raylib/src/rlgl.c

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2014-03-25 15:40:35 +04:00
/*********************************************************************************************
*
* rlgl - raylib OpenGL abstraction layer
*
* raylib now uses OpenGL 1.1 style functions (rlVertex) that are mapped to selected OpenGL version:
* OpenGL 1.1 - Direct map rl* -> gl*
* OpenGL 3.3+ - Vertex data is stored in VAOs, call rlglDraw() to render
* OpenGL ES 2 - Same behaviour as OpenGL 3.3+
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#include "rlgl.h"
#include <stdio.h> // Standard input / output lib
#include <stdlib.h> // Declares malloc() and free() for memory management, rand()
#include "raymath.h" // Required for data type Matrix and Matrix functions
#ifdef USE_OPENGL_11
#include <GL/gl.h> // Extensions loading lib
#endif
#ifdef USE_OPENGL_33
#define GLEW_STATIC
#include <GL/glew.h> // Extensions loading lib
#endif
//#include "glad.h" // Extensions loading lib? --> REVIEW
#define USE_VBO_DOUBLE_BUFFERS // Enable VBO double buffers usage --> REVIEW!
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
#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
#define TEMP_VERTEX_BUFFER_SIZE 1024 // Temporal Vertex Buffer (required for vertex-transformations)
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//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef struct {
int numQuads;
int texId;
} QuadsByTexture;
typedef struct {
int vCounter;
int cCounter;
float *vertices; // 3 components per vertex
float *colors; // 4 components per vertex
} VertexPositionColorBuffer;
/*
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typedef struct {
int vCounter;
int tcCounter;
int cCounter;
float *vertices; // 3 components per vertex
float *texcoords; // 2 components per vertex
float *colors; // 4 components per vertex
} VertexPositionColorTextureBuffer;
*/
/*
typedef struct {
int vCounter;
int tcCounter;
int nCounter;
float *vertices; // 3 components per vertex
float *texcoords; // 2 components per vertex
float *normals; // 3 components per vertex
} VertexPositionTextureNormalBuffer;
*/
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typedef struct {
int vCounter;
int tcCounter;
int cCounter;
float *vertices; // 3 components per vertex
float *texcoords; // 2 components per vertex
float *colors; // 4 components per vertex
unsigned int *indices; // 6 indices per quad
} VertexPositionColorTextureIndexBuffer;
typedef struct {
GLuint texId;
int firstVertex; // Actually, when using glDrawElements, this parameter is useless..
int vCount;
} DrawCall;
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2)
static Matrix stack[MATRIX_STACK_SIZE];
static int stackCounter = 0;
static Matrix modelview;
static Matrix projection;
static Matrix *currentMatrix;
static int currentMatrixMode;
static DrawMode currentDrawMode;
// Vertex arrays for lines, triangles and quads
static VertexPositionColorBuffer lines; // No texture support
static VertexPositionColorBuffer triangles; // No texture support
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static VertexPositionColorTextureIndexBuffer quads;
// Vetex-Fragment Shader Program ID
static GLuint shaderProgram;
// Shader program attibutes binding locations
static GLuint vertexLoc, texcoordLoc, colorLoc;
static GLuint projectionMatrixLoc, modelviewMatrixLoc;
static GLuint textureLoc;
// Vertex Array Objects (VAO)
static GLuint vaoLines, vaoTriangles, vaoQuads;
// Vertex Buffer Objects (VBO)
static GLuint linesBuffer[2];
static GLuint trianglesBuffer[2];
static GLuint quadsBuffer[4];
#ifdef USE_VBO_DOUBLE_BUFFERS
// Double buffering
// TODO: REVIEW -> Not getting any performance improvement... why?
static GLuint vaoQuadsB;
static GLuint quadsBufferB[4];
static bool useBufferB = false;
#endif
static DrawCall *draws;
static int drawsCounter;
// Temp vertex buffer to be used with rlTranslate, rlRotate, rlScale
static Vector3 *tempBuffer;
static int tempBufferCount = 0;
static bool useTempBuffer = false;
// White texture useful for plain color polys (required by shader)
static GLuint whiteTexture;
#endif
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2)
static GLuint LoadDefaultShaders();
static void InitializeBuffers();
static void InitializeVAOs();
static void UpdateBuffers();
// Shader files loading (external) - Not used but useful...
static GLuint LoadShaders(char *vertexFileName, char *fragmentFileName);
static char *TextFileRead(char *fn);
#endif
//----------------------------------------------------------------------------------
// Module Functions Definition - Matrix operations
//----------------------------------------------------------------------------------
#ifdef USE_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 near, double far)
{
glFrustum(left, right, bottom, top, near, far);
}
void rlOrtho(double left, double right, double bottom, double top, double near, double far)
{
glOrtho(left, right, bottom, top, near, far);
}
void rlPushMatrix() { glPushMatrix(); }
void rlPopMatrix() { glPopMatrix(); }
void rlLoadIdentity() { 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 *mat) { glMultMatrixf(mat); }
#else
// 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 == GL_TEXTURE) TODO: NEVER USED!
