Clean up and consistency review

- Renamed some functions for consistency (default buffers)
- Removed mystrdup() function (implemented inline)
- Renamed TextFileRead() to ReadTextFile()
This commit is contained in:
raysan5 2016-05-03 19:20:25 +02:00
parent 5f73850fa6
commit 8301980ba8
2 changed files with 158 additions and 157 deletions

View File

@ -196,23 +196,20 @@ static DrawMode currentDrawMode;
static float currentDepth = -1.0f;
// Vertex arrays for lines, triangles and quads
// Default vertex buffers for lines, triangles and quads
static VertexPositionColorBuffer lines; // No texture support
static VertexPositionColorBuffer triangles; // No texture support
static VertexPositionColorTextureIndexBuffer quads;
// Shader Programs
static Shader defaultShader;
static Shader currentShader; // By default, defaultShader
// Vertex Array Objects (VAO)
// Default vertex buffers VAOs (if supported)
static GLuint vaoLines, vaoTriangles, vaoQuads;
// Vertex Buffer Objects (VBO)
static GLuint linesBuffer[2];
static GLuint trianglesBuffer[2];
static GLuint quadsBuffer[4];
// Default vertex buffers VBOs
static GLuint linesBuffer[2]; // Lines buffers (position, color)
static GLuint trianglesBuffer[2]; // Triangles buffers (position, color)
static GLuint quadsBuffer[4]; // Quads buffers (position, texcoord, color, index)
// Default buffers draw calls
static DrawCall *draws;
static int drawsCounter;
@ -221,11 +218,14 @@ static Vector3 *tempBuffer;
static int tempBufferCount = 0;
static bool useTempBuffer = false;
// Shader Programs
static Shader defaultShader;
static Shader currentShader; // By default, defaultShader
// Flags for supported extensions
static bool vaoSupported = false; // VAO support (OpenGL ES2 could not support VAO extension)
// Compressed textures support flags
//static bool texCompDXTSupported = false; // DDS texture compression support
static bool texCompETC1Supported = false; // ETC1 texture compression support
static bool texCompETC2Supported = false; // ETC2/EAC texture compression support
static bool texCompPVRTSupported = false; // PVR texture compression support
@ -233,8 +233,8 @@ static bool texCompASTCSupported = false; // ASTC texture compression support
#endif
// Compressed textures support flags
static bool texCompDXTSupported = false; // DDS texture compression support
static bool npotSupported = false; // NPOT textures full support
static bool texCompDXTSupported = false; // DDS texture compression support
static bool npotSupported = false; // NPOT textures full support
#if defined(GRAPHICS_API_OPENGL_ES2)
// NOTE: VAO functionality is exposed through extensions (OES)
@ -254,14 +254,17 @@ unsigned int whiteTexture;
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
static void LoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int compressedFormat);
static Shader LoadDefaultShader(void);
static void LoadDefaultShaderLocations(Shader *shader);
static void InitializeBuffers(void);
static void InitializeBuffersGPU(void);
static void UpdateBuffers(void);
static char *TextFileRead(char *fn);
static void UnloadDefaultShader(void);
static void LoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int compressedFormat);
static void LoadDefaultBuffers(void);
static void UpdateDefaultBuffers(void);
static void UnloadDefaultBuffers(void);
static char *ReadTextFile(const char *fileName);
#endif
#if defined(GRAPHICS_API_OPENGL_11)
@ -274,20 +277,6 @@ static void TraceLog(int msgType, const char *text, ...);
float *MatrixToFloat(Matrix mat); // Converts Matrix to float array
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
// NOTE: strdup() functions replacement (not C99, POSIX function, not available on emscripten)
// Duplicates a string, returning an identical malloc'd string
char *mystrdup(const char *str)
{
size_t len = strlen(str) + 1;
void *newstr = malloc(len);
if (newstr == NULL) return NULL;
return (char *)memcpy(newstr, str, len);
}
#endif
//----------------------------------------------------------------------------------
// Module Functions Definition - Matrix operations
//----------------------------------------------------------------------------------
@ -919,13 +908,18 @@ void rlglInit(void)
// NOTE: We have to duplicate string because glGetString() returns a const value
// If not duplicated, it fails in some systems (Raspberry Pi)
char *extensionsDup = mystrdup(extensions);
// Equivalent to function: char *strdup(const char *str)
char *extensionsDup;
size_t len = strlen(extensions) + 1;
void *newstr = malloc(len);
if (newstr == NULL) extensionsDup = NULL;
extensionsDup = (char *)memcpy(newstr, extensions, len);
// NOTE: String could be splitted using strtok() function (string.h)
// NOTE: strtok() modifies the received string, it can not be const
char *extList[512]; // Allocate 512 strings pointers (2 KB)
extList[numExt] = strtok(extensionsDup, " ");
while (extList[numExt] != NULL)
@ -1024,12 +1018,9 @@ void rlglInit(void)
