBO_OPTION_1 // It works
|
|
|
-#if defined(GET_TEXTURE_FBO_OPTION_1)
|
|
|
- glBindFramebuffer(GL_FRAMEBUFFER, fbo.id);
|
|
|
- glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
-
|
|
|
- // Attach our texture to FBO -> Texture must be RGB
|
|
|
- // NOTE: Previoust attached texture is automatically detached
|
|
|
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.id, 0);
|
|
|
-
|
|
|
- pixels = (unsigned char *)malloc(texture.width*texture.height*4*sizeof(unsigned char));
|
|
|
-
|
|
|
- // NOTE: We read data as RGBA because FBO texture is configured as RGBA, despite binding a RGB texture...
|
|
|
- glReadPixels(0, 0, texture.width, texture.height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
|
|
|
-
|
|
|
- // Re-attach internal FBO color texture before deleting it
|
|
|
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbo.texture.id, 0);
|
|
|
-
|
|
|
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
-
|
|
|
-#elif defined(GET_TEXTURE_FBO_OPTION_2)
|
|
|
- // Render texture to fbo
|
|
|
- glBindFramebuffer(GL_FRAMEBUFFER, fbo.id);
|
|
|
-
|
|
|
- glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
|
|
- glClearDepthf(1.0f);
|
|
|
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
- glViewport(0, 0, width, height);
|
|
|
- //glMatrixMode(GL_PROJECTION);
|
|
|
- //glLoadIdentity();
|
|
|
- rlOrtho(0.0, width, height, 0.0, 0.0, 1.0);
|
|
|
- //glMatrixMode(GL_MODELVIEW);
|
|
|
- //glLoadIdentity();
|
|
|
- //glDisable(GL_TEXTURE_2D);
|
|
|
- //glDisable(GL_BLEND);
|
|
|
- glEnable(GL_DEPTH_TEST);
|
|
|
-
|
|
|
- Model quad;
|
|
|
- //quad.mesh = GenMeshQuad(width, height);
|
|
|
- quad.transform = MatrixIdentity();
|
|
|
- quad.shader = defaultShader;
|
|
|
-
|
|
|
- DrawModel(quad, (Vector3){ 0.0f, 0.0f, 0.0f }, 1.0f, WHITE);
|
|
|
-
|
|
|
- pixels = (unsigned char *)malloc(texture.width*texture.height*3*sizeof(unsigned char));
|
|
|
-
|
|
|
- glReadPixels(0, 0, texture.width, texture.height, GL_RGB, GL_UNSIGNED_BYTE, pixels);
|
|
|
-
|
|
|
- // Bind framebuffer 0, which means render to back buffer
|
|
|
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
-
|
|
|
- UnloadModel(quad);
|
|
|
-#endif // GET_TEXTURE_FBO_OPTION
|
|
|
-
|
|
|
- // Clean up temporal fbo
|
|
|
- rlDeleteRenderTextures(fbo);
|
|
|
-
|
|
|
-#endif
|
|
|
-
|
|
|
- return pixels;
|
|
|
-}
|
|
|
-
|
|
|
-/*
|
|
|
-// TODO: Record draw calls to be processed in batch
|
|
|
-// NOTE: Global state must be kept
|
|
|
-void rlRecordDraw(void)
|
|
|
-{
|
|
|
- // TODO: Before adding a new draw, check if anything changed from last stored draw
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
- draws[drawsCounter].vaoId = currentState.vaoId; // lines.id, trangles.id, quads.id?
|
|
|
- draws[drawsCounter].textureId = currentState.textureId; // whiteTexture?
|
|
|
- draws[drawsCounter].shaderId = currentState.shaderId; // defaultShader.id
|
|
|
- draws[drawsCounter].projection = projection;
|
|
|
- draws[drawsCounter].modelview = modelview;
|
|
|
- draws[drawsCounter].vertexCount = currentState.vertexCount;
|
|
|
-
|
|
|
- drawsCounter++;
|
|
|
-#endif
|
|
|
-}
|
|
|
-*/
|
|
|
-
|
|
|
-//----------------------------------------------------------------------------------
|
|
|
-// Module Functions Definition - Shaders Functions
|
|
|
-// NOTE: Those functions are exposed directly to the user in raylib.h
|
|
|
-//----------------------------------------------------------------------------------
|
|
|
-
|
|
|
-// Get default internal texture (white texture)
|
|
|
-Texture2D GetTextureDefault(void)
|
|
|
-{
|
|
|
- Texture2D texture;
|
|
|
-
|
|
|
- texture.id = whiteTexture;
|
|
|
- texture.width = 1;
|
|
|
- texture.height = 1;
|
|
|
- texture.mipmaps = 1;
|
|
|
- texture.format = UNCOMPRESSED_R8G8B8A8;
|
|
|
-
|
|
|
- return texture;
|
|
|
-}
|
|
|
-
|
|
|
-// Get default shader
|
|
|
-Shader GetShaderDefault(void)
|
|
|
-{
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
- return defaultShader;
|
|
|
-#else
|
|
|
- Shader shader = { 0 };
|
|
|
- return shader;
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-// Load text data from file
|
|
|
-// NOTE: text chars array should be freed manually
|
|
|
-char *LoadText(const char *fileName)
|
|
|
-{
|
|
|
- FILE *textFile;
|
|
|
- char *text = NULL;
|
|
|
-
|
|
|
- int count = 0;
|
|
|
-
|
|
|
- if (fileName != NULL)
|
|
|
- {
|
|
|
- textFile = fopen(fileName,"rt");
|
|
|
-
|
|
|
- if (textFile != NULL)
|
|
|
- {
|
|
|
- fseek(textFile, 0, SEEK_END);
|
|
|
- count = ftell(textFile);
|
|
|
- rewind(textFile);
|
|
|
-
|
|
|
- if (count > 0)
|
|
|
- {
|
|
|
- text = (char *)malloc(sizeof(char)*(count + 1));
|
|
|
- count = fread(text, sizeof(char), count, textFile);
|
|
|
- text[count] = '\0';
|
|
|
- }
|
|
|
-
|
|
|
- fclose(textFile);
|
|
|
- }
|
|
|
- else TraceLog(LOG_WARNING, "[%s] Text file could not be opened", fileName);
|
|
|
- }
|
|
|
-
|
|
|
- return text;
|
|
|
-}
|
|
|
-
|
|
|
-// Load shader from files and bind default locations
|
|
|
-Shader LoadShader(char *vsFileName, char *fsFileName)
|
|
|
-{
|
|
|
- Shader shader = { 0 };
|
|
|
-
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
- // Shaders loading from external text file
|
|
|
- char *vShaderStr = LoadText(vsFileName);
|
|
|
- char *fShaderStr = LoadText(fsFileName);
|
|
|
-
|
|
|
- if ((vShaderStr != NULL) && (fShaderStr != NULL))
|
|
|
- {
|
|
|
- shader.id = LoadShaderProgram(vShaderStr, fShaderStr);
|
|
|
-
|
|
|
- // After shader loading, we TRY to set default location names
|
|
|
- if (shader.id > 0) SetShaderDefaultLocations(&shader);
|
|
|
-
|
|
|
- // Shader strings must be freed
|
|
|
- free(vShaderStr);
|
|
|
- free(fShaderStr);
|
|
|
- }
|
|
|
-
|
|
|
- if (shader.id == 0)
|
|
|
- {
|
|
|
- TraceLog(LOG_WARNING, "Custom shader could not be loaded");
|
|
|
- shader = defaultShader;
|
|
|
- }
|
|
|
-
|
|
|
-
|
|
|
- // Get available shader uniforms
|
|
|
- // NOTE: This information is useful for debug...
|
|
|
- int uniformCount = -1;
|
|
|
-
|
|
|
- glGetProgramiv(shader.id, GL_ACTIVE_UNIFORMS, &uniformCount);
|
|
|
-
|
|
|
- for(int i = 0; i < uniformCount; i++)
|
|
|
- {
|
|
|
- int namelen = -1;
|
|
|
- int num = -1;
|
|
|
- char name[256]; // Assume no variable names longer than 256
|
|
|
- GLenum type = GL_ZERO;
|
|
|
-
|
|
|
- // Get the name of the uniforms
|
|
|
- glGetActiveUniform(shader.id, i,sizeof(name) - 1, &namelen, &num, &type, name);
|
|
|
-
|
|
|
- name[namelen] = 0;
|
|
|
-
|
|
|
- // Get the location of the named uniform
|
|
|
- GLuint location = glGetUniformLocation(shader.id, name);
|
|
|
-
|
|
|
- TraceLog(LOG_DEBUG, "[SHDR ID %i] Active uniform [%s] set at location: %i", shader.id, name, location);
|
|
|
- }
|
|
|
-
|
|
|
-#endif
|
|
|
-
|
|
|
- return shader;
|
|
|
-}
|
|
|
-
|
|
|
-// Unload shader from GPU memory (VRAM)
|
|
|
-void UnloadShader(Shader shader)
|
|
|
-{
|
|
|
- if (shader.id > 0)
|
|
|
- {
|
|
|
- rlDeleteShader(shader.id);
|
|
|
- TraceLog(LOG_INFO, "[SHDR ID %i] Unloaded shader program data", shader.id);
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-// Begin custom shader mode
|
|
|
-void BeginShaderMode(Shader shader)
|
|
|
-{
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
- if (currentShader.id != shader.id)
|
|
|
- {
|
|
|
- rlglDraw();
|
|
|
- currentShader = shader;
|
|
|
- }
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-// End custom shader mode (returns to default shader)
|
|
|
-void EndShaderMode(void)
|
|
|
-{
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
- BeginShaderMode(defaultShader);
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-// Get shader uniform location
|
|
|
-int GetShaderLocation(Shader shader, const char *uniformName)
|
|
|
-{
|
|
|
- int location = -1;
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
- location = glGetUniformLocation(shader.id, uniformName);
|
|
|
-
|
|
|
- if (location == -1) TraceLog(LOG_WARNING, "[SHDR ID %i] Shader uniform [%s] COULD NOT BE FOUND", shader.id, uniformName);
|
|
|
- else TraceLog(LOG_INFO, "[SHDR ID %i] Shader uniform [%s] set at location: %i", shader.id, uniformName, location);
|
|
|
-#endif
|
|
|
- return location;
|
|
|
-}
|
|
|
-
|
|
|
-// Set shader uniform value (float)
|
|
|
-void SetShaderValue(Shader shader, int uniformLoc, float *value, int size)
|
|
|
-{
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
- glUseProgram(shader.id);
|
|
|
-
|
|
|
- if (size == 1) glUniform1fv(uniformLoc, 1, value); // Shader uniform type: float
|
|
|
- else if (size == 2) glUniform2fv(uniformLoc, 1, value); // Shader uniform type: vec2
|
|
|
- else if (size == 3) glUniform3fv(uniformLoc, 1, value); // Shader uniform type: vec3
|
|
|
- else if (size == 4) glUniform4fv(uniformLoc, 1, value); // Shader uniform type: vec4
|
|
|
- else TraceLog(LOG_WARNING, "Shader value float array size not supported");
|
|
|
-
|
|
|
- //glUseProgram(0); // Avoid reseting current shader program, in case other uniforms are set
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-// Set shader uniform value (int)
|
|
|
-void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size)
|
|
|
-{
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
- glUseProgram(shader.id);
|
|
|
-
|
|
|
- if (size == 1) glUniform1iv(uniformLoc, 1, value); // Shader uniform type: int
|
|
|
- else if (size == 2) glUniform2iv(uniformLoc, 1, value); // Shader uniform type: ivec2
|
|
|
- else if (size == 3) glUniform3iv(uniformLoc, 1, value); // Shader uniform type: ivec3
|
|
|
- else if (size == 4) glUniform4iv(uniformLoc, 1, value); // Shader uniform type: ivec4
|
|
|
- else TraceLog(LOG_WARNING, "Shader value int array size not supported");
|
|
|
-
|
|
|
- //glUseProgram(0);
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-// Set shader uniform value (matrix 4x4)
|
|
|
-void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat)
|
|
|
-{
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
- glUseProgram(shader.id);
|
|
|
-
|
|
|
- glUniformMatrix4fv(uniformLoc, 1, false, MatrixToFloat(mat));
|
|
|
-
|
|
|
- //glUseProgram(0);
