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@@ -71,6 +71,8 @@
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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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+#define MAX_LIGHTS 8 // Max lights supported by standard shader
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#ifndef GL_SHADING_LANGUAGE_VERSION
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#define GL_SHADING_LANGUAGE_VERSION 0x8B8C
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@@ -189,6 +191,7 @@ static bool useTempBuffer = false;
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// Shader Programs
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static Shader defaultShader;
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+static Shader standardShader;
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static Shader currentShader; // By default, defaultShader
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// Flags for supported extensions
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@@ -199,6 +202,10 @@ 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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+// Lighting data
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+static Light lights[MAX_LIGHTS]; // Lights pool
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+static int lightsCount; // Counts current enabled physic objects
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#endif
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// Compressed textures support flags
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@@ -227,14 +234,18 @@ static void LoadCompressedTexture(unsigned char *data, int width, int height, in
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static unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr); // Load custom shader strings and return program id
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static Shader LoadDefaultShader(void); // Load default shader (just vertex positioning and texture coloring)
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+static Shader LoadStandardShader(void); // Load standard shader (support materials and lighting)
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static void LoadDefaultShaderLocations(Shader *shader); // Bind default shader locations (attributes and uniforms)
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static void UnloadDefaultShader(void); // Unload default shader
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+static void UnloadStandardShader(void); // Unload standard shader
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static void LoadDefaultBuffers(void); // Load default internal buffers (lines, triangles, quads)
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static void UpdateDefaultBuffers(void); // Update default internal buffers (VAOs/VBOs) with vertex data
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static void DrawDefaultBuffers(void); // Draw default internal buffers vertex data
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static void UnloadDefaultBuffers(void); // Unload default internal buffers vertex data from CPU and GPU
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+static void SetShaderLights(Shader shader); // Sets shader uniform values for lights array
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+
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static char *ReadTextFile(const char *fileName);
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#endif
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@@ -740,6 +751,24 @@ void rlDisableDepthTest(void)
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glDisable(GL_DEPTH_TEST);
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}
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+// Enable wire mode
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+void rlEnableWireMode(void)
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+{
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+#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
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+ // NOTE: glPolygonMode() not available on OpenGL ES
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+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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+#endif
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+}
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+
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+// Disable wire mode
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+void rlDisableWireMode(void)
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+{
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+#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
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+ // NOTE: glPolygonMode() not available on OpenGL ES
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+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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+#endif
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+}
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+
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// Unload texture from GPU memory
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void rlDeleteTextures(unsigned int id)
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{
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@@ -991,6 +1020,7 @@ void rlglInit(void)
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// Init default Shader (customized for GL 3.3 and ES2)
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defaultShader = LoadDefaultShader();
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+ standardShader = LoadStandardShader();
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currentShader = defaultShader;
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LoadDefaultBuffers(); // Initialize default vertex arrays buffers (lines, triangles, quads)
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@@ -1019,6 +1049,7 @@ void rlglClose(void)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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UnloadDefaultShader();
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+ UnloadStandardShader();
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UnloadDefaultBuffers();
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// Delete default white texture
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@@ -1033,175 +1064,15 @@ void rlglClose(void)
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void rlglDraw(void)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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- UpdateDefaultBuffers();
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- DrawDefaultBuffers();
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-#endif
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-}
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-
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-// Draw a 3d mesh with material and transform
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-void rlglDrawEx(Mesh mesh, Material material, Matrix transform, bool wires)
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-{
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-#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
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- // NOTE: glPolygonMode() not available on OpenGL ES
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- if (wires) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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-#endif
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-
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-#if defined(GRAPHICS_API_OPENGL_11)
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- glEnable(GL_TEXTURE_2D);
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- glBindTexture(GL_TEXTURE_2D, material.texDiffuse.id);
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-
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- // NOTE: On OpenGL 1.1 we use Vertex Arrays to draw model
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- glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array
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- glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable texture coords array
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- if (mesh.normals != NULL) glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array
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- if (mesh.colors != NULL) glEnableClientState(GL_COLOR_ARRAY); // Enable colors array
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-
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- glVertexPointer(3, GL_FLOAT, 0, mesh.vertices); // Pointer to vertex coords array
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- glTexCoordPointer(2, GL_FLOAT, 0, mesh.texcoords); // Pointer to texture coords array
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- if (mesh.normals != NULL) glNormalPointer(GL_FLOAT, 0, mesh.normals); // Pointer to normals array
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- if (mesh.colors != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh.colors); // Pointer to colors array
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-
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- rlPushMatrix();
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- rlMultMatrixf(MatrixToFloat(transform));
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- rlColor4ub(material.colDiffuse.r, material.colDiffuse.g, material.colDiffuse.b, material.colDiffuse.a);
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-
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- if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, mesh.indices);
