Added support for model color tint
Also, added support for normals on models
This commit is contained in:
parent
7ea8326b52
commit
0bfd283526
@ -261,6 +261,8 @@ static void CommandCallback(struct android_app *app, int32_t cmd); //
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// Initialize Window and Graphics Context (OpenGL)
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void InitWindow(int width, int height, const char *title)
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{
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TraceLog(INFO, "Initializing raylib...");
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// Store window title (could be useful...)
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windowTitle = title;
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@ -298,6 +300,8 @@ void InitWindow(int width, int height, const char *title)
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// Android activity initialization
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void InitWindow(int width, int height, struct android_app *state)
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{
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TraceLog(INFO, "Initializing raylib...");
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app_dummy();
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screenWidth = width;
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@ -711,7 +711,7 @@ Model LoadHeightmap(Image heightmap, float maxHeight)
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vData.vertices = (float *)malloc(vData.vertexCount * 3 * sizeof(float));
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vData.normals = (float *)malloc(vData.vertexCount * 3 * sizeof(float));
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vData.texcoords = (float *)malloc(vData.vertexCount * 2 * sizeof(float));
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vData.colors = (unsigned char *)malloc(vData.vertexCount * 4 * sizeof(unsigned char));
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vData.colors = (unsigned char *)malloc(vData.vertexCount * 4 * sizeof(unsigned char)); // Not used...
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int vCounter = 0; // Used to count vertices float by float
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int tcCounter = 0; // Used to count texcoords float by float
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@ -795,9 +795,9 @@ Model LoadHeightmap(Image heightmap, float maxHeight)
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}
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// Fill color data
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// NOTE: Not used any more... just one plain color defined at DrawModel()
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for (int i = 0; i < (4*vData.vertexCount); i++) vData.colors[i] = 255;
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// NOTE: At this point we have all vertex, texcoord, normal data for the model in vData struct
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Model model = rlglLoadModel(vData);
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@ -1071,9 +1071,10 @@ Model LoadCubicmap(Image cubesmap)
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vData.vertices = (float *)malloc(vData.vertexCount * 3 * sizeof(float));
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vData.normals = (float *)malloc(vData.vertexCount * 3 * sizeof(float));
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vData.texcoords = (float *)malloc(vData.vertexCount * 2 * sizeof(float));
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vData.colors = (unsigned char *)malloc(vData.vertexCount * 4 * sizeof(unsigned char));
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vData.colors = (unsigned char *)malloc(vData.vertexCount * 4 * sizeof(unsigned char)); // Not used...
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// Fill color data
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// NOTE: Not used any more... just one plain color defined at DrawModel()
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for (int i = 0; i < (4*vData.vertexCount); i++) vData.colors[i] = 255;
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int fCounter = 0;
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@ -1510,6 +1511,7 @@ static VertexData LoadOBJ(const char *fileName)
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if (numTexCoords == 0) for (int i = 0; i < (2*vData.vertexCount); i++) vData.texcoords[i] = 0.0f;
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// NOTE: We set all vertex colors to white
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// NOTE: Not used any more... just one plain color defined at DrawModel()
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for (int i = 0; i < (4*vData.vertexCount); i++) vData.colors[i] = 255;
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// Now we can free temp mid* arrays
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425
src/rlgl.c
425
src/rlgl.c
@ -152,12 +152,17 @@ static VertexPositionColorBuffer triangles; // No texture support
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static VertexPositionColorTextureIndexBuffer quads;
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// Vetex-Fragment Shader Program ID
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static GLuint shaderProgram;
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static GLuint defaultShaderProgram, simpleShaderProgram;
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// Shader program attibutes binding locations
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static GLuint vertexLoc, texcoordLoc, colorLoc;
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static GLuint projectionMatrixLoc, modelviewMatrixLoc;
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static GLuint textureLoc;
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// Default Shader program attibutes binding locations
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static GLuint defaultVertexLoc, defaultTexcoordLoc, defaultColorLoc;
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static GLuint defaultProjectionMatrixLoc, defaultModelviewMatrixLoc;
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static GLuint defaultTextureLoc;
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// Simple Shader program attibutes binding locations
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static GLuint simpleVertexLoc, simpleTexcoordLoc, simpleNormalLoc, simpleColorLoc;
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static GLuint simpleProjectionMatrixLoc, simpleModelviewMatrixLoc;
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static GLuint simpleTextureLoc;
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// Vertex Array Objects (VAO)
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static GLuint vaoLines, vaoTriangles, vaoQuads;
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@ -196,13 +201,14 @@ unsigned int whiteTexture;
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// Module specific Functions Declaration
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//----------------------------------------------------------------------------------
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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static GLuint LoadDefaultShaders(void);
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static GLuint LoadDefaultShader(void);
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static GLuint LoadSimpleShader(void);
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static void InitializeBuffers(void);
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static void InitializeBuffersGPU(void);
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static void UpdateBuffers(void);
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// Shader files loading (external) - Not used but useful...
