raymath module review and other changes

Complete review of matrix rotation math
Check compressed textures support
WIP: LoadImageFromData()
This commit is contained in:
raysan5 2015-05-11 00:15:46 +02:00
parent eae98e1c34
commit a7714c842f
8 changed files with 417 additions and 411 deletions

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@ -180,9 +180,9 @@ static int currentMouseWheelY = 0; // Required to track mouse wheel var
static int exitKey = KEY_ESCAPE; // Default exit key (ESC)
static int lastKeyPressed = -1;
#endif
static bool cursorHidden;
#endif
static double currentTime, previousTime; // Used to track timmings
static double updateTime, drawTime; // Time measures for update and draw
@ -227,6 +227,7 @@ static void SwapBuffers(void); // Copy back buffer to f
static void PollInputEvents(void); // Register user events
static void LogoAnimation(void); // Plays raylib logo appearing animation
static void SetupFramebufferSize(int displayWidth, int displayHeight);
#if defined(PLATFORM_RPI)
static void InitMouse(void); // Mouse initialization (including mouse thread)
static void *MouseThread(void *arg); // Mouse reading thread

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@ -93,7 +93,7 @@ else
endif
# define all object files required
OBJS = core.o rlgl.o raymath.o shapes.o text.o textures.o models.o audio.o utils.o stb_vorbis.o
OBJS = core.o rlgl.o raymath.o shapes.o text.o textures.o models.o audio.o utils.o stb_vorbis.o camera.o gestures.o
# typing 'make' will invoke the first target entry in the file,
# in this case, the 'default' target entry is raylib
@ -148,6 +148,14 @@ utils.o: utils.c
stb_vorbis.o: stb_vorbis.c
$(CC) -c stb_vorbis.c $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
# compile camera module
camera.o: camera.c
$(CC) -c camera.c $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
# compile gestures module
gestures.o: gestures.c
$(CC) -c gestures.c $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
# clean everything
clean:
ifeq ($(PLATFORM),PLATFORM_DESKTOP)

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@ -515,16 +515,15 @@ bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2
//------------------------------------------------------------------------------------
Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM)
Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource)
Image LoadImageFromData(Color *pixels, int width, int height, int format); // Load image from Color array data
Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory
Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat, int mipmapCount, bool genMipmaps); // Load a texture from raw data into GPU memory
Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource)
Texture2D LoadTextureFromImage(Image image, bool genMipmaps); // Load a texture from image data (and generate mipmaps)
Texture2D CreateTexture(Image image, bool genMipmaps); // [DEPRECATED] Same as LoadTextureFromImage()
void UnloadImage(Image image); // Unload image from CPU memory (RAM)
void UnloadTexture(Texture2D texture); // Unload texture from GPU memory
void ConvertToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two)
Color *GetPixelData(Image image); // Get pixel data from image as a Color struct array
void SetPixelData(Image *image, Color *pixels, int format); // Set image data from Color struct array
void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2

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@ -431,71 +431,77 @@ Matrix MatrixSubstract(Matrix left, Matrix right)
}
// Returns translation matrix
// TODO: Review this function
Matrix MatrixTranslate(float x, float y, float z)
{
/*
For OpenGL
1, 0, 0, 0
0, 1, 0, 0
0, 0, 1, 0
x, y, z, 1
Is the correct Translation Matrix. Why? Opengl Uses column-major matrix ordering.
Which is the Transpose of the Matrix you initially presented, which is in row-major ordering.
Row major is used in most math text-books and also DirectX, so it is a common
point of confusion for those new to OpenGL.
* matrix notation used in opengl documentation does not describe in-memory layout for OpenGL matrices
Translation matrix should be laid out in memory like this:
{ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, trabsX, transY, transZ, 1 }
9.005 Are OpenGL matrices column-major or row-major?
For programming purposes, OpenGL matrices are 16-value arrays with base vectors laid out
contiguously in memory. The translation components occupy the 13th, 14th, and 15th elements
of the 16-element matrix, where indices are numbered from 1 to 16 as described in section
2.11.2 of the OpenGL 2.1 Specification.