currentMatrixMode = mode;
}
// Push the current matrix to stack
void rlPushMatrix()
{
if (stackCounter == MATRIX_STACK_SIZE - 1)
{
printf("ERROR: Stack Buffer Overflow! (MAX 16 MATRIX)");
exit(1);
}
stack[stackCounter] = *currentMatrix;
rlLoadIdentity();
stackCounter++;
if (currentMatrixMode == RL_MODELVIEW) useTempBuffer = true;
}
// Pop lattest inserted matrix from stack
void rlPopMatrix()
{
if (stackCounter > 0)
{
Matrix mat = stack[stackCounter - 1];
*currentMatrix = mat;
stackCounter--;
}
}
// Reset current matrix to identity matrix
void rlLoadIdentity()
{
*currentMatrix = MatrixIdentity();
}
// Multiply the current matrix by a translation matrix
void rlTranslatef(float x, float y, float z)
{
Matrix mat = MatrixTranslate(x, y, z);
*currentMatrix = MatrixMultiply(*currentMatrix, mat);
}
// Multiply the current matrix by a rotation matrix
void rlRotatef(float angleDeg, float x, float y, float z)
{
// TODO: Rotation matrix --> REVIEW!
Matrix rot = MatrixIdentity();
if (x == 1) rot = MatrixRotateX(angleDeg*DEG2RAD);
else if (y == 1) rot = MatrixRotateY(angleDeg*DEG2RAD);
else if (z == 1) rot = MatrixRotateZ(angleDeg*DEG2RAD);
*currentMatrix = MatrixMultiply(*currentMatrix, rot);
}
// Multiply the current matrix by a scaling matrix
void rlScalef(float x, float y, float z)
{
Matrix mat = MatrixScale(x, y, z);
*currentMatrix = MatrixMultiply(*currentMatrix, mat);
}
// Multiply the current matrix by another matrix
void rlMultMatrixf(float *m)
{
// TODO: review Matrix creation from array
Matrix mat = { m[0], m[1], m[2], m[3],
m[4], m[5], m[6], m[7],
m[8], m[9], m[10], m[11],
m[12], m[13], m[14], m[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);
MatrixTranspose(&matPerps);
*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);
MatrixTranspose(&matOrtho);
*currentMatrix = MatrixMultiply(*currentMatrix, matOrtho);
}
#endif
//----------------------------------------------------------------------------------
// Module Functions Definition - Vertex level operations
//----------------------------------------------------------------------------------
#ifdef USE_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); }
#else
// 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()
{
if (useTempBuffer)
{
// IT WORKS!!! --> Refactor...
Matrix mat = *currentMatrix;
MatrixTranspose(&mat);
// Apply transformation matrix to all temp vertices
for (int i = 0; i < tempBufferCount; i++) VectorTransform(&tempBuffer[i], mat);
// 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 vertexCounter 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
} break;
default: break;
}
}
// Define one vertex (position)
void rlVertex3f(float x, float y, float z)
{
if (useTempBuffer)
{
tempBuffer[tempBufferCount].x = x;
tempBuffer[tempBufferCount].y = y;
tempBuffer[tempBufferCount].z = z;
tempBufferCount++;
}
else
{
switch (currentDrawMode)
{
case RL_LINES:
{
lines.vertices[3*lines.vCounter] = x;
lines.vertices[3*lines.vCounter + 1] = y;
lines.vertices[3*lines.vCounter + 2] = z;
lines.vCounter++;
} break;
case RL_TRIANGLES:
{
triangles.vertices[3*triangles.vCounter] = x;
triangles.vertices[3*triangles.vCounter + 1] = y;
triangles.vertices[3*triangles.vCounter + 2] = z;
triangles.vCounter++;
} break;
case RL_QUADS:
{
quads.vertices[3*quads.vCounter] = x;
quads.vertices[3*quads.vCounter + 1] = y;
quads.vertices[3*quads.vCounter + 2] = z;
quads.vCounter++;
draws[drawsCounter - 1].vCount++;
} break;
default: break;
}
}
}
// Define one vertex (position)
void rlVertex2f(float x, float y)
{
rlVertex3f(x, y, 0.0);
}
// Define one vertex (position)
void rlVertex2i(int x, int y)
{
rlVertex3f((float)x, (float)y, 0.0);
}
// Define one vertex (texture coordinate)
// NOTE: Texture coordinates are limited to TRIANGLES only
void rlTexCoord2f(float x, float y)
{
if (currentDrawMode == RL_QUADS)
{
quads.texcoords[2*quads.tcCounter] = x;
quads.texcoords[2*quads.tcCounter + 1] = y;
quads.tcCounter++;
}
}
// Define one vertex (normal)
// NOTE: Normals limited to TRIANGLES only ?
void rlNormal3f(float x, float y, float z)
{
// TODO: Normals usage...