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static GLuint LoadShaders(char *vertexFileName, char *fragmentFileName);
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// Custom shader files loading (external)
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static GLuint LoadCustomShader(char *vertexFileName, char *fragmentFileName);
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static char *TextFileRead(char *fn);
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#endif
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@ -843,20 +849,38 @@ void rlglInit(void)
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for (int i = 0; i < MATRIX_STACK_SIZE; i++) stack[i] = MatrixIdentity();
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// Init default Shader (GLSL 110) -> Common for GL 3.3+ and ES2
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shaderProgram = LoadDefaultShaders();
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//shaderProgram = LoadShaders("simple150.vert", "simple150.frag");
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defaultShaderProgram = LoadDefaultShader();
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simpleShaderProgram = LoadSimpleShader();
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//customShaderProgram = LoadShaders("simple150.vert", "simple150.frag");
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// Get handles to GLSL input vars locations
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vertexLoc = glGetAttribLocation(shaderProgram, "vertexPosition");
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texcoordLoc = glGetAttribLocation(shaderProgram, "vertexTexCoord");
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colorLoc = glGetAttribLocation(shaderProgram, "vertexColor");
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// Get handles to GLSL input vars locations for defaultShaderProgram
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//-------------------------------------------------------------------
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defaultVertexLoc = glGetAttribLocation(defaultShaderProgram, "vertexPosition");
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defaultTexcoordLoc = glGetAttribLocation(defaultShaderProgram, "vertexTexCoord");
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defaultColorLoc = glGetAttribLocation(defaultShaderProgram, "vertexColor");
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// Get handles to GLSL uniform vars locations (vertex-shader)
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modelviewMatrixLoc = glGetUniformLocation(shaderProgram, "modelviewMatrix");
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projectionMatrixLoc = glGetUniformLocation(shaderProgram, "projectionMatrix");
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defaultModelviewMatrixLoc = glGetUniformLocation(defaultShaderProgram, "modelviewMatrix");
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defaultProjectionMatrixLoc = glGetUniformLocation(defaultShaderProgram, "projectionMatrix");
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// Get handles to GLSL uniform vars locations (fragment-shader)
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textureLoc = glGetUniformLocation(shaderProgram, "texture0");
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defaultTextureLoc = glGetUniformLocation(defaultShaderProgram, "texture0");
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//--------------------------------------------------------------------
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// Get handles to GLSL input vars locations for simpleShaderProgram
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//-------------------------------------------------------------------
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simpleVertexLoc = glGetAttribLocation(simpleShaderProgram, "vertexPosition");
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simpleTexcoordLoc = glGetAttribLocation(simpleShaderProgram, "vertexTexCoord");
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simpleNormalLoc = glGetAttribLocation(defaultShaderProgram, "vertexNormal");
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// Get handles to GLSL uniform vars locations (vertex-shader)
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simpleModelviewMatrixLoc = glGetUniformLocation(simpleShaderProgram, "modelviewMatrix");
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simpleProjectionMatrixLoc = glGetUniformLocation(simpleShaderProgram, "projectionMatrix");
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// Get handles to GLSL uniform vars locations (fragment-shader)
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simpleTextureLoc = glGetUniformLocation(simpleShaderProgram, "texture0");
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simpleColorLoc = glGetUniformLocation(simpleShaderProgram, "fragColor");
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//--------------------------------------------------------------------
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InitializeBuffers(); // Init vertex arrays
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InitializeBuffersGPU(); // Init VBO and VAO
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@ -921,11 +945,11 @@ void rlglClose(void)
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glDeleteVertexArrays(1, &vaoQuads);
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}
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//glDetachShader(shaderProgram, v);
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//glDetachShader(shaderProgram, f);
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//glDetachShader(defaultShaderProgram, v);
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//glDetachShader(defaultShaderProgram, f);
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//glDeleteShader(v);
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//glDeleteShader(f);
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glDeleteProgram(shaderProgram);
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glDeleteProgram(defaultShaderProgram);
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// Free vertex arrays memory
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free(lines.vertices);
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@ -951,12 +975,15 @@ void rlglDraw(void)
