Added support for model color tint

Also, added support for normals on models
This commit is contained in:
raysan5 2015-01-02 20:59:54 +01:00
parent 7ea8326b52
commit 0bfd283526
3 changed files with 273 additions and 164 deletions

View File

@ -261,6 +261,8 @@ static void CommandCallback(struct android_app *app, int32_t cmd); //
// Initialize Window and Graphics Context (OpenGL)
void InitWindow(int width, int height, const char *title)
{
TraceLog(INFO, "Initializing raylib...");
// Store window title (could be useful...)
windowTitle = title;
@ -298,6 +300,8 @@ void InitWindow(int width, int height, const char *title)
// Android activity initialization
void InitWindow(int width, int height, struct android_app *state)
{
TraceLog(INFO, "Initializing raylib...");
app_dummy();
screenWidth = width;

View File

@ -711,7 +711,7 @@ Model LoadHeightmap(Image heightmap, float maxHeight)
vData.vertices = (float *)malloc(vData.vertexCount * 3 * sizeof(float));
vData.normals = (float *)malloc(vData.vertexCount * 3 * sizeof(float));
vData.texcoords = (float *)malloc(vData.vertexCount * 2 * sizeof(float));
vData.colors = (unsigned char *)malloc(vData.vertexCount * 4 * sizeof(unsigned char));
vData.colors = (unsigned char *)malloc(vData.vertexCount * 4 * sizeof(unsigned char)); // Not used...
int vCounter = 0; // Used to count vertices float by float
int tcCounter = 0; // Used to count texcoords float by float
@ -795,9 +795,9 @@ Model LoadHeightmap(Image heightmap, float maxHeight)
}
// Fill color data
// NOTE: Not used any more... just one plain color defined at DrawModel()
for (int i = 0; i < (4*vData.vertexCount); i++) vData.colors[i] = 255;
// NOTE: At this point we have all vertex, texcoord, normal data for the model in vData struct
Model model = rlglLoadModel(vData);
@ -1071,9 +1071,10 @@ Model LoadCubicmap(Image cubesmap)
vData.vertices = (float *)malloc(vData.vertexCount * 3 * sizeof(float));
vData.normals = (float *)malloc(vData.vertexCount * 3 * sizeof(float));
vData.texcoords = (float *)malloc(vData.vertexCount * 2 * sizeof(float));
vData.colors = (unsigned char *)malloc(vData.vertexCount * 4 * sizeof(unsigned char));
vData.colors = (unsigned char *)malloc(vData.vertexCount * 4 * sizeof(unsigned char)); // Not used...
// Fill color data
// NOTE: Not used any more... just one plain color defined at DrawModel()
for (int i = 0; i < (4*vData.vertexCount); i++) vData.colors[i] = 255;
int fCounter = 0;
@ -1510,6 +1511,7 @@ static VertexData LoadOBJ(const char *fileName)
if (numTexCoords == 0) for (int i = 0; i < (2*vData.vertexCount); i++) vData.texcoords[i] = 0.0f;
// NOTE: We set all vertex colors to white
// NOTE: Not used any more... just one plain color defined at DrawModel()
for (int i = 0; i < (4*vData.vertexCount); i++) vData.colors[i] = 255;
// Now we can free temp mid* arrays