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-// Set a custom projection matrix (replaces internal projection matrix)
|
|
|
-void SetMatrixProjection(Matrix proj)
|
|
|
-{
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
- projection = proj;
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-// Set a custom modelview matrix (replaces internal modelview matrix)
|
|
|
-void SetMatrixModelview(Matrix view)
|
|
|
-{
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
- modelview = view;
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-// Generate cubemap texture from HDR texture
|
|
|
-// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24
|
|
|
-Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size)
|
|
|
-{
|
|
|
- Texture2D cubemap = { 0 };
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
- // NOTE: SetShaderDefaultLocations() already setups locations for projection and view Matrix in shader
|
|
|
- // Other locations should be setup externally in shader before calling the function
|
|
|
-
|
|
|
- // Set up depth face culling and cubemap seamless
|
|
|
- glDisable(GL_CULL_FACE);
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33)
|
|
|
- glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); // Flag not supported on OpenGL ES 2.0
|
|
|
-#endif
|
|
|
-
|
|
|
-
|
|
|
- // Setup framebuffer
|
|
|
- unsigned int fbo, rbo;
|
|
|
- glGenFramebuffers(1, &fbo);
|
|
|
- glGenRenderbuffers(1, &rbo);
|
|
|
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
|
|
- glBindRenderbuffer(GL_RENDERBUFFER, rbo);
|
|
|
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size);
|
|
|
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo);
|
|
|
-
|
|
|
- // Set up cubemap to render and attach to framebuffer
|
|
|
- // NOTE: faces are stored with 16 bit floating point values
|
|
|
- glGenTextures(1, &cubemap.id);
|
|
|
- glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id);
|
|
|
- for (unsigned int i = 0; i < 6; i++)
|
|
|
- glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, size, size, 0, GL_RGB, GL_FLOAT, NULL);
|
|
|
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
|
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33)
|
|
|
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); // Flag not supported on OpenGL ES 2.0
|
|
|
-#endif
|
|
|
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
-
|
|
|
- // Create projection (transposed) and different views for each face
|
|
|
- Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0);
|
|
|
- //MatrixTranspose(&fboProjection);
|
|
|
- Matrix fboViews[6] = {
|
|
|
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
|
|
|
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
|
|
|
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
|
|
|
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
|
|
|
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
|
|
|
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
|
|
|
- };
|
|
|
-
|
|
|
- // Convert HDR equirectangular environment map to cubemap equivalent
|
|
|
- glUseProgram(shader.id);
|
|
|
- glActiveTexture(GL_TEXTURE0);
|
|
|
- glBindTexture(GL_TEXTURE_2D, skyHDR.id);
|
|
|
- SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection);
|
|
|
-
|
|
|
- // Note: don't forget to configure the viewport to the capture dimensions
|
|
|
- glViewport(0, 0, size, size);
|
|
|
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
|
|
-
|
|
|
- for (unsigned int i = 0; i < 6; i++)
|
|
|
- {
|
|
|
- SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]);
|
|
|
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, cubemap.id, 0);
|
|
|
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
- GenDrawCube();
|
|
|
- }
|
|
|
-
|
|
|
- // Unbind framebuffer and textures
|
|
|
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
-
|
|
|
- // Reset viewport dimensions to default
|
|
|
- glViewport(0, 0, screenWidth, screenHeight);
|
|
|
- //glEnable(GL_CULL_FACE);
|
|
|
-
|
|
|
- cubemap.width = size;
|
|
|
- cubemap.height = size;
|
|
|
-#endif
|
|
|
- return cubemap;
|
|
|
-}
|
|
|
-
|
|
|
-// Generate irradiance texture using cubemap data
|
|
|
-// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24
|
|
|
-Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size)
|
|
|
-{
|
|
|
- Texture2D irradiance = { 0 };
|
|
|
-
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
- // NOTE: SetShaderDefaultLocations() already setups locations for projection and view Matrix in shader
|
|
|
- // Other locations should be setup externally in shader before calling the function
|
|
|
-
|
|
|
- // Setup framebuffer
|
|
|
- unsigned int fbo, rbo;
|
|
|
- glGenFramebuffers(1, &fbo);
|
|
|
- glGenRenderbuffers(1, &rbo);
|
|
|
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
|
|
- glBindRenderbuffer(GL_RENDERBUFFER, rbo);
|
|
|
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size);
|
|
|
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo);
|
|
|
-
|
|
|
- // Create an irradiance cubemap, and re-scale capture FBO to irradiance scale
|
|
|
- glGenTextures(1, &irradiance.id);
|
|
|
- glBindTexture(GL_TEXTURE_CUBE_MAP, irradiance.id);
|
|
|
- for (unsigned int i = 0; i < 6; i++)
|
|
|
- glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, size, size, 0, GL_RGB, GL_FLOAT, NULL);
|
|
|
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
|
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
|
|
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
-
|
|
|
- // Create projection (transposed) and different views for each face
|
|
|
- Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0);
|
|
|
- //MatrixTranspose(&fboProjection);
|
|
|
- Matrix fboViews[6] = {
|
|
|
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
|
|
|
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
|
|
|
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
|
|
|
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
|
|
|
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
|
|
|
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
|
|
|
- };
|
|
|
-
|
|
|
- // Solve diffuse integral by convolution to create an irradiance cubemap
|
|
|
- glUseProgram(shader.id);
|
|
|
- glActiveTexture(GL_TEXTURE0);
|
|
|
- glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id);
|
|
|
- SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection);
|
|
|
-
|
|
|
- // Note: don't forget to configure the viewport to the capture dimensions
|
|
|
- glViewport(0, 0, size, size);
|
|
|
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
|
|
-
|
|
|
- for (unsigned int i = 0; i < 6; i++)
|
|
|
- {
|
|
|
- SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]);
|
|
|
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, irradiance.id, 0);
|
|
|
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
- GenDrawCube();
|
|
|
- }
|
|
|
-
|
|
|
- // Unbind framebuffer and textures
|
|
|
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
-
|
|
|
- // Reset viewport dimensions to default
|
|
|
- glViewport(0, 0, screenWidth, screenHeight);
|
|
|
-
|
|
|
- irradiance.width = size;
|
|
|
- irradiance.height = size;
|
|
|
-#endif
|
|
|
- return irradiance;
|
|
|
-}
|
|
|
-
|
|
|
-// Generate prefilter texture using cubemap data
|
|
|
-// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24
|
|
|
-Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size)
|
|
|
-{
|
|
|
- Texture2D prefilter = { 0 };
|
|
|
-
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
- // NOTE: SetShaderDefaultLocations() already setups locations for projection and view Matrix in shader
|
|
|
- // Other locations should be setup externally in shader before calling the function
|
|
|
- // TODO: Locations should be taken out of this function... too shader dependant...
|
|
|
- int roughnessLoc = GetShaderLocation(shader, "roughness");
|
|
|
-
|
|
|
- // Setup framebuffer
|
|
|
- unsigned int fbo, rbo;
|
|
|
- glGenFramebuffers(1, &fbo);
|
|
|
- glGenRenderbuffers(1, &rbo);
|
|
|
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
|
|
- glBindRenderbuffer(GL_RENDERBUFFER, rbo);
|
|
|
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size);
|
|
|
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo);
|
|
|
-
|
|
|
- // Create a prefiltered HDR environment map
|
|
|
- glGenTextures(1, &prefilter.id);
|
|
|
- glBindTexture(GL_TEXTURE_CUBE_MAP, prefilter.id);
|
|
|
- for (unsigned int i = 0; i < 6; i++)
|
|
|
- glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, size, size, 0, GL_RGB, GL_FLOAT, NULL);
|
|
|
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
|
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
|
|
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
|
|
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
-
|
|
|
- // Generate mipmaps for the prefiltered HDR texture
|
|
|
- glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
|
|
|
-
|
|
|
- // Create projection (transposed) and different views for each face
|
|
|
- Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0);
|
|
|
- //MatrixTranspose(&fboProjection);
|
|
|
- Matrix fboViews[6] = {
|
|
|
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
|
|
|
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
|
|
|
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
|
|
|
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
|
|
|
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
|
|
|
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
|
|
|
- };
|
|
|
-
|
|
|
- // Prefilter HDR and store data into mipmap levels
|
|
|
- glUseProgram(shader.id);
|
|
|
- glActiveTexture(GL_TEXTURE0);
|
|
|
- glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id);
|
|
|
- SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection);
|
|
|
-
|
|
|
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
|
|
-
|
|
|
- #define MAX_MIPMAP_LEVELS 5 // Max number of prefilter texture mipmaps
|
|
|
-
|
|
|
- for (unsigned int mip = 0; mip < MAX_MIPMAP_LEVELS; mip++)
|
|
|
- {
|
|
|
- // Resize framebuffer according to mip-level size.