Column-major versus row-major is purely a notational convention. Note that post-multiplying
with column-major matrices produces the same result as pre-multiplying with row-major matrices.
The OpenGL Specification and the OpenGL Reference Manual both use column-major notation.
You can use any notation, as long as it's clearly stated.
Sadly, the use of column-major format in the spec and blue book has resulted in endless confusion
in the OpenGL programming community. Column-major notation suggests that matrices
are not laid out in memory as a programmer would expect.
*/
Matrix result = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, x, y, z, 1 };
return result;
}
// Returns rotation matrix
// TODO: Review this function
Matrix MatrixRotate(float angleX, float angleY, float angleZ)
// Create rotation matrix from axis and angle
// NOTE: Angle should be provided in radians
Matrix MatrixRotate(float angle, Vector3 axis)
{
Matrix result;
Matrix rotX = MatrixRotateX(angleX);
Matrix rotY = MatrixRotateY(angleY);
Matrix rotZ = MatrixRotateZ(angleZ);
Matrix mat = MatrixIdentity();
result = MatrixMultiply(MatrixMultiply(rotX, rotY), rotZ);
float x = axis.x, y = axis.y, z = axis.z;
float length = sqrt(x*x + y*y + z*z);
if ((length != 1) && (length != 0))
{
length = 1/length;
x *= length;
y *= length;
z *= length;
}
float s = sinf(angle);
float c = cosf(angle);
float t = 1.0f - c;
// Cache some matrix values (speed optimization)
float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3;
float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7;
float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11;
// Construct the elements of the rotation matrix
float b00 = x*x*t + c, b01 = y*x*t + z*s, b02 = z*x*t - y*s;
float b10 = x*y*t - z*s, b11 = y*y*t + c, b12 = z*y*t + x*s;
float b20 = x*z*t + y*s, b21 = y*z*t - x*s, b22 = z*z*t + c;
// Perform rotation-specific matrix multiplication
result.m0 = a00*b00 + a10*b01 + a20*b02;
result.m1 = a01*b00 + a11*b01 + a21*b02;
result.m2 = a02*b00 + a12*b01 + a22*b02;
result.m3 = a03*b00 + a13*b01 + a23*b02;
result.m4 = a00*b10 + a10*b11 + a20*b12;
result.m5 = a01*b10 + a11*b11 + a21*b12;
result.m6 = a02*b10 + a12*b11 + a22*b12;
result.m7 = a03*b10 + a13*b11 + a23*b12;
result.m8 = a00*b20 + a10*b21 + a20*b22;
result.m9 = a01*b20 + a11*b21 + a21*b22;
result.m10 = a02*b20 + a12*b21 + a22*b22;
result.m11 = a03*b20 + a13*b21 + a23*b22;
result.m12 = mat.m12;
result.m13 = mat.m13;
result.m14 = mat.m14;
result.m15 = mat.m15;
return result;
}
/*
// Another implementation for MatrixRotate...
Matrix MatrixRotate(float angle, float x, float y, float z)
{
Matrix result = MatrixIdentity();
float c = cosf(angle*DEG2RAD); // cosine
float s = sinf(angle*DEG2RAD); // sine
float c1 = 1.0f - c; // 1 - c
float c = cosf(angle); // cosine
float s = sinf(angle); // sine
float c1 = 1.0f - c; // 1 - c
float m0 = result.m0, m4 = result.m4, m8 = result.m8, m12 = result.m12,
m1 = result.m1, m5 = result.m5, m9 = result.m9, m13 = result.m13,
@ -530,124 +536,6 @@ Matrix MatrixRotate(float angle, float x, float y, float z)
}
*/
// Create rotation matrix from axis and angle
// TODO: Test this function
// NOTE: NO prototype defined!