View File

@ -152,12 +152,17 @@ static VertexPositionColorBuffer triangles; // No texture support
static VertexPositionColorTextureIndexBuffer quads;
// Vetex-Fragment Shader Program ID
static GLuint shaderProgram;
static GLuint defaultShaderProgram, simpleShaderProgram;
// Shader program attibutes binding locations
static GLuint vertexLoc, texcoordLoc, colorLoc;
static GLuint projectionMatrixLoc, modelviewMatrixLoc;
static GLuint textureLoc;
// Default Shader program attibutes binding locations
static GLuint defaultVertexLoc, defaultTexcoordLoc, defaultColorLoc;
static GLuint defaultProjectionMatrixLoc, defaultModelviewMatrixLoc;
static GLuint defaultTextureLoc;
// Simple Shader program attibutes binding locations
static GLuint simpleVertexLoc, simpleTexcoordLoc, simpleNormalLoc, simpleColorLoc;
static GLuint simpleProjectionMatrixLoc, simpleModelviewMatrixLoc;
static GLuint simpleTextureLoc;
// Vertex Array Objects (VAO)
static GLuint vaoLines, vaoTriangles, vaoQuads;
@ -196,13 +201,14 @@ unsigned int whiteTexture;
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
static GLuint LoadDefaultShaders(void);
static GLuint LoadDefaultShader(void);
static GLuint LoadSimpleShader(void);
static void InitializeBuffers(void);
static void InitializeBuffersGPU(void);
static void UpdateBuffers(void);
// Shader files loading (external) - Not used but useful...
static GLuint LoadShaders(char *vertexFileName, char *fragmentFileName);
// Custom shader files loading (external)
static GLuint LoadCustomShader(char *vertexFileName, char *fragmentFileName);
static char *TextFileRead(char *fn);
#endif
@ -843,20 +849,38 @@ void rlglInit(void)
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");
defaultShaderProgram = LoadDefaultShader();
simpleShaderProgram = LoadSimpleShader();
//customShaderProgram = 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 input vars locations for defaultShaderProgram
//-------------------------------------------------------------------
defaultVertexLoc = glGetAttribLocation(defaultShaderProgram, "vertexPosition");
defaultTexcoordLoc = glGetAttribLocation(defaultShaderProgram, "vertexTexCoord");
defaultColorLoc = glGetAttribLocation(defaultShaderProgram, "vertexColor");
// Get handles to GLSL uniform vars locations (vertex-shader)
modelviewMatrixLoc = glGetUniformLocation(shaderProgram, "modelviewMatrix");
projectionMatrixLoc = glGetUniformLocation(shaderProgram, "projectionMatrix");
defaultModelviewMatrixLoc = glGetUniformLocation(defaultShaderProgram, "modelviewMatrix");
defaultProjectionMatrixLoc = glGetUniformLocation(defaultShaderProgram, "projectionMatrix");
// Get handles to GLSL uniform vars locations (fragment-shader)
textureLoc = glGetUniformLocation(shaderProgram, "texture0");
defaultTextureLoc = glGetUniformLocation(defaultShaderProgram, "texture0");
//--------------------------------------------------------------------
// Get handles to GLSL input vars locations for simpleShaderProgram
//-------------------------------------------------------------------
simpleVertexLoc = glGetAttribLocation(simpleShaderProgram, "vertexPosition");
simpleTexcoordLoc = glGetAttribLocation(simpleShaderProgram, "vertexTexCoord");
simpleNormalLoc = glGetAttribLocation(defaultShaderProgram, "vertexNormal");
// Get handles to GLSL uniform vars locations (vertex-shader)
simpleModelviewMatrixLoc = glGetUniformLocation(simpleShaderProgram, "modelviewMatrix");
simpleProjectionMatrixLoc = glGetUniformLocation(simpleShaderProgram, "projectionMatrix");
// Get handles to GLSL uniform vars locations (fragment-shader)
simpleTextureLoc = glGetUniformLocation(simpleShaderProgram, "texture0");
simpleColorLoc = glGetUniformLocation(simpleShaderProgram, "fragColor");
//--------------------------------------------------------------------
InitializeBuffers(); // Init vertex arrays
InitializeBuffersGPU(); // Init VBO and VAO
@ -921,11 +945,11 @@ void rlglClose(void)
glDeleteVertexArrays(1, &vaoQuads);
}
//glDetachShader(shaderProgram, v);
//glDetachShader(shaderProgram, f);
//glDetachShader(defaultShaderProgram, v);
//glDetachShader(defaultShaderProgram, f);
//glDeleteShader(v);
//glDeleteShader(f);
glDeleteProgram(shaderProgram);
glDeleteProgram(defaultShaderProgram);
// Free vertex arrays memory
free(lines.vertices);
@ -951,11 +975,14 @@ void rlglDraw(void)
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
UpdateBuffers();
glUseProgram(shaderProgram); // Use our shader
if ((lines.vCounter > 0) || (triangles.vCounter > 0) || (quads.vCounter > 0))