|
|
|
- unsigned int mipWidth = size*powf(0.5f, mip);
|
|
|
- unsigned int mipHeight = size*powf(0.5f, mip);
|
|
|
-
|
|
|
- glBindRenderbuffer(GL_RENDERBUFFER, rbo);
|
|
|
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, mipWidth, mipHeight);
|
|
|
- glViewport(0, 0, mipWidth, mipHeight);
|
|
|
-
|
|
|
- float roughness = (float)mip/(float)(MAX_MIPMAP_LEVELS - 1);
|
|
|
- glUniform1f(roughnessLoc, roughness);
|
|
|
-
|
|
|
- for (unsigned int i = 0; i < 6; ++i)
|
|
|
- {
|
|
|
- SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]);
|
|
|
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, prefilter.id, mip);
|
|
|
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
- GenDrawCube();
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- // Unbind framebuffer and textures
|
|
|
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
-
|
|
|
- // Reset viewport dimensions to default
|
|
|
- glViewport(0, 0, screenWidth, screenHeight);
|
|
|
-
|
|
|
- prefilter.width = size;
|
|
|
- prefilter.height = size;
|
|
|
-#endif
|
|
|
- return prefilter;
|
|
|
-}
|
|
|
-
|
|
|
-// Generate BRDF texture using cubemap data
|
|
|
-// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24
|
|
|
-Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size)
|
|
|
-{
|
|
|
- Texture2D brdf = { 0 };
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
- // Generate BRDF convolution texture
|
|
|
- glGenTextures(1, &brdf.id);
|
|
|
- glBindTexture(GL_TEXTURE_2D, brdf.id);
|
|
|
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16F, size, size, 0, GL_RG, GL_FLOAT, 0);
|
|
|
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
|
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
-
|
|
|
- // Render BRDF LUT into a quad using FBO
|
|
|
- unsigned int fbo, rbo;
|
|
|
- glGenFramebuffers(1, &fbo);
|
|
|
- glGenRenderbuffers(1, &rbo);
|
|
|
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
|
|
- glBindRenderbuffer(GL_RENDERBUFFER, rbo);
|
|
|
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size);
|
|
|
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, brdf.id, 0);
|
|
|
-
|
|
|
- glViewport(0, 0, size, size);
|
|
|
- glUseProgram(shader.id);
|
|
|
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
- GenDrawQuad();
|
|
|
-
|
|
|
- // Unbind framebuffer and textures
|
|
|
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
-
|
|
|
- // Reset viewport dimensions to default
|
|
|
- glViewport(0, 0, screenWidth, screenHeight);
|
|
|
-
|
|
|
- brdf.width = size;
|
|
|
- brdf.height = size;
|
|
|
-#endif
|
|
|
- return brdf;
|
|
|
-}
|
|
|
-
|
|
|
-// Begin blending mode (alpha, additive, multiplied)
|
|
|
-// NOTE: Only 3 blending modes supported, default blend mode is alpha
|
|
|
-void BeginBlendMode(int mode)
|
|
|
-{
|
|
|
- if ((blendMode != mode) && (mode < 3))
|
|
|
- {
|
|
|
- rlglDraw();
|
|
|
-
|
|
|
- switch (mode)
|
|
|
- {
|
|
|
- case BLEND_ALPHA: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); break;
|
|
|
- case BLEND_ADDITIVE: glBlendFunc(GL_SRC_ALPHA, GL_ONE); break; // Alternative: glBlendFunc(GL_ONE, GL_ONE);
|
|
|
- case BLEND_MULTIPLIED: glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); break;
|
|
|
- default: break;
|
|
|
- }
|
|
|
-
|
|
|
- blendMode = mode;
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-// End blending mode (reset to default: alpha blending)
|
|
|
-void EndBlendMode(void)
|
|
|
-{
|
|
|
- BeginBlendMode(BLEND_ALPHA);
|
|
|
-}
|
|
|
-
|
|
|
-#if defined(SUPPORT_VR_SIMULATOR)
|
|
|
-// Init VR simulator for selected device
|
|
|
-// NOTE: It modifies the global variable: VrDeviceInfo hmd
|
|
|
-void InitVrSimulator(int vrDevice)
|
|
|
-{
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
- if (vrDevice == HMD_OCULUS_RIFT_DK2)
|
|
|
- {
|
|
|
- // Oculus Rift DK2 parameters
|
|
|
- hmd.hResolution = 1280; // HMD horizontal resolution in pixels
|
|
|
- hmd.vResolution = 800; // HMD vertical resolution in pixels
|
|
|
- hmd.hScreenSize = 0.14976f; // HMD horizontal size in meters
|
|
|
- hmd.vScreenSize = 0.09356f; // HMD vertical size in meters
|
|
|
- hmd.vScreenCenter = 0.04678f; // HMD screen center in meters
|
|
|
- hmd.eyeToScreenDistance = 0.041f; // HMD distance between eye and display in meters
|
|
|
- hmd.lensSeparationDistance = 0.0635f; // HMD lens separation distance in meters
|
|
|
- hmd.interpupillaryDistance = 0.064f; // HMD IPD (distance between pupils) in meters
|
|
|
- hmd.distortionK[0] = 1.0f; // HMD lens distortion constant parameter 0
|
|
|
- hmd.distortionK[1] = 0.22f; // HMD lens distortion constant parameter 1
|
|
|
- hmd.distortionK[2] = 0.24f; // HMD lens distortion constant parameter 2
|
|
|
- hmd.distortionK[3] = 0.0f; // HMD lens distortion constant parameter 3
|
|
|
- hmd.chromaAbCorrection[0] = 0.996f; // HMD chromatic aberration correction parameter 0
|
|
|
- hmd.chromaAbCorrection[1] = -0.004f; // HMD chromatic aberration correction parameter 1
|
|
|
- hmd.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2
|
|
|
- hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3
|
|
|
-
|
|
|
- TraceLog(LOG_INFO, "Initializing VR Simulator (Oculus Rift DK2)");
|
|
|
- }
|
|
|
- else if ((vrDevice == HMD_DEFAULT_DEVICE) || (vrDevice == HMD_OCULUS_RIFT_CV1))
|
|
|
- {
|
|
|
- // Oculus Rift CV1 parameters
|
|
|
- // NOTE: CV1 represents a complete HMD redesign compared to previous versions,
|
|
|
- // new Fresnel-hybrid-asymmetric lenses have been added and, consequently,
|
|
|
- // previous parameters (DK2) and distortion shader (DK2) doesn't work any more.
|
|
|
- // I just defined a set of parameters for simulator that approximate to CV1 stereo rendering
|
|
|
- // but result is not the same obtained with Oculus PC SDK.
|
|
|
- hmd.hResolution = 2160; // HMD horizontal resolution in pixels
|
|
|
- hmd.vResolution = 1200; // HMD vertical resolution in pixels
|
|
|
- hmd.hScreenSize = 0.133793f; // HMD horizontal size in meters
|
|
|
- hmd.vScreenSize = 0.0669f; // HMD vertical size in meters
|
|
|
- hmd.vScreenCenter = 0.04678f; // HMD screen center in meters
|
|
|
- hmd.eyeToScreenDistance = 0.041f; // HMD distance between eye and display in meters
|
|
|
- hmd.lensSeparationDistance = 0.07f; // HMD lens separation distance in meters
|
|
|
- hmd.interpupillaryDistance = 0.07f; // HMD IPD (distance between pupils) in meters
|
|
|
- hmd.distortionK[0] = 1.0f; // HMD lens distortion constant parameter 0
|
|
|
- hmd.distortionK[1] = 0.22f; // HMD lens distortion constant parameter 1
|
|
|
- hmd.distortionK[2] = 0.24f; // HMD lens distortion constant parameter 2
|
|
|
- hmd.distortionK[3] = 0.0f; // HMD lens distortion constant parameter 3
|
|
|
- hmd.chromaAbCorrection[0] = 0.996f; // HMD chromatic aberration correction parameter 0
|
|
|
- hmd.chromaAbCorrection[1] = -0.004f; // HMD chromatic aberration correction parameter 1
|
|
|
- hmd.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2
|
|
|
- hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3
|
|
|
-
|
|
|
- TraceLog(LOG_INFO, "Initializing VR Simulator (Oculus Rift CV1)");
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- TraceLog(LOG_WARNING, "VR Simulator doesn't support selected device parameters,");
|
|
|
- TraceLog(LOG_WARNING, "using default VR Simulator parameters");
|
|
|
- }
|
|
|
-
|
|
|
- // Initialize framebuffer and textures for stereo rendering
|
|
|
- // NOTE: screen size should match HMD aspect ratio
|
|
|
- vrConfig.stereoFbo = rlLoadRenderTexture(screenWidth, screenHeight);
|
|
|
-
|
|
|
-#if defined(SUPPORT_DISTORTION_SHADER)
|
|
|
- // Load distortion shader (initialized by default with Oculus Rift CV1 parameters)
|
|
|
- vrConfig.distortionShader.id = LoadShaderProgram(vDistortionShaderStr, fDistortionShaderStr);
|
|
|
- if (vrConfig.distortionShader.id > 0) SetShaderDefaultLocations(&vrConfig.distortionShader);
|
|
|
-#endif
|
|
|
-
|
|
|
- SetStereoConfig(hmd);
|
|
|
-
|
|
|
- vrSimulatorReady = true;
|
|
|
-#endif
|
|
|
-
|
|
|
-#if defined(GRAPHICS_API_OPENGL_11)
|
|
|
- TraceLog(LOG_WARNING, "VR Simulator not supported on OpenGL 1.1");
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-// Close VR simulator for current device
|
|
|
-void CloseVrSimulator(void)
|
|
|
-{
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
- if (vrSimulatorReady)
|
|
|
- {
|
|
|
- rlDeleteRenderTextures(vrConfig.stereoFbo); // Unload stereo framebuffer and texture
|
|
|
- #if defined(SUPPORT_DISTORTION_SHADER)
|
|
|
- UnloadShader(vrConfig.distortionShader); // Unload distortion shader
|
|
|
- #endif
|
|
|
- }
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-// Detect if VR simulator is running
|
|
|
-bool IsVrSimulatorReady(void)
|
|
|
-{
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
- return vrSimulatorReady;
|
|
|
-#else
|
|
|
- return false;
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-// Enable/Disable VR experience (device or simulator)
|
|
|
-void ToggleVrMode(void)
|
|
|
-{
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
- vrSimulatorReady = !vrSimulatorReady;
|
|
|
-
|
|
|
- if (!vrSimulatorReady)
|
|
|
- {
|
|
|
- vrStereoRender = false;
|
|
|
-
|
|
|
- // Reset viewport and default projection-modelview matrices
|
|
|
- rlViewport(0, 0, screenWidth, screenHeight);
|
|
|
- projection = MatrixOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0);
|
|
|
- modelview = MatrixIdentity();
|
|
|
- }
|
|
|
- else vrStereoRender = true;
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-// Update VR tracking (position and orientation) and camera
|
|
|
-// NOTE: Camera (position, target, up) gets update with head tracking information
|
|
|
-void UpdateVrTracking(Camera *camera)
|
|
|
-{
|
|
|
- // TODO: Simulate 1st person camera system
|
|
|
-}
|
|
|
-
|
|
|
-// Begin Oculus drawing configuration
|
|
|
-void BeginVrDrawing(void)
|
|
|
-{
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
- if (vrSimulatorReady)
|
|
|
- {
|
|
|
- // Setup framebuffer for stereo rendering
|
|
|
- rlEnableRenderTexture(vrConfig.stereoFbo.id);
|
|
|
-
|
|
|
- // NOTE: If your application is configured to treat the texture as a linear format (e.g. GL_RGBA)
|
|
|
- // and performs linear-to-gamma conversion in GLSL or does not care about gamma-correction, then:
|
|
|
- // - Require OculusBuffer format to be OVR_FORMAT_R8G8B8A8_UNORM_SRGB
|
|
|
- // - Do NOT enable GL_FRAMEBUFFER_SRGB
|
|
|
- //glEnable(GL_FRAMEBUFFER_SRGB);
|
|
|
-
|
|
|
- //glViewport(0, 0, buffer.width, buffer.height); // Useful if rendering to separate framebuffers (every eye)
|
|
|
- rlClearScreenBuffers(); // Clear current framebuffer(s)
|
|
|
-
|
|
|
- vrStereoRender = true;
|
|
|
- }
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-// End Oculus drawing process (and desktop mirror)