Matrix MatrixFromAxisAngle(Vector3 axis, float angle)
{
Matrix result;
Matrix mat = MatrixIdentity();
float x = axis.x, y = axis.y, z = axis.z;
float length = sqrt(x*x + y*y + z*z);
if ((length != 1) && (length != 0))
{
length = 1 / length;
x *= length;
y *= length;
z *= length;
}
float s = sin(angle);
float c = cos(angle);
float t = 1-c;
// Cache some matrix values (speed optimization)
float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3;
float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7;
float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11;
// Construct the elements of the rotation matrix
float b00 = x*x*t + c, b01 = y*x*t + z*s, b02 = z*x*t - y*s;
float b10 = x*y*t - z*s, b11 = y*y*t + c, b12 = z*y*t + x*s;
float b20 = x*z*t + y*s, b21 = y*z*t - x*s, b22 = z*z*t + c;
// Perform rotation-specific matrix multiplication
result.m0 = a00*b00 + a10*b01 + a20*b02;
result.m1 = a01*b00 + a11*b01 + a21*b02;
result.m2 = a02*b00 + a12*b01 + a22*b02;
result.m3 = a03*b00 + a13*b01 + a23*b02;
result.m4 = a00*b10 + a10*b11 + a20*b12;
result.m5 = a01*b10 + a11*b11 + a21*b12;
result.m6 = a02*b10 + a12*b11 + a22*b12;
result.m7 = a03*b10 + a13*b11 + a23*b12;
result.m8 = a00*b20 + a10*b21 + a20*b22;
result.m9 = a01*b20 + a11*b21 + a21*b22;
result.m10 = a02*b20 + a12*b21 + a22*b22;
result.m11 = a03*b20 + a13*b21 + a23*b22;
result.m12 = mat.m12;
result.m13 = mat.m13;
result.m14 = mat.m14;
result.m15 = mat.m15;
return result;
};
// Create rotation matrix from axis and angle (version 2)
// TODO: Test this function
// NOTE: NO prototype defined!
Matrix MatrixFromAxisAngle2(Vector3 axis, float angle)
{
Matrix result;
VectorNormalize(&axis);
float axisX = axis.x, axisY = axis.y, axisZ = axis.y;
// Calculate angles
float cosres = (float)cos(angle);
float sinres = (float)sin(angle);
float t = 1.0f - cosres;
// Do the conversion math once
float tXX = t * axisX * axisX;
float tXY = t * axisX * axisY;
float tXZ = t * axisX * axisZ;
float tYY = t * axisY * axisY;
float tYZ = t * axisY * axisZ;
float tZZ = t * axisZ * axisZ;
float sinX = sinres * axisX;
float sinY = sinres * axisY;
float sinZ = sinres * axisZ;
result.m0 = tXX + cosres;
result.m1 = tXY + sinZ;
result.m2 = tXZ - sinY;
result.m3 = 0;
result.m4 = tXY - sinZ;
result.m5 = tYY + cosres;
result.m6 = tYZ + sinX;
result.m7 = 0;
result.m8 = tXZ + sinY;
result.m9 = tYZ - sinX;
result.m10 = tZZ + cosres;
result.m11 = 0;
result.m12 = 0;
result.m13 = 0;
result.m14 = 0;
result.m15 = 1;
return result;
}
// Returns rotation matrix for a given quaternion
Matrix MatrixFromQuaternion(Quaternion q)
{
Matrix result = MatrixIdentity();
Vector3 axis;
float angle;
QuaternionToAxisAngle(q, &axis, &angle);
result = MatrixFromAxisAngle2(axis, angle);
return result;
}
// Returns x-rotation matrix (angle in radians)
Matrix MatrixRotateX(float angle)
{
@ -704,22 +592,6 @@ Matrix MatrixScale(float x, float y, float z)
return result;
}
// Returns transformation matrix for a given translation, rotation and scale
// NOTE: Transformation order is rotation -> scale -> translation
// NOTE: Rotation angles should come in radians
Matrix MatrixTransform(Vector3 translation, Vector3 rotation, Vector3 scale)
{
Matrix result = MatrixIdentity();
Matrix mRotation = MatrixRotate(rotation.x, rotation.y, rotation.z);
Matrix mScale = MatrixScale(scale.x, scale.y, scale.z);
Matrix mTranslate = MatrixTranslate(translation.x, translation.y, translation.z);
result = MatrixMultiply(MatrixMultiply(mRotation, mScale), mTranslate);
return result;
}
// Returns two matrix multiplication
// NOTE: When multiplying matrices... the order matters!
