Add support for custom shaders

Custom shaders for models
Postprocessig on FBO (in progress)
Some useless spaces removed
This commit is contained in:
raysan5 2015-02-02 00:57:08 +01:00
parent b9e53cd135
commit 42c92e4f2e
4 changed files with 443 additions and 241 deletions

View File

@ -153,8 +153,7 @@ static int gamepadStream = -1; // Gamepad device file descripto
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
static EGLDisplay display; // Native display device (physical screen connection)
static EGLSurface surface; // Surface to draw on, framebuffers (connected to context)
static EGLContext context; // Graphic context, mode in which drawing can be done
static EGLContext context; // Graphic context, mode in which drawing can be done
static uint64_t baseTime; // Base time measure for hi-res timer
static bool windowShouldClose = false; // Flag to set window for closing
#endif
@ -207,6 +206,12 @@ static double targetTime = 0.0; // Desired time for one frame, if 0
static char configFlags = 0;
static bool showLogo = false;
static bool customCamera = true;
//static int cameraMode = CUSTOM; // FREE, FIRST_PERSON, THIRD_PERSON
static bool enabledPostpro = false;
static unsigned int fboShader = 0;
//----------------------------------------------------------------------------------
// Other Modules Functions Declaration (required by core)
//----------------------------------------------------------------------------------
@ -264,7 +269,7 @@ static void CommandCallback(struct android_app *app, int32_t cmd); //
void InitWindow(int width, int height, const char *title)
{
TraceLog(INFO, "Initializing raylib (v1.2.2)");
// Store window title (could be useful...)
windowTitle = title;
@ -303,7 +308,7 @@ void InitWindow(int width, int height, const char *title)
void InitWindow(int width, int height, struct android_app *state)
{
TraceLog(INFO, "Initializing raylib (v1.2.2)");
app_dummy();
screenWidth = width;
@ -399,7 +404,7 @@ void CloseWindow(void)
// Detect if KEY_ESCAPE pressed or Close icon pressed
bool WindowShouldClose(void)
{
{
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
// While window minimized, stop loop execution
while (windowMinimized) glfwPollEvents();
@ -434,7 +439,7 @@ void SetCustomCursor(const char *cursorImage)
cursor = LoadTexture(cursorImage);
#if defined(PLATFORM_DESKTOP)
// NOTE: emscripten not implemented
// NOTE: emscripten not implemented
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
#endif
customCursor = true;
@ -473,6 +478,8 @@ void BeginDrawing(void)
currentTime = GetTime(); // Number of elapsed seconds since InitTimer() was called
updateTime = currentTime - previousTime;
previousTime = currentTime;
if (enabledPostpro) rlEnableFBO();
rlClearScreenBuffers();
@ -480,14 +487,17 @@ void BeginDrawing(void)
rlMultMatrixf(GetMatrixVector(downscaleView)); // If downscale required, apply it here
// rlTranslatef(0.375, 0.375, 0); // HACK to have 2D pixel-perfect drawing on OpenGL 1.1
//rlTranslatef(0.375, 0.375, 0); // HACK to have 2D pixel-perfect drawing on OpenGL 1.1
// NOTE: Not required with OpenGL 3.3+
}
// End canvas drawing and Swap Buffers (Double Buffering)
void EndDrawing(void)
{
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
// TODO: Set postprocessing shader to be passed: SetPostproShader()?
if (enabledPostpro) rlglDrawPostpro(fboShader); // Draw postprocessing effect (shader)
SwapBuffers(); // Copy back buffer to front buffer
PollInputEvents(); // Poll user events
@ -515,7 +525,7 @@ void EndDrawing(void)
// Initializes 3D mode for drawing (Camera setup)
void Begin3dMode(Camera camera)
{
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
@ -533,14 +543,21 @@ void Begin3dMode(Camera camera)
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
// Setup Camera view
Matrix matLookAt = MatrixLookAt(camera.position, camera.target, camera.up);
rlMultMatrixf(GetMatrixVector(matLookAt)); // Multiply MODELVIEW matrix by view matrix (camera)
if (customCamera)
{
Matrix matLookAt = MatrixLookAt(camera.position, camera.target, camera.up);
rlMultMatrixf(GetMatrixVector(matLookAt)); // Multiply MODELVIEW matrix by view matrix (camera)
}
else
{
// TODO: Add support for multiple automatic camera modes
}
}
// Ends 3D mode and returns to default 2D orthographic mode
void End3dMode(void)
{
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
rlPopMatrix(); // Restore previous matrix (PROJECTION) from matrix stack
@ -738,7 +755,7 @@ void SetMousePosition(Vector2 position)
{
mousePosition = position;
#if defined(PLATFORM_DESKTOP)
// NOTE: emscripten not implemented
// NOTE: emscripten not implemented
glfwSetCursorPos(window, position.x, position.y);
#endif
}
@ -900,7 +917,7 @@ Vector2 GetTouchPosition(void)
//eventDrag
int32_t iIndex = FindIndex( eventDrag, vec_pointers_[0] );
if (iIndex == -1) return false;
float x = AMotionEvent_getX(eventDrag, iIndex);
@ -951,7 +968,7 @@ static void InitDisplay(int width, int height)
displayWidth = screenWidth;
displayHeight = screenHeight;
#endif
glfwDefaultWindowHints(); // Set default windows hints
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); // Avoid window being resizable
@ -961,7 +978,7 @@ static void InitDisplay(int width, int height)
//glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API); // Default OpenGL API to use. Alternative: GLFW_OPENGL_ES_API
//glfwWindowHint(GLFW_AUX_BUFFERS, 0); // Number of auxiliar buffers
// NOTE: When asking for an OpenGL context version, most drivers provide highest supported version
// NOTE: When asking for an OpenGL context version, most drivers provide highest supported version
// with forward compatibility to older OpenGL versions.