|
|
|
-void EndVrDrawing(void)
|
|
|
-{
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
- if (vrSimulatorReady)
|
|
|
- {
|
|
|
- vrStereoRender = false; // Disable stereo render
|
|
|
-
|
|
|
- rlDisableRenderTexture(); // Unbind current framebuffer
|
|
|
-
|
|
|
- rlClearScreenBuffers(); // Clear current framebuffer
|
|
|
-
|
|
|
- // Set viewport to default framebuffer size (screen size)
|
|
|
- rlViewport(0, 0, screenWidth, screenHeight);
|
|
|
-
|
|
|
- // Let rlgl reconfigure internal matrices
|
|
|
- rlMatrixMode(RL_PROJECTION); // Enable internal projection matrix
|
|
|
- rlLoadIdentity(); // Reset internal projection matrix
|
|
|
- rlOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0); // Recalculate internal projection matrix
|
|
|
- rlMatrixMode(RL_MODELVIEW); // Enable internal modelview matrix
|
|
|
- rlLoadIdentity(); // Reset internal modelview matrix
|
|
|
-
|
|
|
-#if defined(SUPPORT_DISTORTION_SHADER)
|
|
|
- // Draw RenderTexture (stereoFbo) using distortion shader
|
|
|
- currentShader = vrConfig.distortionShader;
|
|
|
-#else
|
|
|
- currentShader = GetShaderDefault();
|
|
|
-#endif
|
|
|
-
|
|
|
- rlEnableTexture(vrConfig.stereoFbo.texture.id);
|
|
|
-
|
|
|
- rlPushMatrix();
|
|
|
- rlBegin(RL_QUADS);
|
|
|
- rlColor4ub(255, 255, 255, 255);
|
|
|
- rlNormal3f(0.0f, 0.0f, 1.0f);
|
|
|
-
|
|
|
- // Bottom-left corner for texture and quad
|
|
|
- rlTexCoord2f(0.0f, 1.0f);
|
|
|
- rlVertex2f(0.0f, 0.0f);
|
|
|
-
|
|
|
- // Bottom-right corner for texture and quad
|
|
|
- rlTexCoord2f(0.0f, 0.0f);
|
|
|
- rlVertex2f(0.0f, vrConfig.stereoFbo.texture.height);
|
|
|
-
|
|
|
- // Top-right corner for texture and quad
|
|
|
- rlTexCoord2f(1.0f, 0.0f);
|
|
|
- rlVertex2f(vrConfig.stereoFbo.texture.width, vrConfig.stereoFbo.texture.height);
|
|
|
-
|
|
|
- // Top-left corner for texture and quad
|
|
|
- rlTexCoord2f(1.0f, 1.0f);
|
|
|
- rlVertex2f(vrConfig.stereoFbo.texture.width, 0.0f);
|
|
|
- rlEnd();
|
|
|
- rlPopMatrix();
|
|
|
-
|
|
|
- rlDisableTexture();
|
|
|
-
|
|
|
- // Update and draw render texture fbo with distortion to backbuffer
|
|
|
- UpdateBuffersDefault();
|
|
|
- DrawBuffersDefault();
|
|
|
-
|
|
|
- // Restore defaultShader
|
|
|
- currentShader = defaultShader;
|
|
|
-
|
|
|
- // Reset viewport and default projection-modelview matrices
|
|
|
- rlViewport(0, 0, screenWidth, screenHeight);
|
|
|
- projection = MatrixOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0);
|
|
|
- modelview = MatrixIdentity();
|
|
|
-
|
|
|
- rlDisableDepthTest();
|
|
|
- }
|
|
|
-#endif
|
|
|
-}
|
|
|
-#endif // SUPPORT_VR_SIMULATOR
|
|
|
-
|
|
|
-//----------------------------------------------------------------------------------
|
|
|
-// Module specific Functions Definition
|
|
|
-//----------------------------------------------------------------------------------
|
|
|
-
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
-// Convert image data to OpenGL texture (returns OpenGL valid Id)
|
|
|
-// NOTE: Expected compressed image data and POT image
|
|
|
-static void LoadTextureCompressed(unsigned char *data, int width, int height, int compressedFormat, int mipmapCount)
|
|
|
-{
|
|
|
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
|
|
-
|
|
|
- int blockSize = 0; // Bytes every block
|
|
|
- int offset = 0;
|
|
|
-
|
|
|
- if ((compressedFormat == GL_COMPRESSED_RGB_S3TC_DXT1_EXT) ||
|
|
|
- (compressedFormat == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT) ||
|
|
|
-#if defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
- (compressedFormat == GL_ETC1_RGB8_OES) ||
|
|
|
-#endif
|
|
|
- (compressedFormat == GL_COMPRESSED_RGB8_ETC2)) blockSize = 8;
|
|
|
- else blockSize = 16;
|
|
|
-
|
|
|
- // Load the mipmap levels
|
|
|
- for (int level = 0; level < mipmapCount && (width || height); level++)
|
|
|
- {
|
|
|
- unsigned int size = 0;
|
|
|
-
|
|
|
- size = ((width + 3)/4)*((height + 3)/4)*blockSize;
|
|
|
-
|
|
|
- glCompressedTexImage2D(GL_TEXTURE_2D, level, compressedFormat, width, height, 0, size, data + offset);
|
|
|
-
|
|
|
- offset += size;
|
|
|
- width /= 2;
|
|
|
- height /= 2;
|
|
|
-
|
|
|
- // Security check for NPOT textures
|
|
|
- if (width < 1) width = 1;
|
|
|
- if (height < 1) height = 1;
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-// Load custom shader strings and return program id
|
|
|
-static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShaderStr)
|
|
|
-{
|
|
|
- unsigned int program = 0;
|
|
|
-
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
- 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);
|
|
|
-
|
|
|
- GLint success = 0;
|
|
|
-
|
|
|
- glCompileShader(vertexShader);
|
|
|
-
|
|
|
- glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
|
|
|
-
|
|
|
- if (success != GL_TRUE)
|
|
|
- {
|
|
|
- TraceLog(LOG_WARNING, "[VSHDR ID %i] Failed to compile vertex shader...", vertexShader);
|
|
|
-
|
|
|
- int maxLength = 0;
|
|
|
- int length;
|
|
|
-
|
|
|
- glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &maxLength);
|
|
|
-
|
|
|
-#ifdef _MSC_VER
|
|
|
- char *log = malloc(maxLength);
|
|
|
-#else
|
|
|
- char log[maxLength];
|
|
|
-#endif
|
|
|
- glGetShaderInfoLog(vertexShader, maxLength, &length, log);
|
|
|
-
|
|
|
- TraceLog(LOG_INFO, "%s", log);
|
|
|
-
|
|
|
-#ifdef _MSC_VER
|
|
|
- free(log);
|
|
|
-#endif
|
|
|
- }
|
|
|
- else TraceLog(LOG_INFO, "[VSHDR ID %i] Vertex shader compiled successfully", vertexShader);
|
|
|
-
|
|
|
- glCompileShader(fragmentShader);
|
|
|
-
|
|
|
- glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
|
|
|
-
|
|
|
- if (success != GL_TRUE)
|
|
|
- {
|
|
|
- TraceLog(LOG_WARNING, "[FSHDR ID %i] Failed to compile fragment shader...", fragmentShader);
|
|
|
-
|
|
|
- int maxLength = 0;
|
|
|
- int length;
|
|
|
-
|
|
|
- glGetShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &maxLength);
|
|
|
-
|
|
|
-#ifdef _MSC_VER
|
|
|
- char *log = malloc(maxLength);
|
|
|
-#else
|
|
|
- char log[maxLength];
|
|
|
-#endif
|
|
|
- glGetShaderInfoLog(fragmentShader, maxLength, &length, log);
|
|
|
-
|
|
|
- TraceLog(LOG_INFO, "%s", log);
|
|
|
-
|
|
|
-#ifdef _MSC_VER
|
|
|
- free(log);
|
|
|
-#endif
|
|
|
- }
|
|
|
- else TraceLog(LOG_INFO, "[FSHDR ID %i] Fragment shader compiled successfully", fragmentShader);
|
|
|
-
|
|
|
- program = glCreateProgram();
|
|
|
-
|
|
|
- glAttachShader(program, vertexShader);
|
|
|
- glAttachShader(program, fragmentShader);
|
|
|
-
|
|
|
- // NOTE: Default attribute shader locations must be binded before linking
|
|
|
- glBindAttribLocation(program, 0, DEFAULT_ATTRIB_POSITION_NAME);
|
|
|
- glBindAttribLocation(program, 1, DEFAULT_ATTRIB_TEXCOORD_NAME);
|
|
|
- glBindAttribLocation(program, 2, DEFAULT_ATTRIB_NORMAL_NAME);
|
|
|
- glBindAttribLocation(program, 3, DEFAULT_ATTRIB_COLOR_NAME);
|
|
|
- glBindAttribLocation(program, 4, DEFAULT_ATTRIB_TANGENT_NAME);
|
|
|
- glBindAttribLocation(program, 5, DEFAULT_ATTRIB_TEXCOORD2_NAME);
|
|
|
-
|
|
|
- // NOTE: If some attrib name is no found on the shader, it locations becomes -1
|
|
|
-
|
|
|
- glLinkProgram(program);
|
|
|
-
|
|
|
- // NOTE: All uniform variables are intitialised to 0 when a program links
|
|
|
-
|
|
|
- glGetProgramiv(program, GL_LINK_STATUS, &success);
|
|
|
-
|
|
|
- if (success == GL_FALSE)
|
|
|
- {
|
|
|
- TraceLog(LOG_WARNING, "[SHDR ID %i] Failed to link shader program...", program);
|
|
|
-
|
|
|
- int maxLength = 0;
|
|
|
- int length;
|
|
|
-
|
|
|
- glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
|
|
|
-
|
|
|
-#ifdef _MSC_VER
|
|
|
- char *log = malloc(maxLength);
|
|
|
-#else
|
|
|
- char log[maxLength];
|
|
|
-#endif
|
|
|
- glGetProgramInfoLog(program, maxLength, &length, log);
|
|
|
-
|
|
|
- TraceLog(LOG_INFO, "%s", log);
|
|
|
-
|
|
|
-#ifdef _MSC_VER
|
|
|
- free(log);
|
|
|
-#endif
|
|
|
- glDeleteProgram(program);
|
|
|
-
|
|
|
- program = 0;
|
|
|
- }
|
|
|
- else TraceLog(LOG_INFO, "[SHDR ID %i] Shader program loaded successfully", program);
|
|
|
-
|
|
|
- glDeleteShader(vertexShader);
|
|
|
- glDeleteShader(fragmentShader);
|
|
|
-#endif
|
|
|
- return program;
|
|
|
-}
|
|
|
-
|
|
|
-
|
|
|
-// Load default shader (just vertex positioning and texture coloring)
|
|
|
-// NOTE: This shader program is used for batch buffers (lines, triangles, quads)
|
|
|
-static Shader LoadShaderDefault(void)
|
|
|
-{
|
|
|
- Shader shader;
|
|
|
-
|
|
|
- // Vertex shader directly defined, no external file required
|
|
|
- char vDefaultShaderStr[] =
|
|
|
-#if defined(GRAPHICS_API_OPENGL_21)
|
|
|
- "#version 120 \n"
|
|
|
-#elif defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
- "#version 100 \n"
|
|
|
-#endif
|
|
|
-#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
|
|
|
- "attribute vec3 vertexPosition; \n"
|
|
|
- "attribute vec2 vertexTexCoord; \n"
|
|
|
- "attribute vec4 vertexColor; \n"
|
|
|
- "varying vec2 fragTexCoord; \n"
|
|
|
- "varying vec4 fragColor; \n"
|
|
|
-#elif defined(GRAPHICS_API_OPENGL_33)
|
|
|
- "#version 330 \n"
|
|
|
- "in vec3 vertexPosition; \n"
|
|
|
- "in vec2 vertexTexCoord; \n"
|
|
|
- "in vec4 vertexColor; \n"
|
|
|
- "out vec2 fragTexCoord; \n"
|
|
|
- "out vec4 fragColor; \n"
|
|
|
-#endif
|
|
|
- "uniform mat4 mvp; \n"
|
|
|
- "void main() \n"
|
|
|
- "{ \n"
|
|
|
- " fragTexCoord = vertexTexCoord; \n"
|
|
|
- " fragColor = vertexColor; \n"
|
|
|
- " gl_Position = mvp*vec4(vertexPosition, 1.0); \n"
|
|
|
- "} \n";
|
|
|
-
|
|
|
- // Fragment shader directly defined, no external file required
|
|
|
- char fDefaultShaderStr[] =
|
|
|
-#if defined(GRAPHICS_API_OPENGL_21)
|
|
|
- "#version 120 \n"
|
|
|
-#elif defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
- "#version 100 \n"
|
|
|
- "precision mediump float; \n" // precision required for OpenGL ES2 (WebGL)
|
|
|
-#endif
|
|
|
-#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
|
|
|
- "varying vec2 fragTexCoord; \n"
|
|
|
- "varying vec4 fragColor; \n"
|
|
|
-#elif defined(GRAPHICS_API_OPENGL_33)
|
|
|
- "#version 330 \n"
|
|
|
- "in vec2 fragTexCoord; \n"
|
|
|
- "in vec4 fragColor; \n"
|
|
|
- "out vec4 finalColor; \n"
|
|
|
-#endif
|
|
|
- "uniform sampler2D texture0; \n"
|
|
|
- "uniform vec4 colDiffuse; \n"
|
|
|
- "void main() \n"
|
|
|
- "{ \n"
|
|
|
-#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
|
|
|
- " vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0
|
|
|
- " gl_FragColor = texelColor*colDiffuse*fragColor; \n"
|
|
|
-#elif defined(GRAPHICS_API_OPENGL_33)
|
|
|
- " vec4 texelColor = texture(texture0, fragTexCoord); \n"
|
|
|
- " finalColor = texelColor*colDiffuse*fragColor; \n"
|
|
|
-#endif
|
|
|
- "} \n";
|
|
|
-
|
|
|
- shader.id = LoadShaderProgram(vDefaultShaderStr, fDefaultShaderStr);
|
|
|
-
|
|
|
- if (shader.id > 0)
|
|
|
- {
|
|