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- else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
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- rlPopMatrix();
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-
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- glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array
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- glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array
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- if (mesh.normals != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array
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- if (mesh.colors != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable colors array
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-
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- glDisable(GL_TEXTURE_2D);
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- glBindTexture(GL_TEXTURE_2D, 0);
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-#endif
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-
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-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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- glUseProgram(material.shader.id);
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-
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- // At this point the modelview matrix just contains the view matrix (camera)
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- // That's because Begin3dMode() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix()
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- Matrix matView = modelview; // View matrix (camera)
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- Matrix matProjection = projection; // Projection matrix (perspective)
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-
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- // Calculate model-view matrix combining matModel and matView
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- Matrix matModelView = MatrixMultiply(transform, matView); // Transform to camera-space coordinates
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-
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- // Calculate model-view-projection matrix (MVP)
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- Matrix matMVP = MatrixMultiply(matModelView, matProjection); // Transform to screen-space coordinates
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-
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- // Send combined model-view-projection matrix to shader
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- glUniformMatrix4fv(material.shader.mvpLoc, 1, false, MatrixToFloat(matMVP));
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-
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- // Apply color tinting (material.colDiffuse)
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- // NOTE: Just update one uniform on fragment shader
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- float vColor[4] = { (float)material.colDiffuse.r/255, (float)material.colDiffuse.g/255, (float)material.colDiffuse.b/255, (float)material.colDiffuse.a/255 };
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- glUniform4fv(material.shader.tintColorLoc, 1, vColor);
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-
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- // Set shader textures (diffuse, normal, specular)
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- glActiveTexture(GL_TEXTURE0);
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- glBindTexture(GL_TEXTURE_2D, material.texDiffuse.id);
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- glUniform1i(material.shader.mapDiffuseLoc, 0); // Texture fits in active texture unit 0
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-
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- if ((material.texNormal.id != 0) && (material.shader.mapNormalLoc != -1))
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- {
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- glActiveTexture(GL_TEXTURE1);
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- glBindTexture(GL_TEXTURE_2D, material.texNormal.id);
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- glUniform1i(material.shader.mapNormalLoc, 1); // Texture fits in active texture unit 1
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- }
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-
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- if ((material.texSpecular.id != 0) && (material.shader.mapSpecularLoc != -1))
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- {
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- glActiveTexture(GL_TEXTURE2);
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- glBindTexture(GL_TEXTURE_2D, material.texSpecular.id);
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- glUniform1i(material.shader.mapSpecularLoc, 2); // Texture fits in active texture unit 2
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- }
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-
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- if (vaoSupported)
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- {
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- glBindVertexArray(mesh.vaoId);
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- }
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- else
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- {
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- // Bind mesh VBO data: vertex position (shader-location = 0)
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- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
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- glVertexAttribPointer(material.shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
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- glEnableVertexAttribArray(material.shader.vertexLoc);
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-
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- // Bind mesh VBO data: vertex texcoords (shader-location = 1)
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- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]);
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- glVertexAttribPointer(material.shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
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- glEnableVertexAttribArray(material.shader.texcoordLoc);
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-
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- // Bind mesh VBO data: vertex normals (shader-location = 2, if available)
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- if (material.shader.normalLoc != -1)
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- {
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- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]);
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- glVertexAttribPointer(material.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
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- glEnableVertexAttribArray(material.shader.normalLoc);
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- }
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-
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- // Bind mesh VBO data: vertex colors (shader-location = 3, if available) , tangents, texcoords2 (if available)
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- if (material.shader.colorLoc != -1)
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- {
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- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]);
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- glVertexAttribPointer(material.shader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
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- glEnableVertexAttribArray(material.shader.colorLoc);
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- }
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-
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- // Bind mesh VBO data: vertex tangents (shader-location = 4, if available)
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- if (material.shader.tangentLoc != -1)
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- {
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- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]);
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- glVertexAttribPointer(material.shader.tangentLoc, 3, GL_FLOAT, 0, 0, 0);
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- glEnableVertexAttribArray(material.shader.tangentLoc);
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- }
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-
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- // Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available)
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- if (material.shader.texcoord2Loc != -1)
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- {
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- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]);
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- glVertexAttribPointer(material.shader.texcoord2Loc, 2, GL_FLOAT, 0, 0, 0);
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- glEnableVertexAttribArray(material.shader.texcoord2Loc);
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- }
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-
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- if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]);
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- }
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-
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- // Draw call!