Matrix MatrixMultiply(Matrix left, Matrix right)
@ -874,7 +746,7 @@ void PrintMatrix(Matrix m)
// Module Functions Definition - Quaternion math
//----------------------------------------------------------------------------------
// Calculates the length of a quaternion
// Computes the length of a quaternion
float QuaternionLength(Quaternion quat)
{
return sqrt(quat.x*quat.x + quat.y*quat.y + quat.z*quat.z + quat.w*quat.w);
@ -948,7 +820,7 @@ Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount)
return result;
}
// Returns a quaternion from a given rotation matrix
// Returns a quaternion for a given rotation matrix
Quaternion QuaternionFromMatrix(Matrix matrix)
{
Quaternion result;
@ -1004,29 +876,7 @@ Quaternion QuaternionFromMatrix(Matrix matrix)
return result;
}
// Returns rotation quaternion for an angle around an axis
// NOTE: angle must be provided in radians
Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle)
{
Quaternion result = { 0, 0, 0, 1 };
if (VectorLength(axis) != 0.0)
angle *= 0.5;
VectorNormalize(&axis);
result.x = axis.x * (float)sin(angle);
result.y = axis.y * (float)sin(angle);
result.z = axis.z * (float)sin(angle);
result.w = (float)cos(angle);
QuaternionNormalize(&result);
return result;
}
// Calculates the matrix from the given quaternion
// Returns a matrix for a given quaternion
Matrix QuaternionToMatrix(Quaternion q)
{
Matrix result;
@ -1065,12 +915,34 @@ Matrix QuaternionToMatrix(Quaternion q)
result.m13 = 0;
result.m14 = 0;
result.m15 = 1;
return result;
}
// Returns rotation quaternion for an angle and axis
// NOTE: angle must be provided in radians
Quaternion QuaternionFromAxisAngle(float angle, Vector3 axis)
{
Quaternion result = { 0, 0, 0, 1 };
if (VectorLength(axis) != 0.0)
angle *= 0.5;
VectorNormalize(&axis);
result.x = axis.x * (float)sin(angle);
result.y = axis.y * (float)sin(angle);
result.z = axis.z * (float)sin(angle);
result.w = (float)cos(angle);
QuaternionNormalize(&result);
return result;
}
// Returns the axis and the angle for a given quaternion
void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle)
// Returns the rotation angle and axis for a given quaternion
void QuaternionToAxisAngle(Quaternion q, float *outAngle, Vector3 *outAxis)
{
if (fabs(q.w) > 1.0f) QuaternionNormalize(&q);

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@ -107,15 +107,11 @@ Matrix MatrixIdentity(void); // Returns identity matr
Matrix MatrixAdd(Matrix left, Matrix right); // Add two matrices
Matrix MatrixSubstract(Matrix left, Matrix right); // Substract two matrices (left - right)
Matrix MatrixTranslate(float x, float y, float z); // Returns translation matrix
Matrix MatrixRotate(float axisX, float axisY, float axisZ); // Returns rotation matrix
Matrix MatrixFromAxisAngle(Vector3 axis, float angle); // Returns rotation matrix for an angle around an specified axis
Matrix MatrixFromAxisAngle2(Vector3 axis, float angle); // Returns rotation matrix for an angle around an specified axis (test another implemntation)
Matrix MatrixFromQuaternion(Quaternion q); // Returns rotation matrix for a given quaternion
Matrix MatrixRotate(float angle, Vector3 axis); // Returns rotation matrix for an angle around an specified axis (angle in radians)
Matrix MatrixRotateX(float angle); // Returns x-rotation matrix (angle in radians)
Matrix MatrixRotateY(float angle); // Returns y-rotation matrix (angle in radians)
Matrix MatrixRotateZ(float angle); // Returns z-rotation matrix (angle in radians)
Matrix MatrixScale(float x, float y, float z); // Returns scaling matrix
Matrix MatrixTransform(Vector3 translation, Vector3 rotation, Vector3 scale); // Returns transformation matrix for a given translation, rotation and scale
Matrix MatrixMultiply(Matrix left, Matrix right); // Returns two matrix multiplication
Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far); // Returns perspective projection matrix
Matrix MatrixPerspective(double fovy, double aspect, double near, double far); // Returns perspective projection matrix
@ -126,14 +122,14 @@ void PrintMatrix(Matrix m); // Print matrix utility
//------------------------------------------------------------------------------------
// Functions Declaration to work with Quaternions
//------------------------------------------------------------------------------------