// Init default Shader (customized for GL 3.3 and ES2)
defaultShader = LoadDefaultShader();
//customShader = LoadShader("custom.vs", "custom.fs"); // Works ok
currentShader = defaultShader;
InitializeBuffers(); // Init vertex arrays
InitializeBuffersGPU(); // Init VBO and VAO
LoadDefaultBuffers(); // Initialize default vertex arrays buffers (lines, triangles, quads)
// Init temp vertex buffer, used when transformation required (translate, rotate, scale)
tempBuffer = (Vector3 *)malloc(sizeof(Vector3)*TEMP_VERTEX_BUFFER_SIZE);
@ -1054,54 +1045,10 @@ void rlglInit(void)
void rlglClose(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Unbind everything
if (vaoSupported) glBindVertexArray(0);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(2);
glDisableVertexAttribArray(3);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glUseProgram(0);
// Delete VBOs
glDeleteBuffers(1, &linesBuffer[0]);
glDeleteBuffers(1, &linesBuffer[1]);
glDeleteBuffers(1, &trianglesBuffer[0]);
glDeleteBuffers(1, &trianglesBuffer[1]);
glDeleteBuffers(1, &quadsBuffer[0]);
glDeleteBuffers(1, &quadsBuffer[1]);
glDeleteBuffers(1, &quadsBuffer[2]);
glDeleteBuffers(1, &quadsBuffer[3]);
if (vaoSupported)
{
// Delete VAOs
glDeleteVertexArrays(1, &vaoLines);
glDeleteVertexArrays(1, &vaoTriangles);
glDeleteVertexArrays(1, &vaoQuads);
}
//glDetachShader(defaultShaderProgram, vertexShader);
//glDetachShader(defaultShaderProgram, fragmentShader);
//glDeleteShader(vertexShader); // Already deleted on shader compilation
//glDeleteShader(fragmentShader); // Already deleted on sahder compilation
glDeleteProgram(defaultShader.id);
// Free vertex arrays memory
free(lines.vertices);
free(lines.colors);
free(triangles.vertices);
free(triangles.colors);
free(quads.vertices);
free(quads.texcoords);
free(quads.colors);
free(quads.indices);
// Free GPU texture
UnloadDefaultShader();
UnloadDefaultBuffers();
// Delete default white texture
glDeleteTextures(1, &whiteTexture);
TraceLog(INFO, "[TEX ID %i] Unloaded texture data (base white texture) from VRAM", whiteTexture);
@ -1113,7 +1060,7 @@ void rlglClose(void)
void rlglDraw(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
UpdateBuffers();
UpdateDefaultBuffers();
if ((lines.vCounter > 0) || (triangles.vCounter > 0) || (quads.vCounter > 0))
{
@ -1846,7 +1793,9 @@ void rlglGenerateMipmaps(Texture2D texture)
// NOTE: Once mipmaps have been generated and data has been uploaded to GPU VRAM, we can discard RAM data
free(data);
#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
#endif
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glGenerateMipmap(GL_TEXTURE_2D); // Generate mipmaps automatically
TraceLog(INFO, "[TEX ID %i] Mipmaps generated automatically", texture.id);
@ -2116,8 +2065,8 @@ Shader LoadShader(char *vsFileName, char *fsFileName)
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Shaders loading from external text file
char *vShaderStr = TextFileRead(vsFileName);
char *fShaderStr = TextFileRead(fsFileName);
char *vShaderStr = ReadTextFile(vsFileName);
char *fShaderStr = ReadTextFile(fsFileName);
if ((vShaderStr != NULL) && (fShaderStr != NULL))
{
@ -2418,7 +2367,7 @@ static void LoadCompressedTexture(unsigned char *data, int width, int height, in
}
}
// Load Shader (Vertex and Fragment)
// Load default shader (Vertex and Fragment)
// NOTE: This shader program is used for batch buffers (lines, triangles, quads)
static Shader LoadDefaultShader(void)
{
@ -2503,43 +2452,24 @@ static void LoadDefaultShaderLocations(Shader *shader)
shader->mapSpecularLoc = glGetUniformLocation(shader->id, "texture2");
}
// Read text file
// NOTE: text chars array should be freed manually
static char *TextFileRead(char *fileName)
// Unload default shader
static void UnloadDefaultShader(void)
{
FILE *textFile;
char *text = NULL;
glUseProgram(0);
int count = 0;
if (fileName != NULL)
{
textFile = fopen(fileName,"rt");
if (textFile != NULL)
{
fseek(textFile, 0, SEEK_END);
count = ftell(textFile);
rewind(textFile);
if (count > 0)
{
text = (char *)malloc(sizeof(char)*(count + 1));
count = fread(text, sizeof(char), count, textFile);
text[count] = '\0';
}
fclose(textFile);
}
else TraceLog(WARNING, "[%s] Text file could not be opened", fileName);
}
return text;
//glDetachShader(defaultShaderProgram, vertexShader);
//glDetachShader(defaultShaderProgram, fragmentShader);
//glDeleteShader(vertexShader); // Already deleted on shader compilation
//glDeleteShader(fragmentShader); // Already deleted on sahder compilation
glDeleteProgram(defaultShader.id);
}
// Allocate and initialize float array buffers to store vertex data (lines, triangles, quads)
static void InitializeBuffers(void)
// Load default internal buffers (lines, triangles, quads)
static void LoadDefaultBuffers(void)
{
// [CPU] Allocate and initialize float array buffers to store vertex data (lines, triangles, quads)
//--------------------------------------------------------------------------------------------