}
// Define one vertex (color)
void rlColor4f(float x, float y, float z, float w)
{
switch (currentDrawMode)
{
case RL_LINES:
{
lines.colors[4*lines.cCounter] = x;
lines.colors[4*lines.cCounter + 1] = y;
lines.colors[4*lines.cCounter + 2] = z;
lines.colors[4*lines.cCounter + 3] = w;
lines.cCounter++;
} break;
case RL_TRIANGLES:
{
triangles.colors[4*triangles.cCounter] = x;
triangles.colors[4*triangles.cCounter + 1] = y;
triangles.colors[4*triangles.cCounter + 2] = z;
triangles.colors[4*triangles.cCounter + 3] = w;
triangles.cCounter++;
} break;
case RL_QUADS:
{
quads.colors[4*quads.cCounter] = x;
quads.colors[4*quads.cCounter + 1] = y;
quads.colors[4*quads.cCounter + 2] = z;
quads.colors[4*quads.cCounter + 3] = w;
quads.cCounter++;
} break;
default: break;
}
}
// Define one vertex (color)
void rlColor4ub(byte r, byte g, byte b, byte a)
{
rlColor4f((float)r/255, (float)g/255, (float)b/255, (float)a/255);
}
// Define one vertex (color)
void rlColor3f(float x, float y, float z)
{
rlColor4f(x, y, z, 1.0);
}
#endif
//----------------------------------------------------------------------------------
// Module Functions Definition - OpenGL equivalent functions (common to 1.1, 3.3+, ES2)
//----------------------------------------------------------------------------------
// Enable texture usage
void rlEnableTexture(unsigned int id)
{
#ifdef USE_OPENGL_11
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, id);
#endif
#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2)
if (draws[drawsCounter - 1].texId != id)
{
if (draws[drawsCounter - 1].vCount > 0) drawsCounter++;
draws[drawsCounter - 1].texId = id;
draws[drawsCounter - 1].firstVertex = draws[drawsCounter - 2].vCount;
draws[drawsCounter - 1].vCount = 0;
}
#endif
}
// Disable texture usage
void rlDisableTexture()
{
#ifdef USE_OPENGL_11
glDisable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
#endif
}
// Unload texture from GPU memory
void rlDeleteTextures(unsigned int id)
{
glDeleteTextures(1, &id);
}
// Unload vertex data from GPU memory
void rlDeleteVertexArrays(unsigned int id)
{
#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2)
glDeleteVertexArrays(1, &id);
#endif
}
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// Clear color buffer with color
void rlClearColor(byte r, byte g, byte b, byte a)
{
// Color values clamp to 0.0f(0) and 1.0f(255)
float cr = (float)r / 255;
float cg = (float)g / 255;
float cb = (float)b / 255;
float ca = (float)a / 255;
glClearColor(cr, cg, cb, ca);
}
// Clear used screen buffers (color and depth)
void rlClearScreenBuffers()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers: Color and Depth (Depth is used for 3D)
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Stencil buffer not used...
}
//----------------------------------------------------------------------------------
// Module Functions Definition - rlgl Functions
//----------------------------------------------------------------------------------
#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2)
// Init OpenGL 3.3+ required data
void rlglInit()
{
// Initialize GLEW
glewExperimental = 1; // Needed for core profile
GLenum error = glewInit();
if (error != GLEW_OK)
{
fprintf(stderr, "Failed to initialize GLEW - Error: %s\n", glewGetErrorString(error));
exit(1);
}
if (glewIsSupported("GL_VERSION_3_3")) printf("OpenGL 3.3 initialized\n");
/*
// TODO: GLEW is a big library that loads ALL extensions, maybe using glad we can only load required ones...