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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UpdateBuffers();
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glUseProgram(shaderProgram); // Use our shader
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glUniformMatrix4fv(projectionMatrixLoc, 1, false, GetMatrixVector(projection));
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glUniformMatrix4fv(modelviewMatrixLoc, 1, false, GetMatrixVector(modelview));
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glUniform1i(textureLoc, 0);
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if ((lines.vCounter > 0) || (triangles.vCounter > 0) || (quads.vCounter > 0))
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{
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glUseProgram(defaultShaderProgram); // Use our shader
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glUniformMatrix4fv(defaultProjectionMatrixLoc, 1, false, GetMatrixVector(projection));
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glUniformMatrix4fv(defaultModelviewMatrixLoc, 1, false, GetMatrixVector(modelview));
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glUniform1i(defaultTextureLoc, 0);
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}
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// NOTE: We draw in this order: triangle shapes, textured quads and lines
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if (triangles.vCounter > 0)
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@ -970,12 +997,12 @@ void rlglDraw(void)
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else
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{
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glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[0]);
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glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(vertexLoc);
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glVertexAttribPointer(defaultVertexLoc, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(defaultVertexLoc);
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glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[1]);
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glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
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glEnableVertexAttribArray(colorLoc);
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glVertexAttribPointer(defaultColorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
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glEnableVertexAttribArray(defaultColorLoc);
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}
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glDrawArrays(GL_TRIANGLES, 0, triangles.vCounter);
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@ -998,16 +1025,16 @@ void rlglDraw(void)
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{
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// Enable vertex attributes
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glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[0]);
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glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(vertexLoc);
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glVertexAttribPointer(defaultVertexLoc, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(defaultVertexLoc);
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glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[1]);
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glVertexAttribPointer(texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(texcoordLoc);
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glVertexAttribPointer(defaultTexcoordLoc, 2, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(defaultTexcoordLoc);
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glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[2]);
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glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
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glEnableVertexAttribArray(colorLoc);
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glVertexAttribPointer(defaultColorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
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glEnableVertexAttribArray(defaultColorLoc);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quadsBuffer[3]);
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}
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@ -1055,12 +1082,12 @@ void rlglDraw(void)
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else
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{
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glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[0]);
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glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(vertexLoc);
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glVertexAttribPointer(defaultVertexLoc, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(defaultVertexLoc);
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glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[1]);
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glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
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glEnableVertexAttribArray(colorLoc);
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glVertexAttribPointer(defaultColorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
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glEnableVertexAttribArray(defaultColorLoc);
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}
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glDrawArrays(GL_LINES, 0, lines.vCounter);
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@ -1111,8 +1138,6 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotation, Vector3 scal
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glNormalPointer(GL_FLOAT, 0, model.mesh.normals); // Pointer to normals array
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//glColorPointer(4, GL_UNSIGNED_BYTE, 0, model.mesh.colors); // Pointer to colors array (NOT USED)
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//TraceLog(DEBUG, "Drawing model.mesh, VertexCount: %i", model.mesh.vertexCount);
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rlPushMatrix();