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- if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, 0); // Indexed vertices draw
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- else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
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-
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- if (material.texNormal.id != 0)
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- {
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- glActiveTexture(GL_TEXTURE1);
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- glBindTexture(GL_TEXTURE_2D, 0);
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- }
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-
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- if (material.texSpecular.id != 0)
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+/*
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+ for (int i = 0; i < modelsCount; i++)
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{
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- glActiveTexture(GL_TEXTURE2);
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- glBindTexture(GL_TEXTURE_2D, 0);
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+ rlglDrawMesh(models[i]->mesh, models[i]->material, models[i]->transform);
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}
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-
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- glActiveTexture(GL_TEXTURE0); // Set shader active texture to default 0
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- glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
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-
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- if (vaoSupported) glBindVertexArray(0); // Unbind VAO
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- else
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- {
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- glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind VBOs
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- if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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- }
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-
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- glUseProgram(0); // Unbind shader program
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-#endif
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-
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-#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
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- // NOTE: glPolygonMode() not available on OpenGL ES
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- if (wires) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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+*/
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+ // NOTE: Default buffers always drawn at the end
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+ UpdateDefaultBuffers();
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+ DrawDefaultBuffers();
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#endif
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}
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@@ -1526,7 +1397,7 @@ RenderTexture2D rlglLoadRenderTexture(int width, int height)
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{
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TraceLog(WARNING, "Framebuffer object could not be created...");
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- switch(status)
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+ switch (status)
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{
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case GL_FRAMEBUFFER_UNSUPPORTED: TraceLog(WARNING, "Framebuffer is unsupported"); break;
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case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TraceLog(WARNING, "Framebuffer incomplete attachment"); break;
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@@ -1642,7 +1513,7 @@ void rlglGenerateMipmaps(Texture2D texture)
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}
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// Upload vertex data into a VAO (if supported) and VBO
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-void rlglLoadMesh(Mesh *mesh)
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+void rlglLoadMesh(Mesh *mesh, bool dynamic)
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{
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mesh->vaoId = 0; // Vertex Array Object
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mesh->vboId[0] = 0; // Vertex positions VBO
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@@ -1652,6 +1523,9 @@ void rlglLoadMesh(Mesh *mesh)
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mesh->vboId[4] = 0; // Vertex tangents VBO