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if (!gladLoadGL())
{
fprintf(stderr, printf("Failed to initialize glad.\n");
exit(1);
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}
*/
// Set default draw mode
currentDrawMode = RL_TRIANGLES;
// Reset projection and modelview matrices
projection = MatrixIdentity();
modelview = MatrixIdentity();
currentMatrix = &modelview;
// Initialize matrix stack
for (int i = 0; i < MATRIX_STACK_SIZE; i++) stack[i] = MatrixIdentity();
// Init default Shader (GLSL 110) -> Common for GL 3.3+ and ES2
shaderProgram = LoadDefaultShaders();
//shaderProgram = LoadShaders("simple150.vert", "simple150.frag");
// Get handles to GLSL input vars locations
vertexLoc = glGetAttribLocation(shaderProgram, "vertexPosition");
texcoordLoc = glGetAttribLocation(shaderProgram, "vertexTexCoord");
colorLoc = glGetAttribLocation(shaderProgram, "vertexColor");
// Get handles to GLSL uniform vars locations (vertex-shader)
modelviewMatrixLoc = glGetUniformLocation(shaderProgram, "modelviewMatrix");
projectionMatrixLoc = glGetUniformLocation(shaderProgram, "projectionMatrix");
// Get handles to GLSL uniform vars locations (fragment-shader)
textureLoc = glGetUniformLocation(shaderProgram, "texture0");
printf("Default shaders loaded\n\n");
// Print OpenGL and GLSL version
printf("Vendor: %s\n", glGetString(GL_VENDOR));
printf("Renderer: %s\n", glGetString(GL_RENDERER));
printf("Version: %s\n", glGetString(GL_VERSION));
printf("GLSL: %s\n\n", glGetString(0x8B8C)); //GL_SHADING_LANGUAGE_VERSION
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InitializeBuffers(); // Init vertex arrays
InitializeVAOs(); // Init VBO and VAO
// Init temp vertex buffer, used when transformation required (translate, rotate, scale)
tempBuffer = (Vector3 *)malloc(sizeof(Vector3)*TEMP_VERTEX_BUFFER_SIZE);
for (int i = 0; i < TEMP_VERTEX_BUFFER_SIZE; i++) tempBuffer[i] = VectorZero();
// Create default white texture for plain colors (required by shader)
unsigned char pixels[4] = { 255, 255, 255, 255 }; // 1 pixel RGBA (4 bytes)
whiteTexture = rlglLoadTexture(1, 1, pixels);
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// Init draw calls tracking system
draws = (DrawCall *)malloc(sizeof(DrawCall)*MAX_DRAWS_BY_TEXTURE);
for (int i = 0; i < MAX_DRAWS_BY_TEXTURE; i++)
{
draws[i].texId = 0;
draws[i].firstVertex = 0;
draws[i].vCount = 0;
}
drawsCounter = 1;
draws[drawsCounter - 1].texId = whiteTexture;
}
// Vertex Buffer Object deinitialization (memory free)
void rlglClose()
{
// Unbind everything
glBindVertexArray(0);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(2);
glDisableVertexAttribArray(3);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glUseProgram(0);
// Delete VAOs and VBOs
glDeleteBuffers(1, &linesBuffer[0]);
glDeleteBuffers(1, &linesBuffer[1]);
glDeleteBuffers(1, &trianglesBuffer[0]);
glDeleteBuffers(1, &trianglesBuffer[1]);
glDeleteBuffers(1, &quadsBuffer[0]);
glDeleteBuffers(1, &quadsBuffer[1]);
glDeleteBuffers(1, &quadsBuffer[2]);
glDeleteBuffers(1, &quadsBuffer[3]);
glDeleteVertexArrays(1, &vaoLines);
glDeleteVertexArrays(1, &vaoTriangles);
glDeleteVertexArrays(1, &vaoQuads);
//glDetachShader(shaderProgram, v);
//glDetachShader(shaderProgram, f);
//glDeleteShader(v);
//glDeleteShader(f);
glDeleteProgram(shaderProgram);
// Free vertex arrays memory
free(lines.vertices);
free(lines.colors);
free(triangles.vertices);
free(triangles.colors);
free(quads.vertices);
free(quads.texcoords);
free(quads.colors);
// Free GPU texture
glDeleteTextures(1, &whiteTexture);
}
void rlglDraw()
{
glUseProgram(shaderProgram); // Use our shader
glUniformMatrix4fv(projectionMatrixLoc, 1, false, GetMatrixVector(projection));
glUniformMatrix4fv(modelviewMatrixLoc, 1, false, GetMatrixVector(modelview));
glUniform1i(textureLoc, 0);
UpdateBuffers();
if (lines.vCounter > 0)
{
glBindTexture(GL_TEXTURE_2D, whiteTexture);
glBindVertexArray(vaoLines);
glDrawArrays(GL_LINES, 0, lines.vCounter);
glBindTexture(GL_TEXTURE_2D, 0);
}
if (triangles.vCounter > 0)
{
glBindTexture(GL_TEXTURE_2D, whiteTexture);
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glBindVertexArray(vaoTriangles);
glDrawArrays(GL_TRIANGLES, 0, triangles.vCounter);
glBindTexture(GL_TEXTURE_2D, 0);
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}
if (quads.vCounter > 0)
{
int numQuads = 0;
int numIndicesToProcess = 0;
int indicesOffset = 0;
#ifdef USE_VBO_DOUBLE_BUFFERS
// Depending on useBufferB, use Buffer A or Buffer B
if (useBufferB) glBindVertexArray(vaoQuadsB);
else
#endif
{
glBindVertexArray(vaoQuads);
}
//printf("\nRequired Draws: %i\n", drawsCounter);
for (int i = 0; i < drawsCounter; i++)
{
numQuads = draws[i].vCount/4;
numIndicesToProcess = numQuads*6; // Get number of Quads * 6 index by Quad
//printf("Quads to render: %i - ", numQuads);
//printf("Vertex Count: %i - ", draws[i].vCount);
//printf("Binding texture: %i\n", draws[i].texId);
glBindTexture(GL_TEXTURE_2D, draws[i].texId);
// NOTE: The final parameter tells the GPU the offset in bytes from the start of the index buffer to the location of the first index to process
glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_INT, (GLvoid*) (sizeof(GLuint) * indicesOffset));
indicesOffset += draws[i].vCount/4*6;
}
}
glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
glBindVertexArray(0); // Unbind VAO
// Reset draws counter
drawsCounter = 1;
draws[0].texId = whiteTexture;
draws[0].firstVertex = 0;
draws[0].vCount = 0;
// Reset vertex counters for next frame
lines.vCounter = 0;
lines.cCounter = 0;
triangles.vCounter = 0;
triangles.cCounter = 0;
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quads.vCounter = 0;
quads.tcCounter = 0;
quads.cCounter = 0;
// TODO: Review double buffer performance -> no improvement! (?)