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rlTranslatef(position.x, position.y, position.z);
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rlScalef(scale.x, scale.y, scale.z);
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@ -1134,7 +1159,7 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotation, Vector3 scal
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#endif
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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glUseProgram(shaderProgram); // Use our shader
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glUseProgram(simpleShaderProgram); // Use our simple shader
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VectorScale(&rotation, DEG2RAD);
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@ -1143,37 +1168,14 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotation, Vector3 scal
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Matrix modelviewworld = MatrixMultiply(transform, modelview);
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// NOTE: Drawing in OpenGL 3.3+, transform is passed to shader
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glUniformMatrix4fv(projectionMatrixLoc, 1, false, GetMatrixVector(projection));
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glUniformMatrix4fv(modelviewMatrixLoc, 1, false, GetMatrixVector(modelviewworld));
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glUniform1i(textureLoc, 0);
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glUniformMatrix4fv(simpleProjectionMatrixLoc, 1, false, GetMatrixVector(projection));
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glUniformMatrix4fv(simpleModelviewMatrixLoc, 1, false, GetMatrixVector(modelviewworld));
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glUniform1i(simpleTextureLoc, 0);
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// Apply color tinting to model: 2 OPTIONS
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/*
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// OPTION 1
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// Update colors array (model.mesh.colors) with color
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int j = 0;
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for (int i = 0; i < model.mesh.vertexCount; i++)
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{
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model.mesh.colors[j] = color.r;
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model.mesh.colors[j+1] = color.g;
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model.mesh.colors[j+2] = color.b;
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model.mesh.colors[j+3] = color.a;
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j += 4;
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}
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// Update colors buffer in CPU (using Shader)
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if (vaoSupported) glBindVertexArray(model.vaoId);
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GLuint colorVboId;
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glGetVertexAttribIuiv(2, GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, &colorVboId); // NOTE: Color VBO is buffer index 2
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glBindBuffer(GL_ARRAY_BUFFER, colorVboId);
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*model.mesh.vertexCount, model.mesh.colors);
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// OPTION 2: Just update one uniform on fragment shader
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// NOTE: It requires shader modification to add uniform (fragment shader) and create location point
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//glUniform4f(fragmentUniformColorLoc, (float)color.r/255, (float)color.g/255, (float)color.b/255, (float)color.a/255);
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*/
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//TraceLog(DEBUG, "ShaderProgram: %i, VAO ID: %i, VertexCount: %i", shaderProgram, model.vaoId, model.mesh.vertexCount);
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// Apply color tinting to model
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// NOTE: Just update one uniform on fragment shader
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float vColor[4] = { (float)color.r/255, (float)color.g/255, (float)color.b/255, (float)color.a/255 };
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glUniform4fv(simpleColorLoc, 1, vColor);
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if (vaoSupported)
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{
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@ -1183,16 +1185,17 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotation, Vector3 scal
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{
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// Bind model VBOs data
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glBindBuffer(GL_ARRAY_BUFFER, model.vboId[0]);
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glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(vertexLoc);
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glVertexAttribPointer(simpleVertexLoc, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(simpleVertexLoc);
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glBindBuffer(GL_ARRAY_BUFFER, model.vboId[1]);
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glVertexAttribPointer(texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(texcoordLoc);
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glVertexAttribPointer(simpleTexcoordLoc, 2, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(simpleTexcoordLoc);
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// Add normals support
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glBindBuffer(GL_ARRAY_BUFFER, model.vboId[2]);
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glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
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glEnableVertexAttribArray(colorLoc);
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glVertexAttribPointer(simpleNormalLoc, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(simpleNormalLoc);
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}
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glBindTexture(GL_TEXTURE_2D, model.textureId);