|
- TraceLog(LOG_INFO, "[SHDR ID %i] Default shader loaded successfully", shader.id);
|
|
|
-
|
|
|
- // Set default shader locations
|
|
|
- // Get handles to GLSL input attibute locations
|
|
|
- shader.locs[LOC_VERTEX_POSITION] = glGetAttribLocation(shader.id, "vertexPosition");
|
|
|
- shader.locs[LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(shader.id, "vertexTexCoord");
|
|
|
- shader.locs[LOC_VERTEX_COLOR] = glGetAttribLocation(shader.id, "vertexColor");
|
|
|
-
|
|
|
- // Get handles to GLSL uniform locations
|
|
|
- shader.locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader.id, "mvp");
|
|
|
- shader.locs[LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader.id, "colDiffuse");
|
|
|
- shader.locs[LOC_MAP_DIFFUSE] = glGetUniformLocation(shader.id, "texture0");
|
|
|
- }
|
|
|
- else TraceLog(LOG_WARNING, "[SHDR ID %i] Default shader could not be loaded", shader.id);
|
|
|
-
|
|
|
- return shader;
|
|
|
-}
|
|
|
-
|
|
|
-// Get location handlers to for shader attributes and uniforms
|
|
|
-// NOTE: If any location is not found, loc point becomes -1
|
|
|
-static void SetShaderDefaultLocations(Shader *shader)
|
|
|
-{
|
|
|
- // NOTE: Default shader attrib locations have been fixed before linking:
|
|
|
- // vertex position location = 0
|
|
|
- // vertex texcoord location = 1
|
|
|
- // vertex normal location = 2
|
|
|
- // vertex color location = 3
|
|
|
- // vertex tangent location = 4
|
|
|
- // vertex texcoord2 location = 5
|
|
|
-
|
|
|
- // Get handles to GLSL input attibute locations
|
|
|
- shader->locs[LOC_VERTEX_POSITION] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_POSITION_NAME);
|
|
|
- shader->locs[LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD_NAME);
|
|
|
- shader->locs[LOC_VERTEX_TEXCOORD02] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD2_NAME);
|
|
|
- shader->locs[LOC_VERTEX_NORMAL] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_NORMAL_NAME);
|
|
|
- shader->locs[LOC_VERTEX_TANGENT] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TANGENT_NAME);
|
|
|
- shader->locs[LOC_VERTEX_COLOR] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_COLOR_NAME);
|
|
|
-
|
|
|
- // Get handles to GLSL uniform locations (vertex shader)
|
|
|
- shader->locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader->id, "mvp");
|
|
|
- shader->locs[LOC_MATRIX_PROJECTION] = glGetUniformLocation(shader->id, "projection");
|
|
|
- shader->locs[LOC_MATRIX_VIEW] = glGetUniformLocation(shader->id, "view");
|
|
|
-
|
|
|
- // Get handles to GLSL uniform locations (fragment shader)
|
|
|
- shader->locs[LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader->id, "colDiffuse");
|
|
|
- shader->locs[LOC_MAP_DIFFUSE] = glGetUniformLocation(shader->id, "texture0");
|
|
|
- shader->locs[LOC_MAP_NORMAL] = glGetUniformLocation(shader->id, "texture1");
|
|
|
- shader->locs[LOC_MAP_SPECULAR] = glGetUniformLocation(shader->id, "texture2");
|
|
|
-
|
|
|
- // TODO: Try to find all expected/recognized shader locations (predefined names, must be documented)
|
|
|
-}
|
|
|
-
|
|
|
-// Unload default shader
|
|
|
-static void UnloadShaderDefault(void)
|
|
|
-{
|
|
|
- glUseProgram(0);
|
|
|
-
|
|
|
- //glDetachShader(defaultShader, vertexShader);
|
|
|
- //glDetachShader(defaultShader, fragmentShader);
|
|
|
- //glDeleteShader(vertexShader); // Already deleted on shader compilation
|
|
|
- //glDeleteShader(fragmentShader); // Already deleted on shader compilation
|
|
|
- glDeleteProgram(defaultShader.id);
|
|
|
-}
|
|
|
-
|
|
|
-// Load default internal buffers (lines, triangles, quads)
|
|
|
-static void LoadBuffersDefault(void)
|
|
|
-{
|
|
|
- // [CPU] Allocate and initialize float array buffers to store vertex data (lines, triangles, quads)
|
|
|
- //--------------------------------------------------------------------------------------------
|
|
|
-
|
|
|
- // Lines - Initialize arrays (vertex position and color data)
|
|
|
- lines.vertices = (float *)malloc(sizeof(float)*3*2*MAX_LINES_BATCH); // 3 float by vertex, 2 vertex by line
|
|
|
- lines.colors = (unsigned char *)malloc(sizeof(unsigned char)*4*2*MAX_LINES_BATCH); // 4 float by color, 2 colors by line
|
|
|
- lines.texcoords = NULL;
|
|
|
- lines.indices = NULL;
|
|
|
-
|
|
|
- for (int i = 0; i < (3*2*MAX_LINES_BATCH); i++) lines.vertices[i] = 0.0f;
|
|
|
- for (int i = 0; i < (4*2*MAX_LINES_BATCH); i++) lines.colors[i] = 0;
|
|
|
-
|
|
|
- lines.vCounter = 0;
|
|
|
- lines.cCounter = 0;
|
|
|
- lines.tcCounter = 0;
|
|
|
-
|
|
|
- // Triangles - Initialize arrays (vertex position and color data)
|
|
|
- triangles.vertices = (float *)malloc(sizeof(float)*3*3*MAX_TRIANGLES_BATCH); // 3 float by vertex, 3 vertex by triangle
|
|
|
- triangles.colors = (unsigned char *)malloc(sizeof(unsigned char)*4*3*MAX_TRIANGLES_BATCH); // 4 float by color, 3 colors by triangle
|
|
|
- triangles.texcoords = NULL;
|
|
|
- triangles.indices = NULL;
|
|
|
-
|
|
|
- for (int i = 0; i < (3*3*MAX_TRIANGLES_BATCH); i++) triangles.vertices[i] = 0.0f;
|
|
|
- for (int i = 0; i < (4*3*MAX_TRIANGLES_BATCH); i++) triangles.colors[i] = 0;
|
|
|
-
|
|
|
- triangles.vCounter = 0;
|
|
|
- triangles.cCounter = 0;
|
|
|
- triangles.tcCounter = 0;
|
|
|
-
|
|
|
- // Quads - Initialize arrays (vertex position, texcoord, color data and indexes)
|
|
|
- quads.vertices = (float *)malloc(sizeof(float)*3*4*MAX_QUADS_BATCH); // 3 float by vertex, 4 vertex by quad
|
|
|
- quads.texcoords = (float *)malloc(sizeof(float)*2*4*MAX_QUADS_BATCH); // 2 float by texcoord, 4 texcoord by quad
|
|
|
- quads.colors = (unsigned char *)malloc(sizeof(unsigned char)*4*4*MAX_QUADS_BATCH); // 4 float by color, 4 colors by quad
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33)
|
|
|
- quads.indices = (unsigned int *)malloc(sizeof(int)*6*MAX_QUADS_BATCH); // 6 int by quad (indices)
|
|
|
-#elif defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
- quads.indices = (unsigned short *)malloc(sizeof(short)*6*MAX_QUADS_BATCH); // 6 int by quad (indices)
|
|
|
-#endif
|
|
|
-
|
|
|
- for (int i = 0; i < (3*4*MAX_QUADS_BATCH); i++) quads.vertices[i] = 0.0f;
|
|
|
- for (int i = 0; i < (2*4*MAX_QUADS_BATCH); i++) quads.texcoords[i] = 0.0f;
|
|
|
- for (int i = 0; i < (4*4*MAX_QUADS_BATCH); i++) quads.colors[i] = 0;
|
|
|
-
|
|
|
- int k = 0;
|
|
|
-
|
|
|
- // Indices can be initialized right now
|
|
|
- for (int i = 0; i < (6*MAX_QUADS_BATCH); i+=6)
|
|
|
- {
|
|
|
- quads.indices[i] = 4*k;
|
|
|
- quads.indices[i+1] = 4*k+1;
|
|
|
- quads.indices[i+2] = 4*k+2;
|
|
|
- quads.indices[i+3] = 4*k;
|
|
|
- quads.indices[i+4] = 4*k+2;
|
|
|
- quads.indices[i+5] = 4*k+3;
|
|
|
-
|
|
|
- k++;
|
|
|
- }
|
|
|
-
|
|
|
- quads.vCounter = 0;
|
|
|
- quads.tcCounter = 0;
|
|
|
- quads.cCounter = 0;
|
|
|
-
|
|
|
- TraceLog(LOG_INFO, "[CPU] Default buffers initialized successfully (lines, triangles, quads)");
|
|
|
- //--------------------------------------------------------------------------------------------
|
|
|
-
|
|
|
- // [GPU] Upload vertex data and initialize VAOs/VBOs (lines, triangles, quads)
|
|
|
- // NOTE: Default buffers are linked to use currentShader (defaultShader)
|
|
|
- //--------------------------------------------------------------------------------------------
|
|
|
-
|
|
|
- // Upload and link lines vertex buffers
|
|
|
- if (vaoSupported)
|
|
|
- {
|
|
|
- // Initialize Lines VAO
|
|
|
- glGenVertexArrays(1, &lines.vaoId);
|
|
|
- glBindVertexArray(lines.vaoId);
|
|
|
- }
|
|
|
-
|
|
|
- // Lines - Vertex buffers binding and attributes enable
|
|
|
- // Vertex position buffer (shader-location = 0)
|
|
|
- glGenBuffers(2, &lines.vboId[0]);
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[0]);
|
|
|
- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*2*MAX_LINES_BATCH, lines.vertices, GL_DYNAMIC_DRAW);
|
|
|
- glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]);
|
|
|
- glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
|
|
|
-
|
|
|
- // Vertex color buffer (shader-location = 3)
|
|
|
- glGenBuffers(2, &lines.vboId[1]);
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[1]);
|
|
|
- glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*2*MAX_LINES_BATCH, lines.colors, GL_DYNAMIC_DRAW);
|
|
|
- glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]);
|
|
|
- glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
|
|
|
-
|
|
|
- if (vaoSupported) TraceLog(LOG_INFO, "[VAO ID %i] Default buffers VAO initialized successfully (lines)", lines.vaoId);
|
|
|
- else TraceLog(LOG_INFO, "[VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully (lines)", lines.vboId[0], lines.vboId[1]);
|
|
|
-
|
|
|
- // Upload and link triangles vertex buffers
|
|
|
- if (vaoSupported)
|
|
|
- {
|
|
|
- // Initialize Triangles VAO
|
|
|
- glGenVertexArrays(1, &triangles.vaoId);
|
|
|
- glBindVertexArray(triangles.vaoId);
|
|
|
- }
|
|
|
-
|
|
|
- // Triangles - Vertex buffers binding and attributes enable
|
|
|
- // Vertex position buffer (shader-location = 0)
|
|
|
- glGenBuffers(1, &triangles.vboId[0]);
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[0]);
|
|
|
- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*3*MAX_TRIANGLES_BATCH, triangles.vertices, GL_DYNAMIC_DRAW);
|
|
|
- glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]);
|
|
|
- glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
|
|
|
-
|
|
|
- // Vertex color buffer (shader-location = 3)
|
|
|
- glGenBuffers(1, &triangles.vboId[1]);
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[1]);
|
|
|
- glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW);
|
|
|
- glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]);
|
|
|
- glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
|
|
|
-
|
|
|
- if (vaoSupported) TraceLog(LOG_INFO, "[VAO ID %i] Default buffers VAO initialized successfully (triangles)", triangles.vaoId);
|
|
|
- else TraceLog(LOG_INFO, "[VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully (triangles)", triangles.vboId[0], triangles.vboId[1]);
|
|
|
-
|
|
|
- // Upload and link quads vertex buffers
|
|
|
- if (vaoSupported)
|
|
|
- {
|
|
|
- // Initialize Quads VAO
|
|
|
- glGenVertexArrays(1, &quads.vaoId);
|
|
|
- glBindVertexArray(quads.vaoId);
|
|
|
- }
|
|
|
-
|
|
|
- // Quads - Vertex buffers binding and attributes enable
|
|
|
- // Vertex position buffer (shader-location = 0)
|
|
|
- glGenBuffers(1, &quads.vboId[0]);
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[0]);
|
|
|
- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW);
|
|
|
- glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]);
|
|
|
- glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
|
|
|
-
|
|
|
- // Vertex texcoord buffer (shader-location = 1)
|
|
|
- glGenBuffers(1, &quads.vboId[1]);