#ifdef USE_VBO_DOUBLE_BUFFERS
useBufferB = !useBufferB; // Change buffers usage!
#endif
}
void rlglDrawModel(Model model, bool wires)
{
if (wires) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
#ifdef USE_OPENGL_11
// NOTE: For models we use Vertex Arrays (OpenGL 1.1)
glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array
glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable texture coords array
glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array
glVertexPointer(3, GL_FLOAT, 0, model.vertices); // Pointer to vertex coords array
glTexCoordPointer(2, GL_FLOAT, 0, model.texcoords); // Pointer to texture coords array
glNormalPointer(GL_FLOAT, 0, model.normals); // Pointer to normals array
//glColorPointer(4, GL_UNSIGNED_BYTE, 0, model.colors); // Pointer to colors array (NOT USED)
rlPushMatrix();
rlTranslatef(position.x, position.y, position.z);
//glRotatef(rotation * GetFrameTime(), 0, 1, 0);
rlScalef(scale, scale, scale);
rlColor4ub(color.r, color.g, color.b, color.a);
glDrawArrays(GL_TRIANGLES, 0, model.numVertices);
rlPopMatrix();
glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array
glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array
glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array
#endif
#ifdef USE_OPENGL_33
glUseProgram(shaderProgram); // Use our shader
Matrix modelview2 = MatrixMultiply(model.transform, modelview);
// NOTE: Drawing in OpenGL 3.3+, transform is passed to shader
glUniformMatrix4fv(projectionMatrixLoc, 1, false, GetMatrixVector(projection));
glUniformMatrix4fv(modelviewMatrixLoc, 1, false, GetMatrixVector(modelview2));
glUniform1i(textureLoc, 0);
glBindVertexArray(model.vaoId);
//glBindTexture(GL_TEXTURE_2D, model.textureId);
glDrawArrays(GL_TRIANGLES, 0, model.numVertices);
//glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
glBindVertexArray(0); // Unbind VAO
#endif
if (wires) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
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#endif
// Initialize Graphics Device (OpenGL stuff)
void rlglInitGraphicsDevice(int fbWidth, int fbHeight)
{
//glViewport(0, 0, fbWidth, fbHeight); // Set viewport width and height
// NOTE: Not required, viewport will be full window space
// NOTE: Don't confuse glViewport with the transformation matrix
// NOTE: glViewport just defines the area of the context that you will actually draw to.
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers, depth buffer is used for 3D
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set background color (black)
//glClearDepth(1.0f); // Clear depth buffer (default)
glEnable(GL_DEPTH_TEST); // Enables depth testing (required for 3D)
glDepthFunc(GL_LEQUAL); // Type of depth testing to apply
glEnable(GL_BLEND); // Enable color blending (required to work with transparencies)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Color blending function (how colors are mixed)
#ifdef USE_OPENGL_11
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Improve quality of color and texture coordinate interpolation (Deprecated in OGL 3.0)
// Other options: GL_FASTEST, GL_DONT_CARE (default)
#endif
rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
rlLoadIdentity(); // Reset current matrix (PROJECTION)
rlOrtho(0, fbWidth, fbHeight, 0, 0, 1); // Config orthographic mode: top-left corner --> (0,0)
rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
// TODO: Review all shapes/models are drawn CCW and enable backface culling
glEnable(GL_CULL_FACE); // Enable backface culling (Disabled by default)
//glCullFace(GL_BACK); // Cull the Back face (default)
//glFrontFace(GL_CCW); // Front face are defined counter clockwise (default)
#ifdef USE_OPENGL_11
glShadeModel(GL_SMOOTH); // Smooth shading between vertex (vertex colors interpolation) (Deprecated on OpenGL 3.3+)
// Possible options: GL_SMOOTH (Color interpolation) or GL_FLAT (no interpolation)
#endif
}
// Convert image data to OpenGL texture (returns OpenGL valid Id)
// NOTE: Image is not unloaded, it should be done manually...
unsigned int rlglLoadTexture(int width, int height, unsigned char *pixels)
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{
glBindTexture(GL_TEXTURE_2D,0); // Free any old binding
GLuint id;
glGenTextures(1, &id); // Generate Pointer to the texture
//glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, id);
// NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used!
