Add support for custom shaders
Custom shaders for models Postprocessig on FBO (in progress) Some useless spaces removed
This commit is contained in:
parent
b9e53cd135
commit
42c92e4f2e
113
src/core.c
113
src/core.c
@ -153,8 +153,7 @@ static int gamepadStream = -1; // Gamepad device file descripto
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#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
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static EGLDisplay display; // Native display device (physical screen connection)
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static EGLSurface surface; // Surface to draw on, framebuffers (connected to context)
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static EGLContext context; // Graphic context, mode in which drawing can be done
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static EGLContext context; // Graphic context, mode in which drawing can be done
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static uint64_t baseTime; // Base time measure for hi-res timer
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static bool windowShouldClose = false; // Flag to set window for closing
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#endif
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@ -207,6 +206,12 @@ static double targetTime = 0.0; // Desired time for one frame, if 0
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static char configFlags = 0;
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static bool showLogo = false;
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static bool customCamera = true;
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//static int cameraMode = CUSTOM; // FREE, FIRST_PERSON, THIRD_PERSON
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static bool enabledPostpro = false;
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static unsigned int fboShader = 0;
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//----------------------------------------------------------------------------------
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// Other Modules Functions Declaration (required by core)
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//----------------------------------------------------------------------------------
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@ -264,7 +269,7 @@ static void CommandCallback(struct android_app *app, int32_t cmd); //
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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 (v1.2.2)");
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// Store window title (could be useful...)
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windowTitle = title;
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@ -303,7 +308,7 @@ void InitWindow(int width, int height, const char *title)
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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 (v1.2.2)");
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app_dummy();
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screenWidth = width;
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@ -399,7 +404,7 @@ void CloseWindow(void)
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// Detect if KEY_ESCAPE pressed or Close icon pressed
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bool WindowShouldClose(void)
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{
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{
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
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// While window minimized, stop loop execution
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while (windowMinimized) glfwPollEvents();
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@ -434,7 +439,7 @@ void SetCustomCursor(const char *cursorImage)
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cursor = LoadTexture(cursorImage);
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#if defined(PLATFORM_DESKTOP)
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// NOTE: emscripten not implemented
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// NOTE: emscripten not implemented
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
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#endif
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customCursor = true;
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@ -473,6 +478,8 @@ void BeginDrawing(void)
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currentTime = GetTime(); // Number of elapsed seconds since InitTimer() was called
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updateTime = currentTime - previousTime;
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previousTime = currentTime;
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if (enabledPostpro) rlEnableFBO();
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rlClearScreenBuffers();
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@ -480,14 +487,17 @@ void BeginDrawing(void)
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rlMultMatrixf(GetMatrixVector(downscaleView)); // If downscale required, apply it here
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// rlTranslatef(0.375, 0.375, 0); // HACK to have 2D pixel-perfect drawing on OpenGL 1.1
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//rlTranslatef(0.375, 0.375, 0); // HACK to have 2D pixel-perfect drawing on OpenGL 1.1
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// NOTE: Not required with OpenGL 3.3+
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}
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// End canvas drawing and Swap Buffers (Double Buffering)
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void EndDrawing(void)
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{
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rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
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rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
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// TODO: Set postprocessing shader to be passed: SetPostproShader()?