// Initialize lines arrays (vertex position and color data)
lines.vertices = (float *)malloc(sizeof(float)*3*2*MAX_LINES_BATCH); // 3 float by vertex, 2 vertex by line
lines.colors = (unsigned char *)malloc(sizeof(unsigned char)*4*2*MAX_LINES_BATCH); // 4 float by color, 2 colors by line
@ -2593,13 +2523,14 @@ static void InitializeBuffers(void)
quads.tcCounter = 0;
quads.cCounter = 0;
TraceLog(INFO, "CPU buffers (lines, triangles, quads) initialized successfully");
}
// Initialize Vertex Array Objects (Contain VBO)
// NOTE: lines, triangles and quads buffers use currentShader
static void InitializeBuffersGPU(void)
{
TraceLog(INFO, "Default buffers initialized successfully in CPU (lines, triangles, quads)");
//--------------------------------------------------------------------------------------------
// [GPU] Upload vertex data and initialize VAOs/VBOs (lines, triangles, quads)
// NOTE: Default buffers are linked to use currentShader (defaultShader)
//--------------------------------------------------------------------------------------------
// Upload and link lines vertex buffers
if (vaoSupported)
{
// Initialize Lines VAO
@ -2622,10 +2553,10 @@ static void InitializeBuffersGPU(void)
glEnableVertexAttribArray(currentShader.colorLoc);
glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Lines VAO initialized successfully", vaoLines);
else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Lines VBOs initialized successfully", linesBuffer[0], linesBuffer[1]);
//--------------------------------------------------------------
if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers (lines) VAO initialized successfully", vaoLines);
else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Default buffers (lines) VBOs initialized successfully", linesBuffer[0], linesBuffer[1]);
// Upload and link triangles vertex buffers
if (vaoSupported)
{
// Initialize Triangles VAO
@ -2647,10 +2578,10 @@ static void InitializeBuffersGPU(void)
glEnableVertexAttribArray(currentShader.colorLoc);
glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Triangles VAO initialized successfully", vaoTriangles);
else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Triangles VBOs initialized successfully", trianglesBuffer[0], trianglesBuffer[1]);
//--------------------------------------------------------------
if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers (triangles) VAO initialized successfully", vaoTriangles);
else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Default buffers (triangles) VBOs initialized successfully", trianglesBuffer[0], trianglesBuffer[1]);
// Upload and link quads vertex buffers
if (vaoSupported)
{
// Initialize Quads VAO
@ -2685,18 +2616,20 @@ static void InitializeBuffersGPU(void)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(short)*6*MAX_QUADS_BATCH, quads.indices, GL_STATIC_DRAW);
#endif
if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Quads VAO initialized successfully", vaoQuads);
else TraceLog(INFO, "[VBO ID %i][VBO ID %i][VBO ID %i][VBO ID %i] Quads VBOs initialized successfully", quadsBuffer[0], quadsBuffer[1], quadsBuffer[2], quadsBuffer[3]);
if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers (quads) VAO initialized successfully", vaoQuads);
else TraceLog(INFO, "[VBO ID %i][VBO ID %i][VBO ID %i][VBO ID %i] Default buffers (quads) VBOs initialized successfully", quadsBuffer[0], quadsBuffer[1], quadsBuffer[2], quadsBuffer[3]);
// Unbind the current VAO
if (vaoSupported) glBindVertexArray(0);
//--------------------------------------------------------------------------------------------
}
// Update VBOs with vertex array data
// Update default buffers (VAOs/VBOs) with vertex array data
// NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0)
// TODO: If no data changed on the CPU arrays --> No need to update GPU arrays (change flag required)
static void UpdateBuffers(void)
// TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (change flag required)
static void UpdateDefaultBuffers(void)
{
// Update lines vertex buffers
if (lines.vCounter > 0)
{
// Activate Lines VAO
@ -2712,8 +2645,8 @@ static void UpdateBuffers(void)
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*2*MAX_LINES_BATCH, lines.colors, GL_DYNAMIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*lines.cCounter, lines.colors);
}
//--------------------------------------------------------------
// Update triangles vertex buffers
if (triangles.vCounter > 0)
{
// Activate Triangles VAO
@ -2729,8 +2662,8 @@ static void UpdateBuffers(void)
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*triangles.cCounter, triangles.colors);
}
//--------------------------------------------------------------
// Update quads vertex buffers
if (quads.vCounter > 0)
{
// Activate Quads VAO
@ -2752,7 +2685,7 @@ static void UpdateBuffers(void)
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*quads.vCounter, quads.colors);
// Another option would be using buffer mapping...