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[1]);
|
|
|
- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW);
|
|
|
- glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_TEXCOORD01]);
|
|
|
- glVertexAttribPointer(currentShader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
|
|
|
-
|
|
|
- // Vertex color buffer (shader-location = 3)
|
|
|
- glGenBuffers(1, &quads.vboId[2]);
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[2]);
|
|
|
- glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW);
|
|
|
- glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]);
|
|
|
- glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
|
|
|
-
|
|
|
- // Fill index buffer
|
|
|
- glGenBuffers(1, &quads.vboId[3]);
|
|
|
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]);
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33)
|
|
|
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int)*6*MAX_QUADS_BATCH, quads.indices, GL_STATIC_DRAW);
|
|
|
-#elif defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(short)*6*MAX_QUADS_BATCH, quads.indices, GL_STATIC_DRAW);
|
|
|
-#endif
|
|
|
-
|
|
|
- if (vaoSupported) TraceLog(LOG_INFO, "[VAO ID %i] Default buffers VAO initialized successfully (quads)", quads.vaoId);
|
|
|
- else TraceLog(LOG_INFO, "[VBO ID %i][VBO ID %i][VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully (quads)", quads.vboId[0], quads.vboId[1], quads.vboId[2], quads.vboId[3]);
|
|
|
-
|
|
|
- // Unbind the current VAO
|
|
|
- if (vaoSupported) glBindVertexArray(0);
|
|
|
- //--------------------------------------------------------------------------------------------
|
|
|
-}
|
|
|
-
|
|
|
-// Update default internal buffers (VAOs/VBOs) with vertex array data
|
|
|
-// NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0)
|
|
|
-// TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (change flag required)
|
|
|
-static void UpdateBuffersDefault(void)
|
|
|
-{
|
|
|
- // Update lines vertex buffers
|
|
|
- if (lines.vCounter > 0)
|
|
|
- {
|
|
|
- // Activate Lines VAO
|
|
|
- if (vaoSupported) glBindVertexArray(lines.vaoId);
|
|
|
-
|
|
|
- // Lines - vertex positions buffer
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[0]);
|
|
|
- //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*2*MAX_LINES_BATCH, lines.vertices, GL_DYNAMIC_DRAW);
|
|
|
- glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*lines.vCounter, lines.vertices); // target - offset (in bytes) - size (in bytes) - data pointer
|
|
|
-
|
|
|
- // Lines - colors buffer
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[1]);
|
|
|
- //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*2*MAX_LINES_BATCH, lines.colors, GL_DYNAMIC_DRAW);
|
|
|
- glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*lines.cCounter, lines.colors);
|
|
|
- }
|
|
|
-
|
|
|
- // Update triangles vertex buffers
|
|
|
- if (triangles.vCounter > 0)
|
|
|
- {
|
|
|
- // Activate Triangles VAO
|
|
|
- if (vaoSupported) glBindVertexArray(triangles.vaoId);
|
|
|
-
|
|
|
- // Triangles - vertex positions buffer
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[0]);
|
|
|
- //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*3*MAX_TRIANGLES_BATCH, triangles.vertices, GL_DYNAMIC_DRAW);
|
|
|
- glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*triangles.vCounter, triangles.vertices);
|
|
|
-
|
|
|
- // Triangles - colors buffer
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[1]);
|
|
|
- //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW);
|
|
|
- glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*triangles.cCounter, triangles.colors);
|
|
|
- }
|
|
|
-
|
|
|
- // Update quads vertex buffers
|
|
|
- if (quads.vCounter > 0)
|
|
|
- {
|
|
|
- // Activate Quads VAO
|
|
|
- if (vaoSupported) glBindVertexArray(quads.vaoId);
|
|
|
-
|
|
|
- // Quads - vertex positions buffer
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[0]);
|
|
|
- //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW);
|
|
|
- glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*quads.vCounter, quads.vertices);
|
|
|
-
|
|
|
- // Quads - texture coordinates buffer
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[1]);
|
|
|
- //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW);
|
|
|
- glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*quads.vCounter, quads.texcoords);
|
|
|
-
|
|
|
- // Quads - colors buffer
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[2]);
|
|
|
- //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW);
|
|
|
- glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*quads.vCounter, quads.colors);
|
|
|
-
|
|
|
- // Another option would be using buffer mapping...
|
|
|
- //quads.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
|
|
|
- // Now we can modify vertices
|
|
|
- //glUnmapBuffer(GL_ARRAY_BUFFER);
|
|
|
- }
|
|
|
- //--------------------------------------------------------------
|
|
|
-
|
|
|
- // Unbind the current VAO
|
|
|
- if (vaoSupported) glBindVertexArray(0);
|
|
|
-}
|
|
|
-
|
|
|
-// Draw default internal buffers vertex data
|
|
|
-// NOTE: We draw in this order: lines, triangles, quads
|
|
|
-static void DrawBuffersDefault(void)
|
|
|
-{
|
|
|
- Matrix matProjection = projection;
|
|
|
- Matrix matModelView = modelview;
|
|
|
-
|
|
|
- int eyesCount = 1;
|
|
|
-#if defined(SUPPORT_VR_SIMULATOR)
|
|
|
- if (vrStereoRender) eyesCount = 2;
|
|
|
-#endif
|
|
|
-
|
|
|
- for (int eye = 0; eye < eyesCount; eye++)
|
|
|
- {
|
|
|
- #if defined(SUPPORT_VR_SIMULATOR)
|
|
|
- if (eyesCount == 2) SetStereoView(eye, matProjection, matModelView);
|
|
|
- #endif
|
|
|
-
|
|
|
- // Set current shader and upload current MVP matrix
|
|
|
- if ((lines.vCounter > 0) || (triangles.vCounter > 0) || (quads.vCounter > 0))
|
|
|
- {
|
|
|
- glUseProgram(currentShader.id);
|
|
|
-
|
|
|
- // Create modelview-projection matrix
|
|
|
- Matrix matMVP = MatrixMultiply(modelview, projection);
|
|
|
-
|
|
|
- glUniformMatrix4fv(currentShader.locs[LOC_MATRIX_MVP], 1, false, MatrixToFloat(matMVP));
|
|
|
- glUniform4f(currentShader.locs[LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f);
|
|
|
- glUniform1i(currentShader.locs[LOC_MAP_DIFFUSE], 0);
|
|
|
-
|
|
|
- // NOTE: Additional map textures not considered for default buffers drawing
|
|
|
- }
|
|
|
-
|
|
|
- // Draw lines buffers
|
|
|
- if (lines.vCounter > 0)
|
|
|
- {
|
|
|
- glActiveTexture(GL_TEXTURE0);
|
|
|
- glBindTexture(GL_TEXTURE_2D, whiteTexture);
|
|
|
-
|
|
|
- if (vaoSupported)
|
|
|
- {
|
|
|
- glBindVertexArray(lines.vaoId);
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- // Bind vertex attrib: position (shader-location = 0)
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[0]);
|
|
|
- glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
|
|
|
- glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]);
|
|
|
-
|
|
|
- // Bind vertex attrib: color (shader-location = 3)
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[1]);
|
|
|
- glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
|
|
|
- glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]);
|
|
|
- }
|
|
|
-
|
|
|
- glDrawArrays(GL_LINES, 0, lines.vCounter);
|
|
|
-
|
|
|
- if (!vaoSupported) glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
- glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
- }
|
|
|
-
|
|
|
- // Draw triangles buffers
|
|
|
- if (triangles.vCounter > 0)
|
|
|
- {
|
|
|
- glActiveTexture(GL_TEXTURE0);
|
|
|
- glBindTexture(GL_TEXTURE_2D, whiteTexture);
|
|
|
-
|
|
|
- if (vaoSupported)
|
|
|
- {
|
|
|
- glBindVertexArray(triangles.vaoId);
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- // Bind vertex attrib: position (shader-location = 0)
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[0]);
|
|
|
- glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
|
|
|
- glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]);
|
|
|
-
|
|
|
- // Bind vertex attrib: color (shader-location = 3)
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[1]);
|
|
|
- glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
|
|
|
- glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]);
|
|
|
- }
|
|
|
-
|
|
|
- glDrawArrays(GL_TRIANGLES, 0, triangles.vCounter);
|
|
|
-
|
|
|
- if (!vaoSupported) glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
- glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
- }
|
|
|
-
|
|
|
- // Draw quads buffers
|
|
|
- if (quads.vCounter > 0)
|
|
|
- {
|
|
|
- int quadsCount = 0;
|
|
|
- int numIndicesToProcess = 0;
|
|
|
- int indicesOffset = 0;
|
|
|
-
|
|
|
- if (vaoSupported)
|
|
|
- {
|
|
|
- glBindVertexArray(quads.vaoId);
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- // Bind vertex attrib: position (shader-location = 0)
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[0]);
|
|
|
- glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
|
|
|
- glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]);
|
|
|
-
|
|
|
- // Bind vertex attrib: texcoord (shader-location = 1)
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[1]);
|
|
|
- glVertexAttribPointer(currentShader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
|
|
|
- glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_TEXCOORD01]);
|
|
|
-
|
|
|
- // Bind vertex attrib: color (shader-location = 3)
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[2]);
|
|
|
- glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
|
|
|
- glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]);
|
|
|
-
|
|
|
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]);
|
|
|
- }
|
|
|
-
|
|
|
- //TraceLog(LOG_DEBUG, "Draws required per frame: %i", drawsCounter);
|
|
|
-
|
|
|
- for (int i = 0; i < drawsCounter; i++)
|
|
|
- {
|
|
|
- quadsCount = draws[i].vertexCount/4;
|
|
|
- numIndicesToProcess = quadsCount*6; // Get number of Quads*6 index by Quad
|
|
|
-
|
|
|
- //TraceLog(LOG_DEBUG, "Quads to render: %i - Vertex Count: %i", quadsCount, draws[i].vertexCount);
|
|
|
-
|
|
|
- glActiveTexture(GL_TEXTURE0);
|
|
|
- glBindTexture(GL_TEXTURE_2D, draws[i].textureId);
|
|
|
-
|
|
|
- // NOTE: The final parameter tells the GPU the offset in bytes from the start of the index buffer to the location of the first index to process
|
|
|
- #if defined(GRAPHICS_API_OPENGL_33)
|
|
|
- glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_INT, (GLvoid *)(sizeof(GLuint)*indicesOffset));
|
|
|
- #elif defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
- glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_SHORT, (GLvoid *)(sizeof(GLushort)*indicesOffset));
|
|
|
- #endif
|
|
|
- //GLenum err;
|
|
|
- //if ((err = glGetError()) != GL_NO_ERROR) TraceLog(LOG_INFO, "OpenGL error: %i", (int)err); //GL_INVALID_ENUM!