// For example, if using OpenGL 1.1, driver can provide a 3.3 context fordward compatible.
@ -972,7 +989,7 @@ static void InitDisplay(int width, int height)
glfwWindowHint(GLFW_SAMPLES, 4); // Enables multisampling x4 (MSAA), default is 0
TraceLog(INFO, "Enabled MSAA x4");
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // Choose OpenGL major version (just hint)
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // Choose OpenGL minor version (just hint)
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Profiles Hint: Only 3.2 and above!
@ -1188,6 +1205,18 @@ void InitGraphics(void)
#endif
}
void InitPostShader(void)
{
rlglInitPostpro();
enabledPostpro = true;
}
void SetPostShader(unsigned int shader)
{
fboShader = shader;
}
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
// GLFW3 Error Callback, runs on GLFW3 error
static void ErrorCallback(int error, const char *description)
@ -1233,7 +1262,7 @@ static void MouseButtonCallback(GLFWwindow *window, int button, int action, int
static void CharCallback(GLFWwindow *window, unsigned int key)
{
lastKeyPressed = key;
//TraceLog(INFO, "Char Callback Key pressed: %i\n", key);
}
@ -1267,14 +1296,14 @@ static void WindowIconifyCallback(GLFWwindow* window, int iconified)
{
// The window was iconified
PauseMusicStream();
windowMinimized = true;
}
else
{
// The window was restored
ResumeMusicStream();
windowMinimized = false;
}
}
@ -1353,7 +1382,7 @@ static int32_t InputCallback(struct android_app *app, AInputEvent *event)
//size_t pointerCount = AMotionEvent_getPointerCount(event);
//float AMotionEvent_getPressure(const AInputEvent *motion_event, size_t pointer_index); // 0 to 1
//float AMotionEvent_getSize(const AInputEvent *motion_event, size_t pointer_index); // Pressed area
// Detect DOUBLE TAP event
bool tapDetected = touchTap;
@ -1362,19 +1391,19 @@ static int32_t InputCallback(struct android_app *app, AInputEvent *event)
case AMOTION_EVENT_ACTION_DOWN:
{
int64_t eventTime = AMotionEvent_getEventTime(event);
if (eventTime - lastTapTime <= DOUBLE_TAP_TIMEOUT)
{
float x = AMotionEvent_getX(event, 0) - lastTapX;
float y = AMotionEvent_getY(event, 0) - lastTapY;
float densityFactor = 1.0f;
if ((x*x + y*y) < (DOUBLE_TAP_SLOP*DOUBLE_TAP_SLOP*densityFactor))
{
// Doubletap detected
doubleTap = true;
}
}
} break;
@ -1385,12 +1414,12 @@ static int32_t InputCallback(struct android_app *app, AInputEvent *event)
lastTapTime = AMotionEvent_getEventTime(event);
lastTapX = AMotionEvent_getX(event, 0);
lastTapY = AMotionEvent_getY(event, 0);
}
} break;
}
// Detect DRAG event
//int32_t action = AMotionEvent_getAction(event);
@ -1407,7 +1436,7 @@ static int32_t InputCallback(struct android_app *app, AInputEvent *event)
stdVector[indexPosition] = AMotionEvent_getPointerId(event, 0);
indexPosition++;
TraceLog(INFO, "ACTION_DOWN");
//ret = GESTURE_STATE_START;
} break;
case AMOTION_EVENT_ACTION_POINTER_DOWN:
@ -1415,7 +1444,7 @@ static int32_t InputCallback(struct android_app *app, AInputEvent *event)
stdVector[indexPosition] = AMotionEvent_getPointerId(event, index);
indexPosition++;
TraceLog(INFO, "ACTION_POINTER_DOWN");
} break;
case AMOTION_EVENT_ACTION_UP:
{
@ -1423,12 +1452,12 @@ static int32_t InputCallback(struct android_app *app, AInputEvent *event)
indexPosition--;
//ret = GESTURE_STATE_END;
TraceLog(INFO, "ACTION_UP");
} break;
case AMOTION_EVENT_ACTION_POINTER_UP:
{
int32_t releasedPointerId = AMotionEvent_getPointerId(event, index);
int i = 0;
for (i = 0; i < MAX_TOUCH_POINTS; i++)
{
@ -1438,27 +1467,27 @@ static int32_t InputCallback(struct android_app *app, AInputEvent *event)
{
stdVector[k] = stdVector[k + 1];
}
//indexPosition--;
indexPosition = 0;
break;
}
}