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if (enabledPostpro) rlglDrawPostpro(fboShader); // Draw postprocessing effect (shader)
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SwapBuffers(); // Copy back buffer to front buffer
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PollInputEvents(); // Poll user events
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@ -515,7 +525,7 @@ void EndDrawing(void)
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// Initializes 3D mode for drawing (Camera setup)
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void Begin3dMode(Camera camera)
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{
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rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
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rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
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rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
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@ -533,14 +543,21 @@ void Begin3dMode(Camera camera)
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rlLoadIdentity(); // Reset current matrix (MODELVIEW)
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// Setup Camera view
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Matrix matLookAt = MatrixLookAt(camera.position, camera.target, camera.up);
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rlMultMatrixf(GetMatrixVector(matLookAt)); // Multiply MODELVIEW matrix by view matrix (camera)
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if (customCamera)
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{
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Matrix matLookAt = MatrixLookAt(camera.position, camera.target, camera.up);
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rlMultMatrixf(GetMatrixVector(matLookAt)); // Multiply MODELVIEW matrix by view matrix (camera)
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}
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else
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{
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// TODO: Add support for multiple automatic camera modes
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}
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}
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// Ends 3D mode and returns to default 2D orthographic mode
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void End3dMode(void)
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{
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rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
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rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
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rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
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rlPopMatrix(); // Restore previous matrix (PROJECTION) from matrix stack
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@ -738,7 +755,7 @@ void SetMousePosition(Vector2 position)
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{
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mousePosition = position;
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#if defined(PLATFORM_DESKTOP)
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// NOTE: emscripten not implemented
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// NOTE: emscripten not implemented
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glfwSetCursorPos(window, position.x, position.y);
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#endif
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}
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@ -900,7 +917,7 @@ Vector2 GetTouchPosition(void)
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//eventDrag
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int32_t iIndex = FindIndex( eventDrag, vec_pointers_[0] );
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if (iIndex == -1) return false;
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float x = AMotionEvent_getX(eventDrag, iIndex);
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@ -951,7 +968,7 @@ static void InitDisplay(int width, int height)
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displayWidth = screenWidth;
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displayHeight = screenHeight;
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#endif
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glfwDefaultWindowHints(); // Set default windows hints
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glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); // Avoid window being resizable
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@ -961,7 +978,7 @@ static void InitDisplay(int width, int height)
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//glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API); // Default OpenGL API to use. Alternative: GLFW_OPENGL_ES_API
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//glfwWindowHint(GLFW_AUX_BUFFERS, 0); // Number of auxiliar buffers
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// NOTE: When asking for an OpenGL context version, most drivers provide highest supported version
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// NOTE: When asking for an OpenGL context version, most drivers provide highest supported version
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// with forward compatibility to older OpenGL versions.
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// For example, if using OpenGL 1.1, driver can provide a 3.3 context fordward compatible.
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@ -972,7 +989,7 @@ static void InitDisplay(int width, int height)
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glfwWindowHint(GLFW_SAMPLES, 4); // Enables multisampling x4 (MSAA), default is 0
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TraceLog(INFO, "Enabled MSAA x4");
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}
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // Choose OpenGL major version (just hint)
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // Choose OpenGL minor version (just hint)
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Profiles Hint: Only 3.2 and above!
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@ -1188,6 +1205,18 @@ void InitGraphics(void)
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#endif
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}
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void InitPostShader(void)
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{
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rlglInitPostpro();
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enabledPostpro = true;
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}
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void SetPostShader(unsigned int shader)
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{
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fboShader = shader;
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}
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
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// GLFW3 Error Callback, runs on GLFW3 error
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static void ErrorCallback(int error, const char *description)
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@ -1233,7 +1262,7 @@ static void MouseButtonCallback(GLFWwindow *window, int button, int action, int
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static void CharCallback(GLFWwindow *window, unsigned int key)
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{
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lastKeyPressed = key;
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//TraceLog(INFO, "Char Callback Key pressed: %i\n", key);
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}
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@ -1267,14 +1296,14 @@ static void WindowIconifyCallback(GLFWwindow* window, int iconified)
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{
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// The window was iconified
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PauseMusicStream();
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windowMinimized = true;
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}
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else
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{
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// The window was restored