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@ -1203,6 +1206,8 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotation, Vector3 scal
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if (vaoSupported) glBindVertexArray(0); // Unbind VAO
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else glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind VBOs
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glUseProgram(0);
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#endif
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#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
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@ -1367,8 +1372,7 @@ Model rlglLoadModel(VertexData mesh)
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model.vaoId = 0; // Vertex Array Object
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model.vboId[0] = 0; // Vertex position VBO
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model.vboId[1] = 0; // Texcoords VBO
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//model.vboId[2] = 0; // Normals VBO (not used)
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model.vboId[2] = 0; // Colors VBO
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model.vboId[2] = 0; // Normals VBO
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#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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model.textureId = 1; // Default whiteTexture
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@ -1389,29 +1393,25 @@ Model rlglLoadModel(VertexData mesh)
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// Enable vertex attributes: position
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glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[0]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh.vertexCount, mesh.vertices, GL_STATIC_DRAW);
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glEnableVertexAttribArray(vertexLoc);
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glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(simpleVertexLoc);
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glVertexAttribPointer(simpleVertexLoc, 3, GL_FLOAT, 0, 0, 0);
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// Enable vertex attributes: texcoords
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glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[1]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh.vertexCount, mesh.texcoords, GL_STATIC_DRAW);
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glEnableVertexAttribArray(texcoordLoc);
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glVertexAttribPointer(texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
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// TODO: Normals support -> Lighting
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glEnableVertexAttribArray(simpleTexcoordLoc);
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glVertexAttribPointer(simpleTexcoordLoc, 2, GL_FLOAT, 0, 0, 0);
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// Enable vertex attributes: normals
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//glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[2]);
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//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh.vertexCount, mesh.normals, GL_STATIC_DRAW);
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//glEnableVertexAttribArray(normalLoc);
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//glVertexAttribPointer(normalLoc, 3, GL_FLOAT, 0, 0, 0);
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// Enable vertex attributes: colors
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glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[2]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*mesh.vertexCount, mesh.colors, GL_STATIC_DRAW);
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glEnableVertexAttribArray(colorLoc);
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glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh.vertexCount, mesh.normals, GL_STATIC_DRAW);
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glEnableVertexAttribArray(simpleNormalLoc);
|
||||
glVertexAttribPointer(simpleNormalLoc, 3, GL_FLOAT, 0, 0, 0);
|
||||
|
||||
model.vboId[0] = vertexBuffer[0]; // Vertex position VBO
|
||||
model.vboId[1] = vertexBuffer[1]; // Texcoords VBO
|
||||
model.vboId[2] = vertexBuffer[2]; // Normals VBO
|
||||
|
||||
if (vaoSupported)
|
||||
{
|
||||
if (vaoModel > 0)
|
||||
@ -1423,11 +1423,6 @@ Model rlglLoadModel(VertexData mesh)
|
||||
}
|
||||
else
|
||||
{
|
||||
model.vboId[0] = vertexBuffer[0]; // Vertex position VBO
|
||||
model.vboId[1] = vertexBuffer[1]; // Texcoords VBO
|
||||
//model.vboId[2] = 0; // Normals VBO (not used)
|
||||
model.vboId[2] = vertexBuffer[2]; // Colors VBO
|
||||
|
||||
TraceLog(INFO, "[VBO ID %i][VBO ID %i][VBO ID %i] Model uploaded successfully to VRAM (GPU)", model.vboId[0], model.vboId[1], model.vboId[2]);
|
||||
}
|
||||
#endif
|
||||
@ -1558,8 +1553,9 @@ void PrintModelviewMatrix()
|
||||
|
||||
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||
|
||||
// Load Shaders (Vertex and Fragment)
|
||||
static GLuint LoadDefaultShaders(void)
|
||||
// Load Shader (Vertex and Fragment)
|
||||
// NOTE: This shader program is used only for batch buffers (lines, triangles, quads)
|
||||
static GLuint LoadDefaultShader(void)
|
||||
{
|
||||
// NOTE: Shaders are written using GLSL 110 (desktop), that is equivalent to GLSL 100 on ES2
|
||||
|
||||
@ -1657,9 +1653,106 @@ static GLuint LoadDefaultShaders(void)
|
||||
return program;
|
||||
}
|
||||
|
||||
// Load Simple Shader (Vertex and Fragment)
|
||||
// NOTE: This shader program is used to render models
|
||||
static GLuint LoadSimpleShader(void)
|
||||
{
|
||||
// NOTE: Shaders are written using GLSL 110 (desktop), that is equivalent to GLSL 100 on ES2
|
||||
|
||||
// Load Shaders
|
||||
static GLuint LoadShaders(char *vertexFileName, char *fragmentFileName)
|
||||
// Vertex shader directly defined, no external file required
|
||||
#if defined(GRAPHICS_API_OPENGL_33)
|
||||
char vShaderStr[] = " #version 110 \n" // NOTE: Equivalent to version 100 on ES2
|
||||
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
||||
char vShaderStr[] = " #version 100 \n" // NOTE: Must be defined this way! 110 doesn't work!