if (i <= 1)
{
// Reset pinch or drag
//if (count == 2) //ret = GESTURE_STATE_START;
}
TraceLog(INFO, "ACTION_POINTER_UP");
} break;
case AMOTION_EVENT_ACTION_MOVE:
{
if (count == 1)
{
//TraceLog(INFO, "DRAG gesture detected");
drag = true; //ret = GESTURE_STATE_MOVE;
}
else break;
@ -1470,7 +1499,7 @@ static int32_t InputCallback(struct android_app *app, AInputEvent *event)
}
//--------------------------------------------------------------------
return 1;
}
else if (type == AINPUT_EVENT_TYPE_KEY)
@ -1672,13 +1701,13 @@ static void PollInputEvents(void)
// Keyboard polling
// Automatically managed by GLFW3 through callback
lastKeyPressed = -1;
// Register previous keys states
for (int i = 0; i < 512; i++) previousKeyState[i] = currentKeyState[i];
// Register previous mouse states
for (int i = 0; i < 3; i++) previousMouseState[i] = currentMouseState[i];
glfwPollEvents(); // Register keyboard/mouse events... and window events!
#elif defined(PLATFORM_ANDROID)
@ -1702,8 +1731,8 @@ static void PollInputEvents(void)
{
// NOTE: Never close window, native activity is controlled by the system!
//TraceLog(INFO, "Closing Window...");
//windowShouldClose = true;
//windowShouldClose = true;
//ANativeActivity_finish(app->activity);
}
}

View File

@ -92,7 +92,7 @@
#define FLAG_MSAA_4X_HINT 16
#define FLAG_VSYNC_HINT 32
// Keyboard Function Keys
// Keyboard Function Keys
#define KEY_SPACE 32
#define KEY_ESCAPE 256
#define KEY_ENTER 257
@ -268,9 +268,15 @@ typedef struct Model {
unsigned int vaoId;
unsigned int vboId[4];
unsigned int textureId;
unsigned int shaderId;
//Matrix transform;
} Model;
// Shader type
typedef struct Shader {
unsigned int id;
} Shader;
// Sound source type
typedef struct Sound {
unsigned int source;
@ -334,6 +340,9 @@ Color Fade(Color color, float alpha); // Color fade-in or
void SetupFlags(char flags); // Enable some window configurations
void ShowLogo(void); // Activates raylib logo at startup (can be done with flags)
void InitPostShader(void);
void SetPostShader(unsigned int shader);
//------------------------------------------------------------------------------------
// Input Handling Functions (Module: core)
//------------------------------------------------------------------------------------
@ -449,7 +458,7 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color
void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
void DrawQuad(Vector3 vertices[4], Vector2 textcoords[4], Vector3 normals[4], Color colors[4]); // Draw a quad
void DrawQuad(Vector3 vertices[4], Vector2 textcoords[4], Vector3 normals[4], Color colors[4]); // Draw a quad
void DrawPlane(Vector3 centerPos, Vector2 size, Vector3 rotation, Color color); // Draw a plane
void DrawPlaneEx(Vector3 centerPos, Vector2 size, Vector3 rotation, int slicesX, int slicesZ, Color color); // Draw a plane with divisions
void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
@ -466,6 +475,7 @@ Model LoadHeightmap(Image heightmap, float maxHeight);
Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
void UnloadModel(Model model); // Unload 3d model from memory
void SetModelTexture(Model *model, Texture2D texture); // Link a texture to a model
void SetModelShader(Model *model, unsigned int shader);
void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
void DrawModelEx(Model model, Vector3 position, Vector3 rotation, Vector3 scale, Color tint); // Draw a model with extended parameters
@ -474,6 +484,8 @@ void DrawModelWires(Model model, Vector3 position, float scale, Color color);
void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
unsigned int LoadCustomShader(char *vsFileName, char *fsFileName); // Load a custom shader (vertex shader + fragment shader)