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mesh->vboId[5] = 0; // Vertex texcoords2 VBO
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mesh->vboId[6] = 0; // Vertex indices VBO
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+
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+ int drawHint = GL_STATIC_DRAW;
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+ if (dynamic) drawHint = GL_DYNAMIC_DRAW;
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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GLuint vaoId = 0; // Vertex Array Objects (VAO)
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@@ -1669,14 +1543,14 @@ void rlglLoadMesh(Mesh *mesh)
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// Enable vertex attributes: position (shader-location = 0)
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glGenBuffers(1, &vboId[0]);
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glBindBuffer(GL_ARRAY_BUFFER, vboId[0]);
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- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->vertices, GL_STATIC_DRAW);
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+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->vertices, drawHint);
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glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(0);
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// Enable vertex attributes: texcoords (shader-location = 1)
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glGenBuffers(1, &vboId[1]);
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glBindBuffer(GL_ARRAY_BUFFER, vboId[1]);
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- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords, GL_STATIC_DRAW);
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+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords, drawHint);
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glVertexAttribPointer(1, 2, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(1);
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@@ -1685,7 +1559,7 @@ void rlglLoadMesh(Mesh *mesh)
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{
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glGenBuffers(1, &vboId[2]);
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glBindBuffer(GL_ARRAY_BUFFER, vboId[2]);
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- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->normals, GL_STATIC_DRAW);
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+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->normals, drawHint);
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glVertexAttribPointer(2, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(2);
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}
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@@ -1701,7 +1575,7 @@ void rlglLoadMesh(Mesh *mesh)
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{
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glGenBuffers(1, &vboId[3]);
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glBindBuffer(GL_ARRAY_BUFFER, vboId[3]);
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- glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*mesh->vertexCount, mesh->colors, GL_STATIC_DRAW);
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+ glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*mesh->vertexCount, mesh->colors, drawHint);
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glVertexAttribPointer(3, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
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glEnableVertexAttribArray(3);
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}
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@@ -1717,7 +1591,7 @@ void rlglLoadMesh(Mesh *mesh)
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{
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glGenBuffers(1, &vboId[4]);
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glBindBuffer(GL_ARRAY_BUFFER, vboId[4]);
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- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->tangents, GL_STATIC_DRAW);
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+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->tangents, drawHint);
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glVertexAttribPointer(4, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(4);
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}
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@@ -1733,7 +1607,7 @@ void rlglLoadMesh(Mesh *mesh)
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{
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glGenBuffers(1, &vboId[5]);
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, vboId[5]);
|
|
|
- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords2, GL_STATIC_DRAW);
|
|
|