|
|
|
-
|
|
|
- indicesOffset += draws[i].vertexCount/4*6;
|
|
|
- }
|
|
|
-
|
|
|
- if (!vaoSupported)
|
|
|
- {
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
|
- }
|
|
|
-
|
|
|
- glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
|
|
|
- }
|
|
|
-
|
|
|
- if (vaoSupported) glBindVertexArray(0); // Unbind VAO
|
|
|
-
|
|
|
- glUseProgram(0); // Unbind shader program
|
|
|
- }
|
|
|
-
|
|
|
- // Reset draws counter
|
|
|
- drawsCounter = 1;
|
|
|
- draws[0].textureId = whiteTexture;
|
|
|
- draws[0].vertexCount = 0;
|
|
|
-
|
|
|
- // Reset vertex counters for next frame
|
|
|
- lines.vCounter = 0;
|
|
|
- lines.cCounter = 0;
|
|
|
- triangles.vCounter = 0;
|
|
|
- triangles.cCounter = 0;
|
|
|
- quads.vCounter = 0;
|
|
|
- quads.tcCounter = 0;
|
|
|
- quads.cCounter = 0;
|
|
|
-
|
|
|
- // Reset depth for next draw
|
|
|
- currentDepth = -1.0f;
|
|
|
-
|
|
|
- // Restore projection/modelview matrices
|
|
|
- projection = matProjection;
|
|
|
- modelview = matModelView;
|
|
|
-}
|
|
|
-
|
|
|
-// Unload default internal buffers vertex data from CPU and GPU
|
|
|
-static void UnloadBuffersDefault(void)
|
|
|
-{
|
|
|
- // Unbind everything
|
|
|
- if (vaoSupported) glBindVertexArray(0);
|
|
|
- glDisableVertexAttribArray(0);
|
|
|
- glDisableVertexAttribArray(1);
|
|
|
- glDisableVertexAttribArray(2);
|
|
|
- glDisableVertexAttribArray(3);
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
|
-
|
|
|
- // Delete VBOs from GPU (VRAM)
|
|
|
- glDeleteBuffers(1, &lines.vboId[0]);
|
|
|
- glDeleteBuffers(1, &lines.vboId[1]);
|
|
|
- glDeleteBuffers(1, &triangles.vboId[0]);
|
|
|
- glDeleteBuffers(1, &triangles.vboId[1]);
|
|
|
- glDeleteBuffers(1, &quads.vboId[0]);
|
|
|
- glDeleteBuffers(1, &quads.vboId[1]);
|
|
|
- glDeleteBuffers(1, &quads.vboId[2]);
|
|
|
- glDeleteBuffers(1, &quads.vboId[3]);
|
|
|
-
|
|
|
- if (vaoSupported)
|
|
|
- {
|
|
|
- // Delete VAOs from GPU (VRAM)
|
|
|
- glDeleteVertexArrays(1, &lines.vaoId);
|
|
|
- glDeleteVertexArrays(1, &triangles.vaoId);
|
|
|
- glDeleteVertexArrays(1, &quads.vaoId);
|
|
|
- }
|
|
|
-
|
|
|
- // Free vertex arrays memory from CPU (RAM)
|
|
|
- free(lines.vertices);
|
|
|
- free(lines.colors);
|
|
|
-
|
|
|
- free(triangles.vertices);
|
|
|
- free(triangles.colors);
|
|
|
-
|
|
|
- free(quads.vertices);
|
|
|
- free(quads.texcoords);
|
|
|
- free(quads.colors);
|
|
|
- free(quads.indices);
|
|
|
-}
|
|
|
-
|
|
|
-// Renders a 1x1 XY quad in NDC
|
|
|
-static void GenDrawQuad(void)
|
|
|
-{
|
|
|
- unsigned int quadVAO = 0;
|
|
|
- unsigned int quadVBO = 0;
|
|
|
-
|
|
|
- float vertices[] = {
|
|
|
- // Positions // Texture Coords
|
|
|
- -1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
|
|
- -1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
|
|
|
- 1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
|
|
|
- 1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
|
|
- };
|
|
|
-
|
|
|
- // Set up plane VAO
|
|
|
- glGenVertexArrays(1, &quadVAO);
|
|
|
- glGenBuffers(1, &quadVBO);
|
|
|
- glBindVertexArray(quadVAO);
|
|
|
-
|
|
|
- // Fill buffer
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
|
|
|
- glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW);
|
|
|
-
|
|
|
- // Link vertex attributes
|
|
|
- glEnableVertexAttribArray(0);
|
|
|
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)0);
|
|
|
- glEnableVertexAttribArray(1);
|
|
|
- glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)(3*sizeof(float)));
|
|
|
-
|
|
|
- // Draw quad
|
|
|
- glBindVertexArray(quadVAO);
|
|
|
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
|
- glBindVertexArray(0);
|
|
|
-
|
|
|
- glDeleteBuffers(1, &quadVBO);
|
|
|
- glDeleteVertexArrays(1, &quadVAO);
|
|
|
-}
|
|
|
-
|
|
|
-// Renders a 1x1 3D cube in NDC
|
|
|
-static void GenDrawCube(void)
|
|
|
-{
|
|
|
- unsigned int cubeVAO = 0;
|
|
|
- unsigned int cubeVBO = 0;
|
|
|
-
|
|
|
- float vertices[] = {
|
|
|
- -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
|
|
|
- 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
|
|
|
- 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
|
|
|
- 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
|
|
|
- -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
|
|
|
- -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
|
|
|
- -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
|
|
|
- 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
|
|
|
- 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
|
|
|
- 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
|
|
|
- -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
|
|
|
- -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
|
|
|
- -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
|
|
- -1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
|
|
|
- -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
|
|
- -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
|
|
- -1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
|
|
|
- -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
|
|
- 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
|
|
- 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
|
|
- 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
|
|
|
- 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
|
|
- 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
|
|
- 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
|
|
|
- -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
|
|
|
- 1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
|
|
|
- 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
|
|
- 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
|
|
- -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
|
|
|
- -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
|
|
|
- -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
|
|
- 1.0f, 1.0f , 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
|
|
|
- 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
|
|
|
- 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
|
|
|
- -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
|
|
- -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f
|
|
|
- };
|
|
|
-
|
|
|
- // Set up cube VAO
|
|
|
- glGenVertexArrays(1, &cubeVAO);
|
|
|
- glGenBuffers(1, &cubeVBO);
|
|
|
-
|
|
|
- // Fill buffer
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
|
|
|
- glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
|
|
-
|
|
|
- // Link vertex attributes
|
|
|
- glBindVertexArray(cubeVAO);
|
|
|
- glEnableVertexAttribArray(0);
|
|
|
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)0);
|
|
|
- glEnableVertexAttribArray(1);
|
|
|
- glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(3*sizeof(float)));
|
|
|
- glEnableVertexAttribArray(2);
|
|
|
- glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(6*sizeof(float)));
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
- glBindVertexArray(0);
|
|
|
-
|
|
|
- // Draw cube
|
|
|
- glBindVertexArray(cubeVAO);
|
|
|
- glDrawArrays(GL_TRIANGLES, 0, 36);
|
|
|
- glBindVertexArray(0);
|
|
|
-
|
|
|
- glDeleteBuffers(1, &cubeVBO);
|
|
|
- glDeleteVertexArrays(1, &cubeVAO);
|
|
|
-}
|
|
|
-
|
|
|
-#if defined(SUPPORT_VR_SIMULATOR)
|
|
|
-// Configure stereo rendering (including distortion shader) with HMD device parameters
|
|
|
-static void SetStereoConfig(VrDeviceInfo hmd)
|
|
|
-{
|
|
|
- // Compute aspect ratio
|
|
|
- float aspect = ((float)hmd.hResolution*0.5f)/(float)hmd.vResolution;
|
|
|
-
|
|
|
- // Compute lens parameters
|
|
|
- float lensShift = (hmd.hScreenSize*0.25f - hmd.lensSeparationDistance*0.5f)/hmd.hScreenSize;
|
|
|
- float leftLensCenter[2] = { 0.25f + lensShift, 0.5f };
|
|
|
- float rightLensCenter[2] = { 0.75f - lensShift, 0.5f };
|
|
|
- float leftScreenCenter[2] = { 0.25f, 0.5f };
|
|
|
- float rightScreenCenter[2] = { 0.75f, 0.5f };
|
|
|
-
|
|
|
- // Compute distortion scale parameters
|
|
|
- // NOTE: To get lens max radius, lensShift must be normalized to [-1..1]
|
|
|
- float lensRadius = fabsf(-1.0f - 4.0f*lensShift);
|
|
|
- float lensRadiusSq = lensRadius*lensRadius;
|
|
|
- float distortionScale = hmd.distortionK[0] +
|
|
|
- hmd.distortionK[1]*lensRadiusSq +
|
|
|
- hmd.distortionK[2]*lensRadiusSq*lensRadiusSq +
|
|
|
- hmd.distortionK[3]*lensRadiusSq*lensRadiusSq*lensRadiusSq;
|
|
|
-
|
|
|
- TraceLog(LOG_DEBUG, "VR: Distortion Scale: %f", distortionScale);
|
|
|
-
|
|
|
- float normScreenWidth = 0.5f;
|
|
|
- float normScreenHeight = 1.0f;
|
|
|
- float scaleIn[2] = { 2.0f/normScreenWidth, 2.0f/normScreenHeight/aspect };
|
|
|
- float scale[2] = { normScreenWidth*0.5f/distortionScale, normScreenHeight*0.5f*aspect/distortionScale };
|
|
|
-
|
|
|
- TraceLog(LOG_DEBUG, "VR: Distortion Shader: LeftLensCenter = { %f, %f }", leftLensCenter[0], leftLensCenter[1]);
|
|
|
- TraceLog(LOG_DEBUG, "VR: Distortion Shader: RightLensCenter = { %f, %f }", rightLensCenter[0], rightLensCenter[1]);
|
|
|
- TraceLog(LOG_DEBUG, "VR: Distortion Shader: Scale = { %f, %f }", scale[0], scale[1]);
|
|
|
- TraceLog(LOG_DEBUG, "VR: Distortion Shader: ScaleIn = { %f, %f }", scaleIn[0], scaleIn[1]);
|
|
|
-
|
|
|
-#if defined(SUPPORT_DISTORTION_SHADER)
|
|
|
- // Update distortion shader with lens and distortion-scale parameters
|
|
|
- SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "leftLensCenter"), leftLensCenter, 2);
|
|
|
- SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "rightLensCenter"), rightLensCenter, 2);
|
|
|
- SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "leftScreenCenter"), leftScreenCenter, 2);
|
|
|
- SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "rightScreenCenter"), rightScreenCenter, 2);
|
|
|
-
|
|
|
- SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "scale"), scale, 2);
|
|
|
- SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "scaleIn"), scaleIn, 2);
|
|
|
- SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "hmdWarpParam"), hmd.distortionK, 4);
|
|
|
- SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "chromaAbParam"), hmd.chromaAbCorrection, 4);
|
|
|
-#endif
|
|
|
-
|
|
|
- // Fovy is normally computed with: 2*atan2(hmd.vScreenSize, 2*hmd.eyeToScreenDistance)
|
|
|
- // ...but with lens distortion it is increased (see Oculus SDK Documentation)
|
|
|
- //float fovy = 2.0f*atan2(hmd.vScreenSize*0.5f*distortionScale, hmd.eyeToScreenDistance); // Really need distortionScale?