//------------------------------------------------------------------------------------
// Audio Loading and Playing Functions (Module: audio)
//------------------------------------------------------------------------------------

View File

@ -32,20 +32,20 @@
#include <stdlib.h> // Declares malloc() and free() for memory management, rand()
#if defined(GRAPHICS_API_OPENGL_11)
#ifdef __APPLE__ // OpenGL include for OSX
#include <OpenGL/gl.h>
#else
#include <GL/gl.h> // Basic OpenGL include
#endif
#ifdef __APPLE__ // OpenGL include for OSX
#include <OpenGL/gl.h>
#else
#include <GL/gl.h> // Basic OpenGL include
#endif
#endif
#if defined(GRAPHICS_API_OPENGL_33)
#define GLEW_STATIC
#ifdef __APPLE__ // OpenGL include for OSX
#ifdef __APPLE__ // OpenGL include for OSX
#include <OpenGL/gl3.h>
#else
#include <GL/glew.h> // Extensions loading lib
//#include "glad.h" // TODO: Other extensions loading lib? --> REVIEW
#else
#include <GL/glew.h> // Extensions loading lib
//#include "glad.h" // TODO: Other extensions loading lib? --> REVIEW
#endif
#endif
@ -164,6 +164,12 @@ static GLuint simpleVertexLoc, simpleTexcoordLoc, simpleNormalLoc, simpleColorLo
static GLuint simpleProjectionMatrixLoc, simpleModelviewMatrixLoc;
static GLuint simpleTextureLoc;
// Custom Shader program attibutes binding locations
static GLuint customVertexLoc, customTexcoordLoc, customNormalLoc, customColorLoc;
static GLuint customProjectionMatrixLoc, customModelviewMatrixLoc;
static GLuint customTextureLoc;
static bool customShader = false;
// Vertex Array Objects (VAO)
static GLuint vaoLines, vaoTriangles, vaoQuads;
@ -182,6 +188,9 @@ static bool useTempBuffer = false;
// Support for VAOs (OpenGL ES2 could not support VAO extensions)
static bool vaoSupported = false;
// Framebuffer object and texture
static GLuint fbo, fboColorTexture, fboDepthTexture, fboShader = 0;
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
@ -208,7 +217,6 @@ static void InitializeBuffersGPU(void);
static void UpdateBuffers(void);
// Custom shader files loading (external)
static GLuint LoadCustomShader(char *vertexFileName, char *fragmentFileName);
static char *TextFileRead(char *fn);
#endif
@ -313,21 +321,21 @@ void rlRotatef(float angleDeg, float x, float y, float z)
// TODO: Support rotation in multiple axes
Matrix rot = MatrixIdentity();
// OPTION 1: It works...
// OPTION 1: It works...
if (x == 1) rot = MatrixRotateX(angleDeg*DEG2RAD);
else if (y == 1) rot = MatrixRotateY(angleDeg*DEG2RAD);
else if (z == 1) rot = MatrixRotateZ(angleDeg*DEG2RAD);
// OPTION 2: Requires review...
//Vector3 vec = (Vector3){ 0, 1, 0 };
// OPTION 2: Requires review...
//Vector3 vec = (Vector3){ 0, 1, 0 };
//VectorNormalize(&vec);
//rot = MatrixFromAxisAngle(vec, angleDeg*DEG2RAD); // Working?
// OPTION 3: TODO: Review, it doesn't work!
//Vector3 vec = (Vector3){ x, y, z };
//VectorNormalize(&vec);
//rot = MatrixRotate(angleDeg*vec.x, angleDeg*vec.x, angleDeg*vec.x);
MatrixTranspose(&rot);
*currentMatrix = MatrixMultiply(*currentMatrix, rot);
@ -696,6 +704,17 @@ void rlDeleteTextures(unsigned int id)
glDeleteTextures(1, &id);
}
// Unload shader from GPU memory
void rlDeleteShader(unsigned int id)
{
glDeleteProgram(id);
}
void rlEnableFBO(void)
{
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
}
// Unload vertex data (VAO) from GPU memory
void rlDeleteVertexArrays(unsigned int id)
{
@ -786,7 +805,7 @@ void rlglInit(void)
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
// NOTE: emscripten does not support VAOs natively, it uses emulation and it reduces overall performance...
// NOTE: emscripten does not support VAOs natively, it uses emulation and it reduces overall performance...