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords2, drawHint);
|
|
|
glVertexAttribPointer(5, 2, GL_FLOAT, 0, 0, 0);
|
|
|
glEnableVertexAttribArray(5);
|
|
|
}
|
|
@@ -1776,6 +1650,270 @@ void rlglLoadMesh(Mesh *mesh)
|
|
|
#endif
|
|
|
}
|
|
|
|
|
|
+// Update vertex data on GPU (upload new data to one buffer)
|
|
|
+void rlglUpdateMesh(Mesh mesh, int buffer, int numVertex)
|
|
|
+{
|
|
|
+ // 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[0]);
|
|
|
+ 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[2]);
|
|
|
+ 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[0]);
|
|
|
+ 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[1]);
|
|
|
+ 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);
|
|
|
+}
|
|
|
+
|
|
|
+// Draw a 3d mesh with material and transform
|
|
|
+void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
|
|
|
+{
|
|
|
+#if defined(GRAPHICS_API_OPENGL_11)
|
|
|
+ glEnable(GL_TEXTURE_2D);
|
|
|
+ glBindTexture(GL_TEXTURE_2D, material.texDiffuse.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.colDiffuse.r, material.colDiffuse.g, material.colDiffuse.b, material.colDiffuse.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)
|
|
|
+ glUseProgram(material.shader.id);
|
|
|
+
|
|
|
+ // 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
|
|
|
+
|
|
|
+ // Calculate model-view-projection matrix (MVP)
|
|
|
+ Matrix matMVP = MatrixMultiply(matModelView, matProjection); // Transform to screen-space coordinates
|
|
|
+
|
|
|
+ // Send combined model-view-projection matrix to shader
|
|
|
+ glUniformMatrix4fv(material.shader.mvpLoc, 1, false, MatrixToFloat(matMVP));
|
|
|
+
|
|
|
+ // Upload to shader material.colDiffuse
|
|
|
+ float vColorDiffuse[4] = { (float)material.colDiffuse.r/255, (float)material.colDiffuse.g/255, (float)material.colDiffuse.b/255, (float)material.colDiffuse.a/255 };
|
|
|
+ glUniform4fv(material.shader.tintColorLoc, 1, vColorDiffuse);
|
|
|
+
|
|
|
+ // Check if using standard shader to get location points
|
|
|
+ // NOTE: standard shader specific locations are got at render time to keep Shader struct as simple as possible (with just default shader locations)
|
|
|
+ if (material.shader.id == standardShader.id)
|
|
|
+ {
|
|
|
+ // Send model transformations matrix to shader
|
|
|
+ glUniformMatrix4fv(glGetUniformLocation(material.shader.id, "modelMatrix"), 1, false, MatrixToFloat(transform));
|
|
|
+
|
|
|
+ // Send view transformation matrix to shader. View matrix 8, 9 and 10 are view direction vector axis values (target - position)
|
|
|
+ glUniform3f(glGetUniformLocation(material.shader.id, "viewDir"), matView.m8, matView.m9, matView.m10);
|
|
|
+
|
|
|
+ // Setup shader uniforms for lights
|
|
|
+ SetShaderLights(material.shader);
|
|
|
+
|
|
|
+ // Upload to shader material.colAmbient
|
|
|
+ glUniform4f(glGetUniformLocation(material.shader.id, "colAmbient"), (float)material.colAmbient.r/255, (float)material.colAmbient.g/255, (float)material.colAmbient.b/255, (float)material.colAmbient.a/255);
|
|
|
+
|
|
|
+ // Upload to shader material.colSpecular
|
|
|
+ glUniform4f(glGetUniformLocation(material.shader.id, "colSpecular"), (float)material.colSpecular.r/255, (float)material.colSpecular.g/255, (float)material.colSpecular.b/255, (float)material.colSpecular.a/255);
|
|
|
+
|
|
|
+ // Upload to shader glossiness
|
|
|
+ glUniform1f(glGetUniformLocation(material.shader.id, "glossiness"), material.glossiness);
|
|
|
+ }
|
|
|
+
|
|
|
+ // Set shader textures (diffuse, normal, specular)
|
|
|
+ glActiveTexture(GL_TEXTURE0);
|
|
|
+ glBindTexture(GL_TEXTURE_2D, material.texDiffuse.id);
|
|
|
+ glUniform1i(material.shader.mapDiffuseLoc, 0); // Texture fits in active texture unit 0
|
|
|
+
|
|
|
+ if ((material.texNormal.id != 0) && (material.shader.mapNormalLoc != -1))
|
|
|
+ {
|
|
|
+ glActiveTexture(GL_TEXTURE1);
|
|
|
+ glBindTexture(GL_TEXTURE_2D, material.texNormal.id);
|
|
|
+ glUniform1i(material.shader.mapNormalLoc, 1); // Texture fits in active texture unit 1
|
|
|
+
|
|
|
+ // TODO: Upload to shader normalDepth
|
|
|
+ //glUniform1f(???, material.normalDepth);
|
|
|
+ }
|
|
|
+
|
|
|
+ if ((material.texSpecular.id != 0) && (material.shader.mapSpecularLoc != -1))
|
|
|
+ {
|
|
|
+ glActiveTexture(GL_TEXTURE2);
|
|
|
+ glBindTexture(GL_TEXTURE_2D, material.texSpecular.id);
|
|
|
+ glUniform1i(material.shader.mapSpecularLoc, 2); // Texture fits in active texture unit 2
|
|
|
+ }
|
|
|
+
|
|
|
+ if (vaoSupported)
|
|
|
+ {
|
|
|
+ glBindVertexArray(mesh.vaoId);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ // Bind mesh VBO data: vertex position (shader-location = 0)
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
|
|
|
+ glVertexAttribPointer(material.shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
|
|
|
+ glEnableVertexAttribArray(material.shader.vertexLoc);
|
|
|
+
|
|
|
+ // Bind mesh VBO data: vertex texcoords (shader-location = 1)
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]);
|
|
|