{
glUseProgram(defaultShaderProgram); // Use our shader
glUniformMatrix4fv(projectionMatrixLoc, 1, false, GetMatrixVector(projection));
glUniformMatrix4fv(modelviewMatrixLoc, 1, false, GetMatrixVector(modelview));
glUniform1i(textureLoc, 0);
glUniformMatrix4fv(defaultProjectionMatrixLoc, 1, false, GetMatrixVector(projection));
glUniformMatrix4fv(defaultModelviewMatrixLoc, 1, false, GetMatrixVector(modelview));
glUniform1i(defaultTextureLoc, 0);
}
// NOTE: We draw in this order: triangle shapes, textured quads and lines
@ -970,12 +997,12 @@ void rlglDraw(void)
else
{
glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[0]);
glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(vertexLoc);
glVertexAttribPointer(defaultVertexLoc, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(defaultVertexLoc);
glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[1]);
glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
glEnableVertexAttribArray(colorLoc);
glVertexAttribPointer(defaultColorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
glEnableVertexAttribArray(defaultColorLoc);
}
glDrawArrays(GL_TRIANGLES, 0, triangles.vCounter);
@ -998,16 +1025,16 @@ void rlglDraw(void)
{
// Enable vertex attributes
glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[0]);
glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(vertexLoc);
glVertexAttribPointer(defaultVertexLoc, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(defaultVertexLoc);
glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[1]);
glVertexAttribPointer(texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(texcoordLoc);
glVertexAttribPointer(defaultTexcoordLoc, 2, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(defaultTexcoordLoc);
glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[2]);
glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
glEnableVertexAttribArray(colorLoc);
glVertexAttribPointer(defaultColorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
glEnableVertexAttribArray(defaultColorLoc);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quadsBuffer[3]);
}
@ -1055,12 +1082,12 @@ void rlglDraw(void)
else
{
glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[0]);
glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(vertexLoc);
glVertexAttribPointer(defaultVertexLoc, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(defaultVertexLoc);
glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[1]);
glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
glEnableVertexAttribArray(colorLoc);
glVertexAttribPointer(defaultColorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
glEnableVertexAttribArray(defaultColorLoc);
}
glDrawArrays(GL_LINES, 0, lines.vCounter);
@ -1111,8 +1138,6 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotation, Vector3 scal
glNormalPointer(GL_FLOAT, 0, model.mesh.normals); // Pointer to normals array
//glColorPointer(4, GL_UNSIGNED_BYTE, 0, model.mesh.colors); // Pointer to colors array (NOT USED)
//TraceLog(DEBUG, "Drawing model.mesh, VertexCount: %i", model.mesh.vertexCount);
rlPushMatrix();
rlTranslatef(position.x, position.y, position.z);
rlScalef(scale.x, scale.y, scale.z);
@ -1134,7 +1159,7 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotation, Vector3 scal
#endif
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glUseProgram(shaderProgram); // Use our shader
glUseProgram(simpleShaderProgram); // Use our simple shader
VectorScale(&rotation, DEG2RAD);
@ -1143,37 +1168,14 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotation, Vector3 scal
Matrix modelviewworld = MatrixMultiply(transform, modelview);
// NOTE: Drawing in OpenGL 3.3+, transform is passed to shader
glUniformMatrix4fv(projectionMatrixLoc, 1, false, GetMatrixVector(projection));
glUniformMatrix4fv(modelviewMatrixLoc, 1, false, GetMatrixVector(modelviewworld));
glUniform1i(textureLoc, 0);
glUniformMatrix4fv(simpleProjectionMatrixLoc, 1, false, GetMatrixVector(projection));
glUniformMatrix4fv(simpleModelviewMatrixLoc, 1, false, GetMatrixVector(modelviewworld));
glUniform1i(simpleTextureLoc, 0);
// Apply color tinting to model: 2 OPTIONS
/*
// OPTION 1
// Update colors array (model.mesh.colors) with color
int j = 0;
for (int i = 0; i < model.mesh.vertexCount; i++)
{
model.mesh.colors[j] = color.r;
model.mesh.colors[j+1] = color.g;
model.mesh.colors[j+2] = color.b;
model.mesh.colors[j+3] = color.a;
j += 4;
}
// Update colors buffer in CPU (using Shader)