#if !defined(PLATFORM_WEB)
glGenVertexArrays = (PFNGLGENVERTEXARRAYSOESPROC)eglGetProcAddress("glGenVertexArraysOES");
glBindVertexArray = (PFNGLBINDVERTEXARRAYOESPROC)eglGetProcAddress("glBindVertexArrayOES");
@ -851,7 +870,8 @@ void rlglInit(void)
// Init default Shader (GLSL 110) -> Common for GL 3.3+ and ES2
defaultShaderProgram = LoadDefaultShader();
simpleShaderProgram = LoadSimpleShader();
//customShaderProgram = LoadShaders("simple150.vert", "simple150.frag");
//simpleShaderProgram = LoadCustomShader("custom.vs", "custom.fs"); // Works ok
//customShaderProgram = LoadCustomShader("simple150.vert", "simple150.frag");
// Get handles to GLSL input vars locations for defaultShaderProgram
//-------------------------------------------------------------------
@ -866,7 +886,7 @@ void rlglInit(void)
// Get handles to GLSL uniform vars locations (fragment-shader)
defaultTextureLoc = glGetUniformLocation(defaultShaderProgram, "texture0");
//--------------------------------------------------------------------
// Get handles to GLSL input vars locations for simpleShaderProgram
//-------------------------------------------------------------------
simpleVertexLoc = glGetAttribLocation(simpleShaderProgram, "vertexPosition");
@ -908,10 +928,53 @@ void rlglInit(void)
}
drawsCounter = 1;
draws[drawsCounter - 1].textureId = whiteTexture;
draws[drawsCounter - 1].textureId = whiteTexture;
#endif
}
// Init postpro system
void rlglInitPostpro(void)
{
// Create the texture that will serve as the color attachment for the framebuffer
glGenTextures(1, &fboColorTexture);
glBindTexture(GL_TEXTURE_2D, fboColorTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, GetScreenWidth(), GetScreenHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
// Create the texture that will serve as the depth attachment for the framebuffer.
glGenTextures(1, &fboDepthTexture);
glBindTexture(GL_TEXTURE_2D, fboDepthTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, GetScreenWidth(), GetScreenHeight(), 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
// Create the framebuffer object
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
// Attach colort texture and depth texture to FBO
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fboColorTexture, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, fboDepthTexture, 0);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) TraceLog(WARNING, "Framebuffer object could not be created...");
else TraceLog(INFO, "[FBO ID %i] Framebuffer object created successfully", fbo);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
fboShader = 0;
// TODO: Init simple quad VAO and data here?
}
// Vertex Buffer Object deinitialization (memory free)
void rlglClose(void)
{
@ -950,6 +1013,7 @@ void rlglClose(void)
//glDeleteShader(v);
//glDeleteShader(f);
glDeleteProgram(defaultShaderProgram);
glDeleteProgram(simpleShaderProgram);
// Free vertex arrays memory
free(lines.vertices);
@ -965,6 +1029,8 @@ void rlglClose(void)
// Free GPU texture
glDeleteTextures(1, &whiteTexture);
if (fbo != 0) glDeleteFramebuffers(1, &fbo);
free(draws);
#endif
@ -977,13 +1043,16 @@ void rlglDraw(void)
if ((lines.vCounter > 0) || (triangles.vCounter > 0) || (quads.vCounter > 0))
{
glUseProgram(defaultShaderProgram); // Use our shader
if (fbo == 0) glUseProgram(defaultShaderProgram); // Use our default shader
else glUseProgram(fboShader); // Use our postpro shader
glUseProgram(defaultShaderProgram);
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
if (triangles.vCounter > 0)
@ -1116,6 +1185,67 @@ void rlglDraw(void)
#endif
}
void rlglDrawPostpro(unsigned int shaderId)
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// TODO: Draw screen quad with texture
/*
const float quadPositions[] = { 1.0, 1.0, 0.0, -1.0, 1.0, 0.0, -1.0, -1.0, 0.0,
-1.0, -1.0, 0.0, 1.0, -1.0, 0.0, 1.0, 1.0, 0.0 };
const float quadTexcoords[] = { 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0 };
glBindBuffer(GL_ARRAY_BUFFER, quadVbo);
glVertexAttribPointer(ATTRIB_VERTEX, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), quadPositions);
glVertexAttribPointer(ATTRIB_TEXCOORD0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), quadTexcoords);
glEnableVertexAttribArray(ATTRIB_VERTEX);
glEnableVertexAttribArray(ATTRIB_TEXCOORD0);
glBindTexture(GL_TEXTURE_2D, fboColorTexture);
glDrawArrays(GL_TRIANGLES, 0, 2*3);
// Quad render using triangle strip
glBindBuffer(GL_ARRAY_BUFFER, uiVBO[1]);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glUseProgram(0);