+ glVertexAttribPointer(material.shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
|
|
|
+ glEnableVertexAttribArray(material.shader.texcoordLoc);
|
|
|
+
|
|
|
+ // Bind mesh VBO data: vertex normals (shader-location = 2, if available)
|
|
|
+ if (material.shader.normalLoc != -1)
|
|
|
+ {
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]);
|
|
|
+ glVertexAttribPointer(material.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
|
|
|
+ glEnableVertexAttribArray(material.shader.normalLoc);
|
|
|
+ }
|
|
|
+
|
|
|
+ // Bind mesh VBO data: vertex colors (shader-location = 3, if available) , tangents, texcoords2 (if available)
|
|
|
+ if (material.shader.colorLoc != -1)
|
|
|
+ {
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]);
|
|
|
+ glVertexAttribPointer(material.shader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
|
|
|
+ glEnableVertexAttribArray(material.shader.colorLoc);
|
|
|
+ }
|
|
|
+
|
|
|
+ // Bind mesh VBO data: vertex tangents (shader-location = 4, if available)
|
|
|
+ if (material.shader.tangentLoc != -1)
|
|
|
+ {
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]);
|
|
|
+ glVertexAttribPointer(material.shader.tangentLoc, 3, GL_FLOAT, 0, 0, 0);
|
|
|
+ glEnableVertexAttribArray(material.shader.tangentLoc);
|
|
|
+ }
|
|
|
+
|
|
|
+ // Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available)
|
|
|
+ if (material.shader.texcoord2Loc != -1)
|
|
|
+ {
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]);
|
|
|
+ glVertexAttribPointer(material.shader.texcoord2Loc, 2, GL_FLOAT, 0, 0, 0);
|
|
|
+ glEnableVertexAttribArray(material.shader.texcoord2Loc);
|
|
|
+ }
|
|
|
+
|
|
|
+ if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]);
|
|
|
+ }
|
|
|
+
|
|
|
+ // 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);
|
|
|
+
|
|
|
+ if (material.texNormal.id != 0)
|
|
|
+ {
|
|
|
+ glActiveTexture(GL_TEXTURE1);
|
|
|
+ glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
+ }
|
|
|
+
|
|
|
+ if (material.texSpecular.id != 0)
|
|
|
+ {
|
|
|
+ glActiveTexture(GL_TEXTURE2);
|
|
|
+ glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
+ }
|
|
|
+
|
|
|
+ glActiveTexture(GL_TEXTURE0); // Set shader active texture to default 0
|
|
|
+ glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
|
|
|
+
|
|
|
+ if (vaoSupported) glBindVertexArray(0); // Unbind VAO
|
|
|
+ else
|
|
|
+ {
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind VBOs
|
|
|
+ if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
|
+ }
|
|
|
+
|
|
|
+ glUseProgram(0); // Unbind shader program
|
|
|
+#endif
|
|
|
+}
|
|
|
+
|
|
|
+// Unload mesh data from CPU and GPU
|
|
|
+void rlglUnloadMesh(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 *rlglReadScreenPixels(int width, int height)
|
|
|
{
|
|
@@ -2022,6 +2160,17 @@ Shader GetDefaultShader(void)
|
|
|
#endif
|
|
|
}
|
|
|
|
|
|
+// Get default shader
|
|
|
+Shader GetStandardShader(void)
|
|
|
+{
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
+ return standardShader;
|
|
|
+#else
|
|
|
+ Shader shader = { 0 };
|
|
|
+ return shader;
|
|
|
+#endif
|
|
|
+}
|
|
|
+
|
|
|
// Get shader uniform location
|
|
|
int GetShaderLocation(Shader shader, const char *uniformName)
|
|
|
{
|
|
@@ -2098,6 +2247,78 @@ void SetBlendMode(int mode)
|
|
|
}
|
|
|
}
|
|
|
|
|
|
+// Create a new light, initialize it and add to pool
|
|
|
+Light CreateLight(int type, Vector3 position, Color diffuse)
|
|
|
+{
|
|
|
+ // Allocate dynamic memory
|
|
|
+ Light light = (Light)malloc(sizeof(LightData));
|
|
|
+
|
|
|
+ // Initialize light values with generic values
|
|
|
+ light->id = lightsCount;
|
|
|
+ light->type = type;
|
|
|
+ light->enabled = true;
|
|
|
+
|
|
|
+ light->position = position;
|
|
|
+ light->target = (Vector3){ 0.0f, 0.0f, 0.0f };
|
|
|
+ light->intensity = 1.0f;
|
|
|
+ light->diffuse = diffuse;
|
|
|
+
|
|
|
+ // Add new light to the array
|
|
|
+ lights[lightsCount] = light;
|
|
|
+
|
|
|
+ // Increase enabled lights count
|
|
|
+ lightsCount++;
|
|
|
+
|
|
|
+ return light;
|
|
|
+}
|
|
|
+
|
|
|
+// Draw all created lights in 3D world
|
|
|
+void DrawLights(void)
|
|
|
+{
|
|
|
+ for (int i = 0; i < lightsCount; i++)
|
|
|
+ {
|
|
|
+ switch (lights[i]->type)
|
|
|
+ {
|
|
|
+ case LIGHT_POINT: DrawSphereWires(lights[i]->position, 0.3f*lights[i]->intensity, 4, 8, (lights[i]->enabled ? lights[i]->diffuse : BLACK)); break;
|
|
|
+ case LIGHT_DIRECTIONAL:
|
|
|
+ {
|
|
|
+ Draw3DLine(lights[i]->position, lights[i]->target, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
|
|
|
+ DrawSphereWires(lights[i]->position, 0.3f*lights[i]->intensity, 4, 8, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
|
|
|
+ DrawCubeWires(lights[i]->target, 0.3f, 0.3f, 0.3f, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
|
|
|
+ } break;
|
|
|
+ case LIGHT_SPOT:
|
|
|
+ {
|
|
|
+ Draw3DLine(lights[i]->position, lights[i]->target, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
|
|
|