|
||||
#endif
|
||||
"uniform mat4 projectionMatrix; \n"
|
||||
"uniform mat4 modelviewMatrix; \n"
|
||||
"attribute vec3 vertexPosition; \n"
|
||||
"attribute vec2 vertexTexCoord; \n"
|
||||
"attribute vec3 vertexNormal; \n"
|
||||
"varying vec2 fragTexCoord; \n"
|
||||
"void main() \n"
|
||||
"{ \n"
|
||||
" fragTexCoord = vertexTexCoord; \n"
|
||||
" gl_Position = projectionMatrix * modelviewMatrix * vec4(vertexPosition, 1.0); \n"
|
||||
"} \n";
|
||||
|
||||
// Fragment shader directly defined, no external file required
|
||||
#if defined(GRAPHICS_API_OPENGL_33)
|
||||
char fShaderStr[] = " #version 110 \n" // NOTE: Equivalent to version 100 on ES2
|
||||
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
||||
char fShaderStr[] = " #version 100 \n" // NOTE: Must be defined this way! 110 doesn't work!
|
||||
"precision mediump float; \n" // WebGL, required for emscripten
|
||||
#endif
|
||||
"uniform sampler2D texture0; \n"
|
||||
"varying vec2 fragTexCoord; \n"
|
||||
"uniform 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);
|
||||
|
||||
GLint success = 0;
|
||||
|
||||
glCompileShader(vertexShader);
|
||||
|
||||
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
|
||||
|
||||
if (success != GL_TRUE) TraceLog(WARNING, "[VSHDR ID %i] Failed to compile simple vertex shader...", vertexShader);
|
||||
else TraceLog(INFO, "[VSHDR ID %i] Simple vertex shader compiled successfully", vertexShader);
|
||||
|
||||
glCompileShader(fragmentShader);
|
||||
|
||||
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
|
||||
|
||||
if (success != GL_TRUE) TraceLog(WARNING, "[FSHDR ID %i] Failed to compile simple fragment shader...", fragmentShader);
|
||||
else TraceLog(INFO, "[FSHDR ID %i] Simple fragment shader compiled successfully", fragmentShader);
|
||||
|
||||
program = glCreateProgram();
|
||||
|
||||
glAttachShader(program, vertexShader);
|
||||
glAttachShader(program, fragmentShader);
|
||||
|
||||
glLinkProgram(program);
|
||||
|
||||
glGetProgramiv(program, GL_LINK_STATUS, &success);
|
||||
|
||||
if (success == GL_FALSE)
|
||||
{
|
||||
int maxLength;
|
||||
int length;
|
||||
|
||||
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
|
||||
|
||||
char log[maxLength];
|
||||
|
||||
glGetProgramInfoLog(program, maxLength, &length, log);
|
||||
|
||||
TraceLog(INFO, "Shader program fail log: %s", log);
|
||||
}
|
||||
else TraceLog(INFO, "[SHDR ID %i] Simple shader program loaded successfully", program);
|
||||
|
||||
glDeleteShader(vertexShader);
|
||||
glDeleteShader(fragmentShader);
|
||||
|
||||
return program;
|
||||
}
|
||||
|
||||
// Load shaders from text files
|
||||
static GLuint LoadCustomShader(char *vertexFileName, char *fragmentFileName)
|
||||
{
|
||||
// Shaders loading from external text file
|
||||
char *vShaderStr = TextFileRead(vertexFileName);
|
||||
@ -1693,6 +1786,9 @@ static GLuint LoadShaders(char *vertexFileName, char *fragmentFileName)
|
||||
|
||||
glDeleteShader(vertexShader);
|
||||
glDeleteShader(fragmentShader);
|
||||
|
||||
free(vShaderStr);
|
||||
free(fShaderStr);
|
||||
|
||||
TraceLog(INFO, "[SHDR ID %i] Shader program loaded successfully", program);
|
||||
|
||||
@ -1700,6 +1796,7 @@ static GLuint LoadShaders(char *vertexFileName, char *fragmentFileName)
|
||||
}
|
||||
|
||||
// Read shader text file
|
||||
// NOTE: text chars array should be freed manually
|
||||
static char *TextFileRead(char *fileName)
|
||||
{
|
||||
FILE *textFile;
|
||||
@ -1808,14 +1905,14 @@ static void InitializeBuffersGPU(void)
|
||||
// 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);
|
||||
glEnableVertexAttribArray(defaultVertexLoc);
|
||||
glVertexAttribPointer(defaultVertexLoc, 3, GL_FLOAT, 0, 0, 0);
|
||||
|
||||
// Lines - colors buffer
|
||||
glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[1]);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*2*MAX_LINES_BATCH, lines.colors, GL_DYNAMIC_DRAW);
|
||||
glEnableVertexAttribArray(colorLoc);
|
||||
glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
|
||||
glEnableVertexAttribArray(defaultColorLoc);
|
||||