*/
rlEnableTexture(fboColorTexture);
rlPushMatrix();
rlBegin(RL_QUADS);
rlColor4ub(255, 255, 255, 255);
rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer
// Bottom-left corner for texture and quad
rlTexCoord2f(0.0f, 1.0f);
rlVertex2f(0.0f, 0.0f);
// Bottom-right corner for texture and quad
rlTexCoord2f(0.0f, 0.0f);
rlVertex2f(0.0f, GetScreenHeight());
// Top-right corner for texture and quad
rlTexCoord2f(1.0f, 0.0f);
rlVertex2f(GetScreenWidth(), GetScreenHeight());
// Top-left corner for texture and quad
rlTexCoord2f(1.0f, 1.0f);
rlVertex2f(GetScreenWidth(), 0.0f);
rlEnd();
rlPopMatrix();
fboShader = shaderId;
rlglDraw();
}
// Draw a 3d model
void rlglDrawModel(Model model, Vector3 position, Vector3 rotation, Vector3 scale, Color color, bool wires)
{
@ -1159,23 +1289,35 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotation, Vector3 scal
#endif
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glUseProgram(simpleShaderProgram); // Use our simple shader
if (customShader) glUseProgram(model.shaderId);
else glUseProgram(simpleShaderProgram); // Use our simple shader
VectorScale(&rotation, DEG2RAD);
// Get transform matrix (rotation -> scale -> translation)
Matrix transform = MatrixTransform(position, rotation, scale);
Matrix modelviewworld = MatrixMultiply(transform, modelview);
// NOTE: Drawing in OpenGL 3.3+, transform is passed to shader
glUniformMatrix4fv(simpleProjectionMatrixLoc, 1, false, GetMatrixVector(projection));
glUniformMatrix4fv(simpleModelviewMatrixLoc, 1, false, GetMatrixVector(modelviewworld));
glUniform1i(simpleTextureLoc, 0);
if (customShader)
{
glUniformMatrix4fv(customProjectionMatrixLoc, 1, false, GetMatrixVector(projection));
glUniformMatrix4fv(customModelviewMatrixLoc, 1, false, GetMatrixVector(modelviewworld));
glUniform1i(customTextureLoc, 0);
}
else
{
glUniformMatrix4fv(simpleProjectionMatrixLoc, 1, false, GetMatrixVector(projection));
glUniformMatrix4fv(simpleModelviewMatrixLoc, 1, false, GetMatrixVector(modelviewworld));
glUniform1i(simpleTextureLoc, 0);
}
// 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 (customShader) glUniform4fv(customColorLoc, 1, vColor);
else glUniform4fv(simpleColorLoc, 1, vColor);
if (vaoSupported)
{
@ -1206,7 +1348,7 @@ 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
@ -1376,7 +1518,7 @@ Model rlglLoadModel(VertexData mesh)
model.vboId[2] = 0; // Normals VBO
#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
model.textureId = 1; // Default whiteTexture
model.textureId = whiteTexture; // Default whiteTexture
GLuint vaoModel = 0; // Vertex Array Objects (VAO)
GLuint vertexBuffer[3]; // Vertex Buffer Objects (VBO)
@ -1412,7 +1554,7 @@ Model rlglLoadModel(VertexData mesh)
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)
@ -1510,6 +1652,102 @@ unsigned int rlglLoadCompressedTexture(unsigned char *data, int width, int heigh
return id;
}
// Load a shader (vertex shader + fragment shader) from text data
unsigned int rlglLoadShader(char *vShaderStr, char *fShaderStr)
{
unsigned int 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 vertex shader...", vertexShader);
int maxLength = 0;
int length;
glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &maxLength);
char log[maxLength];
glGetShaderInfoLog(vertexShader, maxLength, &length, log);
TraceLog(INFO, "%s", log);
}
else TraceLog(INFO, "[VSHDR ID %i] 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 fragment shader...", fragmentShader);
int maxLength = 0;
int length;
glGetShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &maxLength);
char log[maxLength];
glGetShaderInfoLog(fragmentShader, maxLength, &length, log);
TraceLog(INFO, "%s", log);
}
else TraceLog(INFO, "[FSHDR ID %i] 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)
{
TraceLog(WARNING, "[SHDR ID %i] Failed to link shader program...", program);
int maxLength = 0;
int length;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
char log[maxLength];
glGetProgramInfoLog(program, maxLength, &length, log);
TraceLog(INFO, "%s", log);
glDeleteProgram(program);
program = 0;
}
else TraceLog(INFO, "[SHDR ID %i] Shader program loaded successfully", program);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
return program;
}
// Read screen pixel data (color buffer)
unsigned char *rlglReadScreenPixels(int width, int height)
{
@ -1534,6 +1772,66 @@ unsigned char *rlglReadScreenPixels(int width, int height)
return imgData; // NOTE: image data should be freed
}
unsigned int LoadCustomShader(char *vsFileName, char *fsFileName)