+ DrawCylinderWires(lights[i]->position, 0.0f, 0.3f*lights[i]->coneAngle/50, 0.6f, 5, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
|
|
|
+ DrawCubeWires(lights[i]->target, 0.3f, 0.3f, 0.3f, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
|
|
|
+ } break;
|
|
|
+ default: break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+// Destroy a light and take it out of the list
|
|
|
+void DestroyLight(Light light)
|
|
|
+{
|
|
|
+ // Free dynamic memory allocation
|
|
|
+ free(lights[light->id]);
|
|
|
+
|
|
|
+ // Remove *obj from the pointers array
|
|
|
+ for (int i = light->id; i < lightsCount; i++)
|
|
|
+ {
|
|
|
+ // Resort all the following pointers of the array
|
|
|
+ if ((i + 1) < lightsCount)
|
|
|
+ {
|
|
|
+ lights[i] = lights[i + 1];
|
|
|
+ lights[i]->id = lights[i + 1]->id;
|
|
|
+ }
|
|
|
+ else free(lights[i]);
|
|
|
+ }
|
|
|
+
|
|
|
+ // Decrease enabled physic objects count
|
|
|
+ lightsCount--;
|
|
|
+}
|
|
|
+
|
|
|
//----------------------------------------------------------------------------------
|
|
|
// Module specific Functions Definition
|
|
|
//----------------------------------------------------------------------------------
|
|
@@ -2293,15 +2514,15 @@ static Shader LoadDefaultShader(void)
|
|
|
"varying vec4 fragColor; \n"
|
|
|
#endif
|
|
|
"uniform sampler2D texture0; \n"
|
|
|
- "uniform vec4 fragTintColor; \n"
|
|
|
+ "uniform vec4 colDiffuse; \n"
|
|
|
"void main() \n"
|
|
|
"{ \n"
|
|
|
#if defined(GRAPHICS_API_OPENGL_33)
|
|
|
" vec4 texelColor = texture(texture0, fragTexCoord); \n"
|
|
|
- " finalColor = texelColor*fragTintColor*fragColor; \n"
|
|
|
+ " finalColor = texelColor*colDiffuse*fragColor; \n"
|
|
|
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
" vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0
|
|
|
- " gl_FragColor = texelColor*fragTintColor*fragColor; \n"
|
|
|
+ " gl_FragColor = texelColor*colDiffuse*fragColor; \n"
|
|
|
#endif
|
|
|
"} \n";
|
|
|
|
|
@@ -2315,6 +2536,24 @@ static Shader LoadDefaultShader(void)
|
|
|
return shader;
|
|
|
}
|
|
|
|
|
|
+// Load standard shader
|
|
|
+// NOTE: This shader supports:
|
|
|
+// - Up to 3 different maps: diffuse, normal, specular
|
|
|
+// - Material properties: colAmbient, colDiffuse, colSpecular, glossiness, normalDepth
|
|
|
+// - Up to 8 lights: Point, Directional or Spot
|
|
|
+static Shader LoadStandardShader(void)
|
|
|
+{
|
|
|
+ // Load standard shader (TODO: rewrite as char pointers)
|
|
|
+ Shader shader = LoadShader("resources/shaders/standard.vs", "resources/shaders/standard.fs");
|
|
|
+
|
|
|
+ if (shader.id != 0) TraceLog(INFO, "[SHDR ID %i] Standard shader loaded successfully", shader.id);
|
|
|
+ else TraceLog(WARNING, "[SHDR ID %i] Standard shader could not be loaded", shader.id);
|
|
|
+
|
|
|
+ if (shader.id != 0) LoadDefaultShaderLocations(&shader);
|
|
|
+
|
|
|
+ return shader;
|
|
|
+}
|
|
|
+
|
|
|
// Get location handlers to for shader attributes and uniforms
|
|
|
// NOTE: If any location is not found, loc point becomes -1
|
|
|
static void LoadDefaultShaderLocations(Shader *shader)
|
|
@@ -2328,18 +2567,18 @@ static void LoadDefaultShaderLocations(Shader *shader)
|
|
|
// vertex texcoord2 location = 5
|
|
|
|
|
|
// Get handles to GLSL input attibute locations
|
|
|
- shader->vertexLoc = glGetAttribLocation(shader->id, "vertexPosition");
|
|
|
- shader->texcoordLoc = glGetAttribLocation(shader->id, "vertexTexCoord");
|
|
|
- shader->normalLoc = glGetAttribLocation(shader->id, "vertexNormal");
|
|
|
- shader->colorLoc = glGetAttribLocation(shader->id, "vertexColor");
|
|
|
- shader->tangentLoc = glGetAttribLocation(shader->id, "vertexTangent");
|
|
|
- shader->texcoord2Loc = glGetAttribLocation(shader->id, "vertexTexCoord2");
|
|
|
+ shader->vertexLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_POSITION_NAME);
|
|
|
+ shader->texcoordLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD_NAME);
|
|
|
+ shader->normalLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_NORMAL_NAME);
|
|
|
+ shader->colorLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_COLOR_NAME);
|
|
|
+ shader->tangentLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TANGENT_NAME);
|
|
|
+ shader->texcoord2Loc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD2_NAME);
|
|
|
|
|
|
// Get handles to GLSL uniform locations (vertex shader)
|
|
|
shader->mvpLoc = glGetUniformLocation(shader->id, "mvpMatrix");
|
|
|
|
|
|
// Get handles to GLSL uniform locations (fragment shader)
|
|
|
- shader->tintColorLoc = glGetUniformLocation(shader->id, "fragTintColor");
|
|
|
+ shader->tintColorLoc = glGetUniformLocation(shader->id, "colDiffuse");
|
|
|
shader->mapDiffuseLoc = glGetUniformLocation(shader->id, "texture0");
|
|
|
shader->mapNormalLoc = glGetUniformLocation(shader->id, "texture1");
|
|
|
shader->mapSpecularLoc = glGetUniformLocation(shader->id, "texture2");
|
|
@@ -2350,13 +2589,26 @@ static void UnloadDefaultShader(void)
|
|
|
{
|
|
|
glUseProgram(0);
|
|
|
|
|
|