//triangles.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
//quads.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
// Now we can modify vertices
//glUnmapBuffer(GL_ARRAY_BUFFER);
}
@ -2761,6 +2694,83 @@ static void UpdateBuffers(void)
// Unbind the current VAO
if (vaoSupported) glBindVertexArray(0);
}
// Unload default buffers vertex data from CPU and GPU
static void UnloadDefaultBuffers(void)
{
// Unbind everything
if (vaoSupported) glBindVertexArray(0);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(2);
glDisableVertexAttribArray(3);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
// Delete VBOs from GPU (VRAM)
glDeleteBuffers(1, &linesBuffer[0]);
glDeleteBuffers(1, &linesBuffer[1]);
glDeleteBuffers(1, &trianglesBuffer[0]);
glDeleteBuffers(1, &trianglesBuffer[1]);
glDeleteBuffers(1, &quadsBuffer[0]);
glDeleteBuffers(1, &quadsBuffer[1]);
glDeleteBuffers(1, &quadsBuffer[2]);
glDeleteBuffers(1, &quadsBuffer[3]);
if (vaoSupported)
{
// Delete VAOs from GPU (VRAM)
glDeleteVertexArrays(1, &vaoLines);
glDeleteVertexArrays(1, &vaoTriangles);
glDeleteVertexArrays(1, &vaoQuads);
}
// Free vertex arrays memory from CPU (RAM)
free(lines.vertices);
free(lines.colors);
free(triangles.vertices);
free(triangles.colors);
free(quads.vertices);
free(quads.texcoords);
free(quads.colors);
free(quads.indices);
}
// Read text data from file
// NOTE: text chars array should be freed manually
static char *ReadTextFile(const char *fileName)
{
FILE *textFile;
char *text = NULL;
int count = 0;
if (fileName != NULL)
{
textFile = fopen(fileName,"rt");
if (textFile != NULL)
{
fseek(textFile, 0, SEEK_END);
count = ftell(textFile);
rewind(textFile);
if (count > 0)
{
text = (char *)malloc(sizeof(char)*(count + 1));
count = fread(text, sizeof(char), count, textFile);
text[count] = '\0';
}
fclose(textFile);
}
else TraceLog(WARNING, "[%s] Text file could not be opened", fileName);
}
return text;
}
#endif //defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
#if defined(GRAPHICS_API_OPENGL_11)
@ -2891,7 +2901,6 @@ static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight)
#endif
#if defined(RLGL_STANDALONE)
// Output a trace log message
// NOTE: Expected msgType: (0)Info, (1)Error, (2)Warning
static void TraceLog(int msgType, const char *text, ...)

View File

@ -292,11 +292,6 @@ Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view); // Get world
unsigned char *rlglReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
void *rlglReadTexturePixels(Texture2D texture); // Read texture pixel data
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
void PrintProjectionMatrix(void); // DEBUG: Print projection matrix
void PrintModelviewMatrix(void); // DEBUG: Print modelview matrix
#endif
#if defined(RLGL_STANDALONE)
//------------------------------------------------------------------------------------
// Shaders System Functions (Module: rlgl)
@ -309,13 +304,10 @@ void SetCustomShader(Shader shader); // Set custo
void SetDefaultShader(void); // Set default shader to be used in batch draw
void SetModelShader(Model *model, Shader shader); // Link a shader to a model
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
void SetShaderMapDiffuse(Shader *shader, Texture2D texture); // Default diffuse shader map texture assignment
void SetShaderMapNormal(Shader *shader, const char *uniformName, Texture2D texture); // Normal map texture shader assignment
void SetShaderMapSpecular(Shader *shader, const char *uniformName, Texture2D texture); // Specular map texture shader assignment
void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textureUnit); // TODO: Generic shader map assignment
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied)
#endif