{
// Shaders loading from external text file
char *vShaderStr = TextFileRead(vsFileName);
char *fShaderStr = TextFileRead(fsFileName);
unsigned int shaderId = rlglLoadShader(vShaderStr, fShaderStr);
if (shaderId != 0) TraceLog(INFO, "[SHDR ID %i] Custom shader loaded successfully", shaderId);
else TraceLog(WARNING, "[SHDR ID %i] Custom shader could not be loaded", shaderId);
return shaderId;
// Shader strings must be freed
free(vShaderStr);
free(fShaderStr);
return shaderId;
}
// Link shader to model
void SetModelShader(Model *model, unsigned int shader)
{
// Get handles to GLSL input vars locations for simpleShaderProgram
customVertexLoc = glGetAttribLocation(shader, "vertexPosition");
customTexcoordLoc = glGetAttribLocation(shader, "vertexTexCoord");
customNormalLoc = glGetAttribLocation(shader, "vertexNormal");
// Get handles to GLSL uniform vars locations (vertex-shader)
customModelviewMatrixLoc = glGetUniformLocation(shader, "modelviewMatrix");
customProjectionMatrixLoc = glGetUniformLocation(shader, "projectionMatrix");
// Get handles to GLSL uniform vars locations (fragment-shader)
customTextureLoc = glGetUniformLocation(shader, "texture0");
customColorLoc = glGetUniformLocation(shader, "fragColor");
if (vaoSupported) glBindVertexArray(model->vaoId);
// Enable vertex attributes: position
glBindBuffer(GL_ARRAY_BUFFER, model->vboId[0]);
glEnableVertexAttribArray(customVertexLoc);
glVertexAttribPointer(customVertexLoc, 3, GL_FLOAT, 0, 0, 0);
// Enable vertex attributes: texcoords
glBindBuffer(GL_ARRAY_BUFFER, model->vboId[1]);
glEnableVertexAttribArray(customTexcoordLoc);
glVertexAttribPointer(customTexcoordLoc, 2, GL_FLOAT, 0, 0, 0);
// Enable vertex attributes: normals
glBindBuffer(GL_ARRAY_BUFFER, model->vboId[2]);
glEnableVertexAttribArray(customNormalLoc);
glVertexAttribPointer(customNormalLoc, 3, GL_FLOAT, 0, 0, 0);
if (vaoSupported) glBindVertexArray(0); // Unbind VAO
model->shaderId = shader;
customShader = true;
}
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
void PrintProjectionMatrix()
@ -1559,10 +1857,12 @@ void PrintModelviewMatrix()
static GLuint LoadDefaultShader(void)
{
// NOTE: Shaders are written using GLSL 110 (desktop), that is equivalent to GLSL 100 on ES2
// NOTE: Detected an error on ATI cards if defined #version 110 while OpenGL 3.3+
// Just defined #version 330 despite shader is #version 110
// 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
char vShaderStr[] = " #version 330 \n" // NOTE: Actually, #version 110 (quivalent 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
@ -1582,7 +1882,7 @@ static GLuint LoadDefaultShader(void)
// 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
char fShaderStr[] = " #version 330 \n" // NOTE: Actually, #version 110 (quivalent 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
@ -1595,63 +1895,12 @@ static GLuint LoadDefaultShader(void)
" gl_FragColor = texture2D(texture0, fragTexCoord) * fragColor; \n"
"} \n";
GLuint program;
GLuint vertexShader;
GLuint fragmentShader;
unsigned int shaderId = rlglLoadShader(vShaderStr, fShaderStr);
vertexShader = glCreateShader(GL_VERTEX_SHADER);
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
if (shaderId != 0) TraceLog(INFO, "[SHDR ID %i] Default shader loaded successfully", shaderId);
else TraceLog(WARNING, "[SHDR ID %i] Default shader could not be loaded", shaderId);
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 default vertex shader...", vertexShader);
else TraceLog(INFO, "[VSHDR ID %i] Default 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 default fragment shader...", fragmentShader);
else TraceLog(INFO, "[FSHDR ID %i] Default 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] Default shader program loaded successfully", program);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
return program;
return shaderId;
}
// Load Simple Shader (Vertex and Fragment)
@ -1659,10 +1908,12 @@ static GLuint LoadDefaultShader(void)
static GLuint LoadSimpleShader(void)
{
// NOTE: Shaders are written using GLSL 110 (desktop), that is equivalent to GLSL 100 on ES2
// NOTE: Detected an error on ATI cards if defined #version 110 while OpenGL 3.3+
// Just defined #version 330 despite shader is #version 110
// 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
char vShaderStr[] = " #version 330 \n" // NOTE: Actually, #version 110 (quivalent 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
@ -1680,7 +1931,7 @@ static GLuint LoadSimpleShader(void)