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ResumeMusicStream();
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windowMinimized = false;
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}
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}
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@ -1353,7 +1382,7 @@ static int32_t InputCallback(struct android_app *app, AInputEvent *event)
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//size_t pointerCount = AMotionEvent_getPointerCount(event);
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//float AMotionEvent_getPressure(const AInputEvent *motion_event, size_t pointer_index); // 0 to 1
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//float AMotionEvent_getSize(const AInputEvent *motion_event, size_t pointer_index); // Pressed area
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// Detect DOUBLE TAP event
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bool tapDetected = touchTap;
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@ -1362,19 +1391,19 @@ static int32_t InputCallback(struct android_app *app, AInputEvent *event)
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case AMOTION_EVENT_ACTION_DOWN:
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{
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int64_t eventTime = AMotionEvent_getEventTime(event);
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if (eventTime - lastTapTime <= DOUBLE_TAP_TIMEOUT)
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{
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float x = AMotionEvent_getX(event, 0) - lastTapX;
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float y = AMotionEvent_getY(event, 0) - lastTapY;
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float densityFactor = 1.0f;
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if ((x*x + y*y) < (DOUBLE_TAP_SLOP*DOUBLE_TAP_SLOP*densityFactor))
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{
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// Doubletap detected
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doubleTap = true;
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}
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}
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} break;
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@ -1385,12 +1414,12 @@ static int32_t InputCallback(struct android_app *app, AInputEvent *event)
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lastTapTime = AMotionEvent_getEventTime(event);
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lastTapX = AMotionEvent_getX(event, 0);
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lastTapY = AMotionEvent_getY(event, 0);
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}
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} break;
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}
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// Detect DRAG event
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//int32_t action = AMotionEvent_getAction(event);
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@ -1407,7 +1436,7 @@ static int32_t InputCallback(struct android_app *app, AInputEvent *event)
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stdVector[indexPosition] = AMotionEvent_getPointerId(event, 0);
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indexPosition++;
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TraceLog(INFO, "ACTION_DOWN");
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//ret = GESTURE_STATE_START;
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} break;
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case AMOTION_EVENT_ACTION_POINTER_DOWN:
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@ -1415,7 +1444,7 @@ static int32_t InputCallback(struct android_app *app, AInputEvent *event)
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stdVector[indexPosition] = AMotionEvent_getPointerId(event, index);
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indexPosition++;
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TraceLog(INFO, "ACTION_POINTER_DOWN");
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} break;
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case AMOTION_EVENT_ACTION_UP:
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{
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@ -1423,12 +1452,12 @@ static int32_t InputCallback(struct android_app *app, AInputEvent *event)
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indexPosition--;
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//ret = GESTURE_STATE_END;
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TraceLog(INFO, "ACTION_UP");
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} break;
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case AMOTION_EVENT_ACTION_POINTER_UP:
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{
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int32_t releasedPointerId = AMotionEvent_getPointerId(event, index);
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int i = 0;
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for (i = 0; i < MAX_TOUCH_POINTS; i++)
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{
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@ -1438,27 +1467,27 @@ static int32_t InputCallback(struct android_app *app, AInputEvent *event)
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{
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stdVector[k] = stdVector[k + 1];
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}
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//indexPosition--;
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indexPosition = 0;
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break;
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}
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}
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if (i <= 1)
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{
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// Reset pinch or drag
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//if (count == 2) //ret = GESTURE_STATE_START;
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}
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TraceLog(INFO, "ACTION_POINTER_UP");
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} break;
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case AMOTION_EVENT_ACTION_MOVE:
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{
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if (count == 1)
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{
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//TraceLog(INFO, "DRAG gesture detected");
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drag = true; //ret = GESTURE_STATE_MOVE;
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}
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else break;
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@ -1470,7 +1499,7 @@ static int32_t InputCallback(struct android_app *app, AInputEvent *event)
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}
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//--------------------------------------------------------------------
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return 1;
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}
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else if (type == AINPUT_EVENT_TYPE_KEY)
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@ -1672,13 +1701,13 @@ static void PollInputEvents(void)
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// Keyboard polling
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// Automatically managed by GLFW3 through callback
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lastKeyPressed = -1;
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// Register previous keys states
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for (int i = 0; i < 512; i++) previousKeyState[i] = currentKeyState[i];
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// Register previous mouse states
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for (int i = 0; i < 3; i++) previousMouseState[i] = currentMouseState[i];
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glfwPollEvents(); // Register keyboard/mouse events... and window events!
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#elif defined(PLATFORM_ANDROID)
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@ -1702,8 +1731,8 @@ static void PollInputEvents(void)
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{
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// NOTE: Never close window, native activity is controlled by the system!