if (vaoSupported) glBindVertexArray(model.vaoId);
GLuint colorVboId;
glGetVertexAttribIuiv(2, GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, &colorVboId); // NOTE: Color VBO is buffer index 2
glBindBuffer(GL_ARRAY_BUFFER, colorVboId);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*model.mesh.vertexCount, model.mesh.colors);
// OPTION 2: Just update one uniform on fragment shader
// NOTE: It requires shader modification to add uniform (fragment shader) and create location point
//glUniform4f(fragmentUniformColorLoc, (float)color.r/255, (float)color.g/255, (float)color.b/255, (float)color.a/255);
*/
//TraceLog(DEBUG, "ShaderProgram: %i, VAO ID: %i, VertexCount: %i", shaderProgram, model.vaoId, model.mesh.vertexCount);
// Apply color tinting to model
// NOTE: Just update one uniform on fragment shader
float vColor[4] = { (float)color.r/255, (float)color.g/255, (float)color.b/255, (float)color.a/255 };
glUniform4fv(simpleColorLoc, 1, vColor);
if (vaoSupported)
{
@ -1183,16 +1185,17 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotation, Vector3 scal
{
// Bind model VBOs data
glBindBuffer(GL_ARRAY_BUFFER, model.vboId[0]);
glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(vertexLoc);
glVertexAttribPointer(simpleVertexLoc, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(simpleVertexLoc);
glBindBuffer(GL_ARRAY_BUFFER, model.vboId[1]);
glVertexAttribPointer(texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(texcoordLoc);
glVertexAttribPointer(simpleTexcoordLoc, 2, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(simpleTexcoordLoc);
// Add normals support
glBindBuffer(GL_ARRAY_BUFFER, model.vboId[2]);
glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
glEnableVertexAttribArray(colorLoc);
glVertexAttribPointer(simpleNormalLoc, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(simpleNormalLoc);
}
glBindTexture(GL_TEXTURE_2D, model.textureId);
@ -1203,6 +1206,8 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotation, Vector3 scal
if (vaoSupported) glBindVertexArray(0); // Unbind VAO
else glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind VBOs
glUseProgram(0);
#endif
#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
@ -1367,8 +1372,7 @@ Model rlglLoadModel(VertexData mesh)
model.vaoId = 0; // Vertex Array Object
model.vboId[0] = 0; // Vertex position VBO
model.vboId[1] = 0; // Texcoords VBO
//model.vboId[2] = 0; // Normals VBO (not used)
model.vboId[2] = 0; // Colors VBO
model.vboId[2] = 0; // Normals VBO
#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
model.textureId = 1; // Default whiteTexture
@ -1389,28 +1393,24 @@ Model rlglLoadModel(VertexData mesh)
// Enable vertex attributes: position
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh.vertexCount, mesh.vertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(vertexLoc);
glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(simpleVertexLoc);
glVertexAttribPointer(simpleVertexLoc, 3, GL_FLOAT, 0, 0, 0);
// Enable vertex attributes: texcoords
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh.vertexCount, mesh.texcoords, GL_STATIC_DRAW);
glEnableVertexAttribArray(texcoordLoc);
glVertexAttribPointer(texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
// TODO: Normals support -> Lighting
glEnableVertexAttribArray(simpleTexcoordLoc);
glVertexAttribPointer(simpleTexcoordLoc, 2, GL_FLOAT, 0, 0, 0);
// Enable vertex attributes: normals
//glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[2]);
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh.vertexCount, mesh.normals, GL_STATIC_DRAW);
//glEnableVertexAttribArray(normalLoc);
//glVertexAttribPointer(normalLoc, 3, GL_FLOAT, 0, 0, 0);
// Enable vertex attributes: colors
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[2]);
glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*mesh.vertexCount, mesh.colors, GL_STATIC_DRAW);
glEnableVertexAttribArray(colorLoc);
glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh.vertexCount, mesh.normals, GL_STATIC_DRAW);
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)
{
@ -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);
@ -1694,12 +1787,16 @@ 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);
return program;
}
// 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);
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);
// 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);
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);
// 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