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repead on x-axis
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repead on y-axis
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR
#ifdef USE_OPENGL_33
// Trilinear filtering
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//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // Activate use of mipmaps (must be available)
//glGenerateMipmap(GL_TEXTURE_2D); // OpenGL 3.3!
#endif
// NOTE: Not using mipmappings (texture for 2D drawing)
// At this point we have the image converted to texture and uploaded to GPU
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
// At this point we have the image converted to texture and uploaded to GPU
// Unbind current texture
glBindTexture(GL_TEXTURE_2D, 0);
printf("New texture created, id: %i (%i x %i)\n", id, width, height);
return id;
}
#ifdef USE_OPENGL_33
unsigned int rlglLoadModel(VertexData data)
{
GLuint vaoModel; // Vertex Array Objects (VAO)
GLuint vertexBuffer[3]; // Vertex Buffer Objects (VBO)
// Initialize Quads VAO (Buffer A)
glGenVertexArrays(1, &vaoModel);
glBindVertexArray(vaoModel);
// Create buffers for our vertex data (positions, texcoords, normals)
glGenBuffers(3, vertexBuffer);
// Enable vertex attributes
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*data.numVertices, data.vertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(vertexLoc);
glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*data.numVertices, data.texcoords, GL_STATIC_DRAW);
glEnableVertexAttribArray(texcoordLoc);
glVertexAttribPointer(texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[2]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*data.numVertices, data.normals, GL_STATIC_DRAW);
//glEnableVertexAttribArray(normalLoc);
//glVertexAttribPointer(normalLoc, 3, GL_FLOAT, 0, 0, 0);
return vaoModel;
}
#endif
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// Read screen pixel data (color buffer)
unsigned char *rlglReadScreenPixels(int width, int height)
{
unsigned char *screenData = (unsigned char *)malloc(width * height * sizeof(unsigned char) * 4);
// NOTE: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, screenData);
// Flip image vertically!
unsigned char *imgData = (unsigned char *)malloc(width * height * sizeof(unsigned char) * 4);
for (int y = height-1; y >= 0; y--)
{
for (int x = 0; x < (width*4); x++)
{
imgData[x + (height - y - 1)*width*4] = screenData[x + (y*width*4)];
}
}
free(screenData);
return imgData; // NOTE: image data should be freed
}
#ifdef USE_OPENGL_33
void PrintProjectionMatrix()
{
PrintMatrix(projection);
}
void PrintModelviewMatrix()
{
PrintMatrix(modelview);
}
#endif
//----------------------------------------------------------------------------------
// Module specific Functions Definition
//----------------------------------------------------------------------------------
#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2)
// Load Shaders (Vertex and Fragment)
static GLuint LoadDefaultShaders()
{
// NOTE: Shaders are written using GLSL 110 (desktop), that is equivalent to GLSL 100 on ES2
// Vertex shader directly defined, no external file required
char vShaderStr[] = " #version 110 \n" // Equivalent to version 100 on ES2
"uniform mat4 projectionMatrix; \n"
"uniform mat4 modelviewMatrix; \n"
"attribute vec3 vertexPosition; \n"
"attribute vec2 vertexTexCoord; \n"
"attribute vec4 vertexColor; \n"
"varying vec2 fragTexCoord; \n"
"varying vec4 fragColor; \n"
"void main() \n"
"{ \n"
" fragTexCoord = vertexTexCoord; \n"
" fragColor = vertexColor; \n"
" gl_Position = projectionMatrix * modelviewMatrix * vec4(vertexPosition, 1.0); \n"
"} \n";
// Fragment shader directly defined, no external file required
char fShaderStr[] = " #version 110 \n" // Equivalent to version 100 on ES2
"uniform sampler2D texture0; \n"
"varying vec2 fragTexCoord; \n"
"varying vec4 fragColor; \n"
"void main() \n"
"{ \n"
" gl_FragColor = texture2D(texture0, fragTexCoord) * fragColor; \n"
"} \n";
GLuint program;
GLuint vertexShader;
GLuint fragmentShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
const char *pvs = vShaderStr;
const char *pfs = fShaderStr;
glShaderSource(vertexShader, 1, &pvs, NULL);
glShaderSource(fragmentShader, 1, &pfs, NULL);
glCompileShader(vertexShader);
glCompileShader(fragmentShader);
program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
glLinkProgram(program);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
return(program);
}
// Load Shaders
static GLuint LoadShaders(char *vertexFileName, char *fragmentFileName)
{
// Shaders loading from external text file
char *vShaderStr = TextFileRead(vertexFileName);
char *fShaderStr = TextFileRead(fragmentFileName);