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//TraceLog(INFO, "Closing Window...");
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//windowShouldClose = true;
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//windowShouldClose = true;
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//ANativeActivity_finish(app->activity);
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}
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}
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src/raylib.h
16
src/raylib.h
@ -92,7 +92,7 @@
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#define FLAG_MSAA_4X_HINT 16
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#define FLAG_VSYNC_HINT 32
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// Keyboard Function Keys
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// Keyboard Function Keys
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#define KEY_SPACE 32
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#define KEY_ESCAPE 256
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#define KEY_ENTER 257
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@ -268,9 +268,15 @@ typedef struct Model {
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unsigned int vaoId;
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unsigned int vboId[4];
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unsigned int textureId;
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unsigned int shaderId;
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//Matrix transform;
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} Model;
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// Shader type
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typedef struct Shader {
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unsigned int id;
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} Shader;
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// Sound source type
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typedef struct Sound {
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unsigned int source;
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@ -334,6 +340,9 @@ Color Fade(Color color, float alpha); // Color fade-in or
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void SetupFlags(char flags); // Enable some window configurations
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void ShowLogo(void); // Activates raylib logo at startup (can be done with flags)
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void InitPostShader(void);
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void SetPostShader(unsigned int shader);
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//------------------------------------------------------------------------------------
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// Input Handling Functions (Module: core)
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//------------------------------------------------------------------------------------
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@ -449,7 +458,7 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color
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void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
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void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
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void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
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void DrawQuad(Vector3 vertices[4], Vector2 textcoords[4], Vector3 normals[4], Color colors[4]); // Draw a quad
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void DrawQuad(Vector3 vertices[4], Vector2 textcoords[4], Vector3 normals[4], Color colors[4]); // Draw a quad
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void DrawPlane(Vector3 centerPos, Vector2 size, Vector3 rotation, Color color); // Draw a plane
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void DrawPlaneEx(Vector3 centerPos, Vector2 size, Vector3 rotation, int slicesX, int slicesZ, Color color); // Draw a plane with divisions
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void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
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@ -466,6 +475,7 @@ Model LoadHeightmap(Image heightmap, float maxHeight);
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Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
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void UnloadModel(Model model); // Unload 3d model from memory
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void SetModelTexture(Model *model, Texture2D texture); // Link a texture to a model
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void SetModelShader(Model *model, unsigned int shader);
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void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
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void DrawModelEx(Model model, Vector3 position, Vector3 rotation, Vector3 scale, Color tint); // Draw a model with extended parameters
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@ -474,6 +484,8 @@ void DrawModelWires(Model model, Vector3 position, float scale, Color color);
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void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
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void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
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unsigned int LoadCustomShader(char *vsFileName, char *fsFileName); // Load a custom shader (vertex shader + fragment shader)
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//------------------------------------------------------------------------------------
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// Audio Loading and Playing Functions (Module: audio)
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//------------------------------------------------------------------------------------
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550
src/rlgl.c
550
src/rlgl.c
@ -32,20 +32,20 @@
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#include <stdlib.h> // Declares malloc() and free() for memory management, rand()
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#if defined(GRAPHICS_API_OPENGL_11)
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#ifdef __APPLE__ // OpenGL include for OSX
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#include <OpenGL/gl.h>
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#else
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#include <GL/gl.h> // Basic OpenGL include
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#endif
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#ifdef __APPLE__ // OpenGL include for OSX
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#include <OpenGL/gl.h>
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#else
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#include <GL/gl.h> // Basic OpenGL include
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#endif
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#endif
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#if defined(GRAPHICS_API_OPENGL_33)
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#define GLEW_STATIC
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#ifdef __APPLE__ // OpenGL include for OSX
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#ifdef __APPLE__ // OpenGL include for OSX
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#include <OpenGL/gl3.h>
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#else
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#include <GL/glew.h> // Extensions loading lib
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//#include "glad.h" // TODO: Other extensions loading lib? --> REVIEW
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#else
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#include <GL/glew.h> // Extensions loading lib
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||||
//#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);
|
||||
|
@ -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);
|
||||
|
Loading…
Reference in New Issue
Block a user