|
|
|
- float fovy = 2.0f*(float)atan2(hmd.vScreenSize*0.5f, hmd.eyeToScreenDistance);
|
|
|
-
|
|
|
- // Compute camera projection matrices
|
|
|
- float projOffset = 4.0f*lensShift; // Scaled to projection space coordinates [-1..1]
|
|
|
- Matrix proj = MatrixPerspective(fovy, aspect, 0.01, 1000.0);
|
|
|
- vrConfig.eyesProjection[0] = MatrixMultiply(proj, MatrixTranslate(projOffset, 0.0f, 0.0f));
|
|
|
- vrConfig.eyesProjection[1] = MatrixMultiply(proj, MatrixTranslate(-projOffset, 0.0f, 0.0f));
|
|
|
-
|
|
|
- // Compute camera transformation matrices
|
|
|
- // NOTE: Camera movement might seem more natural if we model the head.
|
|
|
- // Our axis of rotation is the base of our head, so we might want to add
|
|
|
- // some y (base of head to eye level) and -z (center of head to eye protrusion) to the camera positions.
|
|
|
- vrConfig.eyesViewOffset[0] = MatrixTranslate(-hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f);
|
|
|
- vrConfig.eyesViewOffset[1] = MatrixTranslate(hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f);
|
|
|
-
|
|
|
- // Compute eyes Viewports
|
|
|
- //vrConfig.eyesViewport[0] = (Rectangle){ 0, 0, hmd.hResolution/2, hmd.vResolution };
|
|
|
- //vrConfig.eyesViewport[1] = (Rectangle){ hmd.hResolution/2, 0, hmd.hResolution/2, hmd.vResolution };
|
|
|
-}
|
|
|
-
|
|
|
-// Set internal projection and modelview matrix depending on eyes tracking data
|
|
|
-static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView)
|
|
|
-{
|
|
|
- Matrix eyeProjection = matProjection;
|
|
|
- Matrix eyeModelView = matModelView;
|
|
|
-
|
|
|
- // Setup viewport and projection/modelview matrices using tracking data
|
|
|
- rlViewport(eye*screenWidth/2, 0, screenWidth/2, screenHeight);
|
|
|
-
|
|
|
- // Apply view offset to modelview matrix
|
|
|
- eyeModelView = MatrixMultiply(matModelView, vrConfig.eyesViewOffset[eye]);
|
|
|
-
|
|
|
- eyeProjection = vrConfig.eyesProjection[eye];
|
|
|
-
|
|
|
- SetMatrixModelview(eyeModelView);
|
|
|
- SetMatrixProjection(eyeProjection);
|
|
|
-}
|
|
|
-#endif // defined(SUPPORT_VR_SIMULATOR)
|
|
|
-
|
|
|
-#endif //defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
-
|
|
|
-#if defined(GRAPHICS_API_OPENGL_11)
|
|
|
-// Mipmaps data is generated after image data
|
|
|
-static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight)
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-{
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- int mipmapCount = 1; // Required mipmap levels count (including base level)
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- int width = baseWidth;
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- int height = baseHeight;
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- int size = baseWidth*baseHeight*4; // Size in bytes (will include mipmaps...), RGBA only
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-
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- // Count mipmap levels required
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- while ((width != 1) && (height != 1))
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- {
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- if (width != 1) width /= 2;
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- if (height != 1) height /= 2;
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-
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- TraceLog(LOG_DEBUG, "Next mipmap size: %i x %i", width, height);
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-
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- mipmapCount++;
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-
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- size += (width*height*4); // Add mipmap size (in bytes)
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- }
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-
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- TraceLog(LOG_DEBUG, "Total mipmaps required: %i", mipmapCount);
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- TraceLog(LOG_DEBUG, "Total size of data required: %i", size);
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-
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- unsigned char *temp = realloc(data, size);
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-
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- if (temp != NULL) data = temp;
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- else TraceLog(LOG_WARNING, "Mipmaps required memory could not be allocated");
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-
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- width = baseWidth;
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- height = baseHeight;
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- size = (width*height*4);
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-
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- // Generate mipmaps
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- // NOTE: Every mipmap data is stored after data
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- Color *image = (Color *)malloc(width*height*sizeof(Color));
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- Color *mipmap = NULL;
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- int offset = 0;
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- int j = 0;
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-
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- for (int i = 0; i < size; i += 4)
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- {
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- image[j].r = data[i];
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- image[j].g = data[i + 1];
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- image[j].b = data[i + 2];
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- image[j].a = data[i + 3];
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- j++;
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- }
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-
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- TraceLog(LOG_DEBUG, "Mipmap base (%ix%i)", width, height);
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-
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- for (int mip = 1; mip < mipmapCount; mip++)
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- {
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- mipmap = GenNextMipmap(image, width, height);
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-
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- offset += (width*height*4); // Size of last mipmap
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- j = 0;
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-
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- width /= 2;
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- height /= 2;
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- size = (width*height*4); // Mipmap size to store after offset
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-
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- // Add mipmap to data
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- for (int i = 0; i < size; i += 4)
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- {
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- data[offset + i] = mipmap[j].r;
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- data[offset + i + 1] = mipmap[j].g;
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- data[offset + i + 2] = mipmap[j].b;
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- data[offset + i + 3] = mipmap[j].a;
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- j++;
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- }
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-
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- free(image);
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-
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- image = mipmap;
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- mipmap = NULL;
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- }
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-
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- free(mipmap); // free mipmap data
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-
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- return mipmapCount;
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-}
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-
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-// Manual mipmap generation (basic scaling algorithm)
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-static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight)
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-{
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- int x2, y2;
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- Color prow, pcol;
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-
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- int width = srcWidth/2;
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- int height = srcHeight/2;
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-
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- Color *mipmap = (Color *)malloc(width*height*sizeof(Color));
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-
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- // Scaling algorithm works perfectly (box-filter)
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- for (int y = 0; y < height; y++)
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- {
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- y2 = 2*y;
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-
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- for (int x = 0; x < width; x++)
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- {
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- x2 = 2*x;
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-
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- prow.r = (srcData[y2*srcWidth + x2].r + srcData[y2*srcWidth + x2 + 1].r)/2;
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- prow.g = (srcData[y2*srcWidth + x2].g + srcData[y2*srcWidth + x2 + 1].g)/2;
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- prow.b = (srcData[y2*srcWidth + x2].b + srcData[y2*srcWidth + x2 + 1].b)/2;
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- prow.a = (srcData[y2*srcWidth + x2].a + srcData[y2*srcWidth + x2 + 1].a)/2;
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-
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- pcol.r = (srcData[(y2+1)*srcWidth + x2].r + srcData[(y2+1)*srcWidth + x2 + 1].r)/2;
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- pcol.g = (srcData[(y2+1)*srcWidth + x2].g + srcData[(y2+1)*srcWidth + x2 + 1].g)/2;
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- pcol.b = (srcData[(y2+1)*srcWidth + x2].b + srcData[(y2+1)*srcWidth + x2 + 1].b)/2;
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- pcol.a = (srcData[(y2+1)*srcWidth + x2].a + srcData[(y2+1)*srcWidth + x2 + 1].a)/2;
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-
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- mipmap[y*width + x].r = (prow.r + pcol.r)/2;
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- mipmap[y*width + x].g = (prow.g + pcol.g)/2;
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- mipmap[y*width + x].b = (prow.b + pcol.b)/2;
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- mipmap[y*width + x].a = (prow.a + pcol.a)/2;
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- }
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- }
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-
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- TraceLog(LOG_DEBUG, "Mipmap generated successfully (%ix%i)", width, height);
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-
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- return mipmap;
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-}
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-#endif
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-
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-#if defined(RLGL_STANDALONE)
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-// Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG)
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-void TraceLog(int msgType, const char *text, ...)
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-{
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- va_list args;
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- va_start(args, text);
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-
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- switch (msgType)
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- {
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- case LOG_INFO: fprintf(stdout, "INFO: "); break;
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- case LOG_ERROR: fprintf(stdout, "ERROR: "); break;
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- case LOG_WARNING: fprintf(stdout, "WARNING: "); break;
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- case LOG_DEBUG: fprintf(stdout, "DEBUG: "); break;
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- default: break;
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- }
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-
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- vfprintf(stdout, text, args);
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- fprintf(stdout, "\n");
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-
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- va_end(args);
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-
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- if (msgType == LOG_ERROR) exit(1);
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-}
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-#endif
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