float QuaternionLength(Quaternion quat); // Calculates the length of a quaternion
float QuaternionLength(Quaternion quat); // Compute the length of a quaternion
void QuaternionNormalize(Quaternion *q); // Normalize provided quaternion
Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2); // Calculate two quaternion multiplication
Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float slerp); // Calculates spherical linear interpolation between two quaternions
Quaternion QuaternionFromMatrix(Matrix matrix); // Returns a quaternion from a given rotation matrix
Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle); // Returns rotation quaternion for an angle around an axis
Matrix QuaternionToMatrix(Quaternion q); // Calculates the matrix from the given quaternion
void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle); // Returns the axis and the angle for a given quaternion
Quaternion QuaternionFromMatrix(Matrix matrix); // Returns a quaternion for a given rotation matrix
Matrix QuaternionToMatrix(Quaternion q); // Returns a matrix for a given quaternion
Quaternion QuaternionFromAxisAngle(float angle, Vector3 axis); // Returns rotation quaternion for an angle and axis
void QuaternionToAxisAngle(Quaternion q, float *outAngle, Vector3 *outAxis); // Returns the rotation angle and axis for a given quaternion
void QuaternionTransform(Quaternion *q, Matrix mat); // Transform a quaternion given a transformation matrix
#ifdef __cplusplus

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@ -30,6 +30,7 @@
#include <stdio.h> // Standard input / output lib
#include <stdlib.h> // Declares malloc() and free() for memory management, rand()
#include <string.h> // Declares strcmp(), strlen(), strtok(), strdup()
#if defined(GRAPHICS_API_OPENGL_11)
#ifdef __APPLE__ // OpenGL include for OSX
@ -63,28 +64,49 @@
#define TEMP_VERTEX_BUFFER_SIZE 4096 // Temporal Vertex Buffer (required for vertex-transformations)
// NOTE: Every vertex are 3 floats (12 bytes)
#ifndef GL_COMPRESSED_RGB_S3TC_DXT1_EXT
#define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0
#endif
#ifndef GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
#define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
#endif
#ifndef GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
#define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
#endif
#ifndef GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
#define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
#endif
#ifndef GL_ETC1_RGB8_OES
#define GL_ETC1_RGB8_OES 0x8D64
#endif
#ifndef GL_COMPRESSED_RGB8_ETC2
#define GL_COMPRESSED_RGB8_ETC2 0x9274
#endif
#ifndef GL_COMPRESSED_RGBA8_ETC2_EAC
#define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278
#ifndef GL_SHADING_LANGUAGE_VERSION
#define GL_SHADING_LANGUAGE_VERSION 0x8B8C
#endif
#ifndef GL_COMPRESSED_RGB_S3TC_DXT1_EXT
#define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0
#endif
#ifndef GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
#define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
#endif
#ifndef GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
#define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
#endif
#ifndef GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
#define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
#endif
#ifndef GL_ETC1_RGB8_OES
#define GL_ETC1_RGB8_OES 0x8D64
#endif
#ifndef GL_COMPRESSED_RGB8_ETC2
#define GL_COMPRESSED_RGB8_ETC2 0x9274
#endif
#ifndef GL_COMPRESSED_RGBA8_ETC2_EAC
#define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278
#endif
#ifndef GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG
#define GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00
#endif
#ifndef GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG
#define GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02
#endif
#ifndef GL_COMPRESSED_RGBA_ASTC_4x4_KHR
#define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93b0
#endif
#ifndef GL_COMPRESSED_RGBA_ASTC_8x8_KHR
#define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93b7
#endif
#if defined(GRAPHICS_API_OPENGL_11)
#define GL_UNSIGNED_SHORT_5_6_5 0x8363
#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
#endif
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
@ -215,6 +237,8 @@ static PFNGLISVERTEXARRAYOESPROC glIsVertexArray;
// NOTE: It's required in shapes and models modules!