- //glDetachShader(defaultShaderProgram, vertexShader);
|
|
|
- //glDetachShader(defaultShaderProgram, fragmentShader);
|
|
|
+ //glDetachShader(defaultShader, vertexShader);
|
|
|
+ //glDetachShader(defaultShader, fragmentShader);
|
|
|
//glDeleteShader(vertexShader); // Already deleted on shader compilation
|
|
|
- //glDeleteShader(fragmentShader); // Already deleted on sahder compilation
|
|
|
+ //glDeleteShader(fragmentShader); // Already deleted on shader compilation
|
|
|
glDeleteProgram(defaultShader.id);
|
|
|
}
|
|
|
|
|
|
+// Unload standard shader
|
|
|
+static void UnloadStandardShader(void)
|
|
|
+{
|
|
|
+ glUseProgram(0);
|
|
|
+
|
|
|
+ //glDetachShader(defaultShader, vertexShader);
|
|
|
+ //glDetachShader(defaultShader, fragmentShader);
|
|
|
+ //glDeleteShader(vertexShader); // Already deleted on shader compilation
|
|
|
+ //glDeleteShader(fragmentShader); // Already deleted on shader compilation
|
|
|
+ glDeleteProgram(standardShader.id);
|
|
|
+}
|
|
|
+
|
|
|
+
|
|
|
// Load default internal buffers (lines, triangles, quads)
|
|
|
static void LoadDefaultBuffers(void)
|
|
|
{
|
|
@@ -2800,6 +3052,79 @@ static void UnloadDefaultBuffers(void)
|
|
|
free(quads.indices);
|
|
|
}
|
|
|
|
|
|
+// Sets shader uniform values for lights array
|
|
|
+// NOTE: It would be far easier with shader UBOs but are not supported on OpenGL ES 2.0f
|
|
|
+static void SetShaderLights(Shader shader)
|
|
|
+{
|
|
|
+ int locPoint = glGetUniformLocation(shader.id, "lightsCount");
|
|
|
+ glUniform1i(locPoint, lightsCount);
|
|
|
+
|
|
|
+ char locName[32] = "lights[x].position\0";
|
|
|
+
|
|
|
+ for (int i = 0; i < lightsCount; i++)
|
|
|
+ {
|
|
|
+ locName[7] = '0' + i;
|
|
|
+
|
|
|
+ memcpy(&locName[10], "enabled\0", strlen("enabled\0") + 1);
|
|
|
+ locPoint = GetShaderLocation(shader, locName);
|
|
|
+ glUniform1i(locPoint, lights[i]->enabled);
|
|
|
+
|
|
|
+ memcpy(&locName[10], "type\0", strlen("type\0") + 1);
|
|
|
+ locPoint = GetShaderLocation(shader, locName);
|
|
|
+ glUniform1i(locPoint, lights[i]->type);
|
|
|
+
|
|
|
+ memcpy(&locName[10], "diffuse\0", strlen("diffuse\0") + 2);
|
|
|
+ locPoint = glGetUniformLocation(shader.id, locName);
|
|
|
+ glUniform4f(locPoint, (float)lights[i]->diffuse.r/255, (float)lights[i]->diffuse.g/255, (float)lights[i]->diffuse.b/255, (float)lights[i]->diffuse.a/255);
|
|
|
+
|
|
|
+ memcpy(&locName[10], "intensity\0", strlen("intensity\0"));
|
|
|
+ locPoint = glGetUniformLocation(shader.id, locName);
|
|
|
+ glUniform1f(locPoint, lights[i]->intensity);
|
|
|
+
|
|
|
+ switch (lights[i]->type)
|
|
|
+ {
|
|
|
+ case LIGHT_POINT:
|
|
|
+ {
|
|
|
+ memcpy(&locName[10], "position\0", strlen("position\0") + 1);
|
|
|
+ locPoint = GetShaderLocation(shader, locName);
|
|
|
+ glUniform3f(locPoint, lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
|
|
|
+
|
|
|
+ memcpy(&locName[10], "attenuation\0", strlen("attenuation\0"));
|
|
|
+ locPoint = GetShaderLocation(shader, locName);
|
|
|
+ glUniform1f(locPoint, lights[i]->attenuation);
|
|
|
+ } break;
|
|
|
+ case LIGHT_DIRECTIONAL:
|
|
|
+ {
|
|
|
+ memcpy(&locName[10], "direction\0", strlen("direction\0") + 2);
|
|
|
+ locPoint = GetShaderLocation(shader, locName);
|
|
|
+ Vector3 direction = { lights[i]->target.x - lights[i]->position.x, lights[i]->target.y - lights[i]->position.y, lights[i]->target.z - lights[i]->position.z };
|
|
|
+ VectorNormalize(&direction);
|
|
|
+ glUniform3f(locPoint, direction.x, direction.y, direction.z);
|
|
|
+ } break;
|
|
|
+ case LIGHT_SPOT:
|
|
|
+ {
|
|
|
+ memcpy(&locName[10], "position\0", strlen("position\0") + 1);
|
|
|
+ locPoint = GetShaderLocation(shader, locName);
|
|
|
+ glUniform3f(locPoint, lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
|
|
|
+
|
|
|
+ memcpy(&locName[10], "direction\0", strlen("direction\0") + 2);
|
|
|
+ locPoint = GetShaderLocation(shader, locName);
|
|
|
+
|
|
|
+ Vector3 direction = { lights[i]->target.x - lights[i]->position.x, lights[i]->target.y - lights[i]->position.y, lights[i]->target.z - lights[i]->position.z };
|
|
|
+ VectorNormalize(&direction);
|
|
|
+ glUniform3f(locPoint, direction.x, direction.y, direction.z);
|
|
|
+
|
|
|
+ memcpy(&locName[10], "coneAngle\0", strlen("coneAngle\0"));
|
|
|
+ locPoint = GetShaderLocation(shader, locName);
|
|
|
+ glUniform1f(locPoint, lights[i]->coneAngle);
|
|
|
+ } break;
|
|
|
+ default: break;
|
|
|
+ }
|
|
|
+
|
|
|
+ // TODO: Pass to the shader any other required data from LightData struct
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
// Read text data from file
|
|
|
// NOTE: text chars array should be freed manually
|
|
|
static char *ReadTextFile(const char *fileName)
|
|
@@ -2970,7 +3295,7 @@ static void TraceLog(int msgType, const char *text, ...)
|
|
|
va_list args;
|
|
|
va_start(args, text);
|
|
|
|
|
|
- switch(msgType)
|
|
|
+ switch (msgType)
|
|
|
{
|
|
|
case INFO: fprintf(stdout, "INFO: "); break;
|
|
|
case ERROR: fprintf(stdout, "ERROR: "); break;
|