glVertexAttribPointer(defaultColorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
|
||||
|
||||
if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Lines VAO initialized successfully", vaoLines);
|
||||
else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Lines VBOs initialized successfully", linesBuffer[0], linesBuffer[1]);
|
||||
@ -1834,13 +1931,13 @@ static void InitializeBuffersGPU(void)
|
||||
// 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);
|
||||
glEnableVertexAttribArray(defaultVertexLoc);
|
||||
glVertexAttribPointer(defaultVertexLoc, 3, GL_FLOAT, 0, 0, 0);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[1]);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW);
|
||||
glEnableVertexAttribArray(colorLoc);
|
||||
glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
|
||||
glEnableVertexAttribArray(defaultColorLoc);
|
||||
glVertexAttribPointer(defaultColorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
|
||||
|
||||
if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Triangles VAO initialized successfully", vaoTriangles);
|
||||
else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Triangles VBOs initialized successfully", trianglesBuffer[0], trianglesBuffer[1]);
|
||||
@ -1859,18 +1956,18 @@ static void InitializeBuffersGPU(void)
|
||||
// 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);
|
||||
glEnableVertexAttribArray(defaultVertexLoc);
|
||||
glVertexAttribPointer(defaultVertexLoc, 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);
|
||||
glEnableVertexAttribArray(defaultTexcoordLoc);
|
||||
glVertexAttribPointer(defaultTexcoordLoc, 2, GL_FLOAT, 0, 0, 0);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[2]);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW);
|
||||
glEnableVertexAttribArray(colorLoc);
|
||||
glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
|
||||
glEnableVertexAttribArray(defaultColorLoc);
|
||||
glVertexAttribPointer(defaultColorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
|
||||
|
||||
// Fill index buffer
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quadsBuffer[3]);
|
||||
@ -1892,59 +1989,65 @@ static void InitializeBuffersGPU(void)
|
||||
// TODO: If no data changed on the CPU arrays --> No need to update GPU arrays every frame!
|
||||
static void UpdateBuffers(void)
|
||||
{
|
||||
// Activate Lines VAO
|
||||
if (vaoSupported) 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(unsigned char)*4*lines.cCounter, lines.colors);
|
||||
if (lines.vCounter > 0)
|
||||
{
|
||||
// Activate Lines VAO
|
||||
if (vaoSupported) 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(unsigned char)*4*lines.cCounter, lines.colors);
|
||||
}
|
||||
//--------------------------------------------------------------
|
||||
|
||||
// Activate Triangles VAO
|
||||
if (vaoSupported) 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);
|
||||
|
||||
// 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(unsigned char)*4*triangles.cCounter, triangles.colors);
|
||||
if (triangles.vCounter > 0)
|
||||
{
|
||||
// Activate Triangles VAO
|
||||
if (vaoSupported) 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);
|
||||
|
||||
// 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(unsigned char)*4*triangles.cCounter, triangles.colors);
|
||||
}
|
||||
//--------------------------------------------------------------
|
||||
|
||||
// Activate Quads VAO
|
||||
if (vaoSupported) glBindVertexArray(vaoQuads);
|
||||
if (quads.vCounter > 0)
|
||||
{
|
||||
// Activate Quads VAO
|
||||
if (vaoSupported) 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 - 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 - 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(unsigned char)*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);
|
||||
// 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(unsigned char)*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);
|
||||
}
|
||||
//--------------------------------------------------------------
|
||||
|
||||
// Unbind the current VAO
|
||||
|
Loading…
Reference in New Issue
Block a user