GLuint program;
GLuint vertexShader;
GLuint fragmentShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
const char *pvs = vShaderStr;
const char *pfs = fShaderStr;
glShaderSource(vertexShader, 1, &pvs, NULL);
glShaderSource(fragmentShader, 1, &pfs, NULL);
glCompileShader(vertexShader);
glCompileShader(fragmentShader);
program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
glLinkProgram(program);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
return(program);
}
// Read shader text file
static char *TextFileRead(char *fn)
{
FILE *fp;
char *content = NULL;
int count=0;
if (fn != NULL)
{
fp = fopen(fn,"rt");
if (fp != NULL)
{
fseek(fp, 0, SEEK_END);
count = ftell(fp);
rewind(fp);
if (count > 0)
{
content = (char *)malloc(sizeof(char) * (count+1));
count = fread(content, sizeof(char), count, fp);
content[count] = '\0';
}
fclose(fp);
}
}
return content;
}
// Allocate and initialize float array buffers to store vertex data (lines, triangles, quads)
static void InitializeBuffers()
{
// Initialize lines arrays (vertex position and color data)
lines.vertices = (float *)malloc(sizeof(float)*3*2*MAX_LINES_BATCH); // 3 float by vertex, 2 vertex by line
lines.colors = (float *)malloc(sizeof(float)*4*2*MAX_LINES_BATCH); // 4 float by color, 2 colors by line
for (int i = 0; i < (3*2*MAX_LINES_BATCH); i++) lines.vertices[i] = 0.0;
for (int i = 0; i < (4*2*MAX_LINES_BATCH); i++) lines.colors[i] = 0.0;
lines.vCounter = 0;
lines.cCounter = 0;
// Initialize triangles arrays (vertex position and color data)
triangles.vertices = (float *)malloc(sizeof(float)*3*3*MAX_TRIANGLES_BATCH); // 3 float by vertex, 3 vertex by triangle
triangles.colors = (float *)malloc(sizeof(float)*4*3*MAX_TRIANGLES_BATCH); // 4 float by color, 3 colors by triangle
for (int i = 0; i < (3*3*MAX_TRIANGLES_BATCH); i++) triangles.vertices[i] = 0.0;
for (int i = 0; i < (4*3*MAX_TRIANGLES_BATCH); i++) triangles.colors[i] = 0.0;
triangles.vCounter = 0;
triangles.cCounter = 0;
// Initialize quads arrays (vertex position, texcoord and color data... and indexes)
quads.vertices = (float *)malloc(sizeof(float)*3*4*MAX_QUADS_BATCH); // 3 float by vertex, 4 vertex by quad
quads.texcoords = (float *)malloc(sizeof(float)*2*4*MAX_QUADS_BATCH); // 2 float by texcoord, 4 texcoord by quad
quads.colors = (float *)malloc(sizeof(float)*4*4*MAX_QUADS_BATCH); // 4 float by color, 4 colors by quad
quads.indices = (unsigned int *)malloc(sizeof(int)*6*MAX_QUADS_BATCH); // 6 int by quad (indices)
for (int i = 0; i < (3*4*MAX_QUADS_BATCH); i++) quads.vertices[i] = 0.0;
for (int i = 0; i < (2*4*MAX_QUADS_BATCH); i++) quads.texcoords[i] = 0.0;
for (int i = 0; i < (4*4*MAX_QUADS_BATCH); i++) quads.colors[i] = 0.0;
int k = 0;
// Indices can be initialized right now
for (int i = 0; i < (6*MAX_QUADS_BATCH); i+=6)
{
quads.indices[i] = 4*k;
quads.indices[i+1] = 4*k+1;
quads.indices[i+2] = 4*k+2;
quads.indices[i+3] = 4*k;
quads.indices[i+4] = 4*k+2;
quads.indices[i+5] = 4*k+3;
k++;
}
quads.vCounter = 0;
quads.tcCounter = 0;
quads.cCounter = 0;
}
// Initialize Vertex Array Objects (Contain VBO)
static void InitializeVAOs()
{
// Initialize Lines VAO
glGenVertexArrays(1, &vaoLines);
glBindVertexArray(vaoLines);
// Create buffers for our vertex data
glGenBuffers(2, linesBuffer);
// Lines - Vertex positions buffer binding and attributes enable
glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*2*MAX_LINES_BATCH, lines.vertices, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(vertexLoc);
glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0);
// Lines - colors buffer
glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*2*MAX_LINES_BATCH, lines.colors, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(colorLoc);
glVertexAttribPointer(colorLoc, 4, GL_FLOAT, 0, 0, 0);
//--------------------------------------------------------------
// Initialize Triangles VAO
glGenVertexArrays(1, &vaoTriangles);
glBindVertexArray(vaoTriangles);
// Create buffers for our vertex data
glGenBuffers(2, trianglesBuffer);
// Enable vertex attributes
glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*3*MAX_TRIANGLES_BATCH, triangles.vertices, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(vertexLoc);
glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(colorLoc);
glVertexAttribPointer(colorLoc, 4, GL_FLOAT, 0, 0, 0);
//--------------------------------------------------------------
// Initialize Quads VAO (Buffer A)
glGenVertexArrays(1, &vaoQuads);
glBindVertexArray(vaoQuads);
// Create buffers for our vertex data
glGenBuffers(4, quadsBuffer);
// Enable vertex attributes
glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(vertexLoc);
glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(texcoordLoc);
glVertexAttribPointer(texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[2]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(colorLoc);
glVertexAttribPointer(colorLoc, 4, GL_FLOAT, 0, 0, 0);
// Fill index buffer
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quadsBuffer[3]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int)*6*MAX_QUADS_BATCH, quads.indices, GL_STATIC_DRAW);
#ifdef USE_VBO_DOUBLE_BUFFERS
// Initialize Quads VAO (Buffer B)
glGenVertexArrays(1, &vaoQuadsB);
glBindVertexArray(vaoQuadsB);
// Create buffers for our vertex data
glGenBuffers(4, quadsBufferB);
// Enable vertex attributes
glBindBuffer(GL_ARRAY_BUFFER, quadsBufferB[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(vertexLoc);
glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, quadsBufferB[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(texcoordLoc);
glVertexAttribPointer(texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, quadsBufferB[2]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(colorLoc);
glVertexAttribPointer(colorLoc, 4, GL_FLOAT, 0, 0, 0);
// Fill index buffer
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quadsBufferB[3]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int)*6*MAX_QUADS_BATCH, quads.indices, GL_STATIC_DRAW);
printf("Using VBO double buffering\n");
#endif
printf("Vertex buffers initialized (lines, triangles, quads)\n\n");
// Unbind the current VAO
glBindVertexArray(0);
}
// Update VBOs with vertex array data
static void UpdateBuffers()
{
// Activate Lines VAO
glBindVertexArray(vaoLines);
// Lines - vertex positions buffer
glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[0]);
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*2*MAX_LINES_BATCH, lines.vertices, GL_DYNAMIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*lines.vCounter, lines.vertices); // target - offset (in bytes) - size (in bytes) - data pointer
// Lines - colors buffer
glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[1]);
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*2*MAX_LINES_BATCH, lines.colors, GL_DYNAMIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*4*lines.vCounter, lines.colors);
//--------------------------------------------------------------
// Activate Triangles VAO
glBindVertexArray(vaoTriangles);
// Triangles - vertex positions buffer
glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[0]);
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*3*MAX_TRIANGLES_BATCH, triangles.vertices, GL_DYNAMIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*triangles.vCounter, triangles.vertices);
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// Triangles - colors buffer
glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[1]);
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*4*triangles.cCounter, triangles.colors);
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//--------------------------------------------------------------
// Depending on useBufferB, update Buffer A or Buffer B
#ifdef USE_VBO_DOUBLE_BUFFERS
if (useBufferB)
{
// Activate Quads VAO (Buffer B)
glBindVertexArray(vaoQuadsB);
// Quads - vertex positions buffer
glBindBuffer(GL_ARRAY_BUFFER, quadsBufferB[0]);
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*quads.vCounter, quads.vertices);
// Quads - texture coordinates buffer
glBindBuffer(GL_ARRAY_BUFFER, quadsBufferB[1]);
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*quads.vCounter, quads.texcoords);
// Quads - colors buffer
glBindBuffer(GL_ARRAY_BUFFER, quadsBufferB[2]);
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*4*quads.vCounter, quads.colors);
}
else
#endif
{
// Activate Quads VAO (Buffer A)
glBindVertexArray(vaoQuads);
// Quads - vertex positions buffer
glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[0]);
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*quads.vCounter, quads.vertices);
// Quads - texture coordinates buffer
glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[1]);
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*quads.vCounter, quads.texcoords);
// Quads - colors buffer
glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[2]);
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*4*quads.vCounter, quads.colors);
}
// Another option would be using buffer mapping...
//triangles.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
// Now we can modify vertices
//glUnmapBuffer(GL_ARRAY_BUFFER);
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//--------------------------------------------------------------
// Unbind the current VAO
glBindVertexArray(0);
}
#endif