// 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
char fShaderStr[] = " #version 330 \n" // NOTE: Actually, #version 110 (quivalent 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" // precision required for OpenGL ES2 (WebGL)
@ -1693,117 +1944,22 @@ static GLuint LoadSimpleShader(void)
" gl_FragColor = texture2D(texture0, fragTexCoord) * fragColor; \n"
"} \n";
GLuint program;
GLuint vertexShader;
GLuint fragmentShader;
unsigned int shaderId = rlglLoadShader(vShaderStr, fShaderStr);
vertexShader = glCreateShader(GL_VERTEX_SHADER);
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
if (shaderId != 0) TraceLog(INFO, "[SHDR ID %i] Simple shader loaded successfully", shaderId);
else TraceLog(WARNING, "[SHDR ID %i] Simple shader could not be loaded", shaderId);
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;
return shaderId;
}
// Load shaders from text files
static GLuint LoadCustomShader(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);
TraceLog(INFO, "[VSHDR ID %i] Vertex shader compiled successfully", vertexShader);
TraceLog(INFO, "[FSHDR ID %i] Fragment shader compiled successfully", fragmentShader);
program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
glLinkProgram(program);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
free(vShaderStr);
free(fShaderStr);
TraceLog(INFO, "[SHDR ID %i] Shader program loaded successfully", program);
return program;
}
// Read shader text file
// Read text file
// NOTE: text chars array should be freed manually
static char *TextFileRead(char *fileName)
{
FILE *textFile;
char *text = NULL;
int count=0;
int count = 0;
if (fileName != NULL)
{
@ -1817,7 +1973,7 @@ static char *TextFileRead(char *fileName)
if (count > 0)
{
text = (char *)malloc(sizeof(char) * (count+1));
text = (char *)malloc(sizeof(char) * (count + 1));
count = fread(text, sizeof(char), count, textFile);
text[count] = '\0';
}
@ -1826,7 +1982,7 @@ static char *TextFileRead(char *fileName)
}
else TraceLog(WARNING, "[%s] Text file could not be opened", fileName);
}
return text;
}
@ -1925,7 +2081,7 @@ static void InitializeBuffersGPU(void)
glGenVertexArrays(1, &vaoTriangles);
glBindVertexArray(vaoTriangles);
}
// Create buffers for our vertex data
glGenBuffers(2, trianglesBuffer);
@ -1950,7 +2106,7 @@ static void InitializeBuffersGPU(void)
glGenVertexArrays(1, &vaoQuads);
glBindVertexArray(vaoQuads);
}
// Create buffers for our vertex data
glGenBuffers(4, quadsBuffer);
@ -1994,7 +2150,7 @@ 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);
@ -2011,7 +2167,7 @@ static void UpdateBuffers(void)
{
// 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);

View File

@ -145,22 +145,27 @@ void rlColor4f(float x, float y, float z, float w); // Define one vertex (color)
void rlEnableTexture(unsigned int id); // Enable texture usage
void rlDisableTexture(void); // Disable texture usage
void rlDeleteTextures(unsigned int id); // Delete OpenGL texture from GPU
void rlDeleteShader(unsigned int id); // Delete OpenGL shader program from GPU
void rlDeleteVertexArrays(unsigned int id); // Unload vertex data (VAO) from GPU memory
void rlDeleteBuffers(unsigned int id); // Unload vertex data (VBO) from GPU memory
void rlClearColor(byte r, byte g, byte b, byte a); // Clear color buffer with color
void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth)
int rlGetVersion(void); // Returns current OpenGL version
void rlEnableFBO(void);
//------------------------------------------------------------------------------------
// Functions Declaration - rlgl functionality
//------------------------------------------------------------------------------------
void rlglInit(void); // Initialize rlgl (shaders, VAO, VBO...)
void rlglInitPostpro(void); // Initialize postprocessing system
void rlglClose(void); // De-init rlgl
void rlglDraw(void); // Draw VAO/VBO
void rlglDrawPostpro(unsigned int shaderId); // Draw with postpro shader
void rlglInitGraphics(int offsetX, int offsetY, int width, int height); // Initialize Graphics (OpenGL stuff)
unsigned int rlglLoadTexture(unsigned char *data, int width, int height, bool genMipmaps); // Load in GPU OpenGL texture
unsigned int rlglLoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int format);
unsigned int rlglLoadShader(char *vShaderStr, char *fShaderStr); // Load a shader from text data
Model rlglLoadModel(VertexData mesh); // Upload vertex data into GPU and provided VAO/VBO ids
void rlglDrawModel(Model model, Vector3 position, Vector3 rotation, Vector3 scale, Color color, bool wires);