unsigned int whiteTexture;
static bool supportedTextureFormat[32];
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
@ -224,9 +248,6 @@ static Shader LoadSimpleShader(void);
static void InitializeBuffers(void);
static void InitializeBuffersGPU(void);
static void UpdateBuffers(void);
static void LoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int compressedFormat);
// Custom shader files loading (external)
static char *TextFileRead(char *fn);
#endif
@ -235,6 +256,8 @@ static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight);
static pixel *GenNextMipmap(pixel *srcData, int srcWidth, int srcHeight);
#endif
static void LoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int compressedFormat);
//----------------------------------------------------------------------------------
// Module Functions Definition - Matrix operations
//----------------------------------------------------------------------------------
@ -328,23 +351,11 @@ void rlTranslatef(float x, float y, float z)
// Multiply the current matrix by a rotation matrix
void rlRotatef(float angleDeg, float x, float y, float z)
{
// TODO: Support rotation in multiple axes
Matrix rotation = MatrixIdentity();
// OPTION 1: It works...
if (x == 1) rotation = MatrixRotateX(angleDeg*DEG2RAD);
else if (y == 1) rotation = MatrixRotateY(angleDeg*DEG2RAD);
else if (z == 1) rotation = MatrixRotateZ(angleDeg*DEG2RAD);
// OPTION 2: Requires review...
//Vector3 axis = (Vector3){ x, y, z };
//VectorNormalize(&axis);
//rotation = MatrixRotateY(angleDeg*DEG2RAD); //MatrixFromAxisAngle(axis, angleDeg*DEG2RAD);
// 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);
Vector3 axis = (Vector3){ x, y, z };
VectorNormalize(&axis);
rotation = MatrixRotate(angleDeg*DEG2RAD, axis);
MatrixTranspose(&rotation);
@ -840,7 +851,7 @@ void rlglInit(void)
TraceLog(INFO, "GPU: Vendor: %s", glGetString(GL_VENDOR));
TraceLog(INFO, "GPU: Renderer: %s", glGetString(GL_RENDERER));
TraceLog(INFO, "GPU: Version: %s", glGetString(GL_VERSION));
TraceLog(INFO, "GPU: GLSL: %s", glGetString(0x8B8C)); //GL_SHADING_LANGUAGE_VERSION
TraceLog(INFO, "GPU: GLSL: %s", glGetString(GL_SHADING_LANGUAGE_VERSION));
// NOTE: We can get a bunch of extra information about GPU capabilities (glGet*)
//int maxTexSize;
@ -853,6 +864,9 @@ void rlglInit(void)
// Show supported extensions
// NOTE: We don't need that much data on screen... right now...
// Check available extensions for compressed textures support
for (int i = 0; i < 32; i++) supportedTextureFormat[i] = false;
#if defined(GRAPHICS_API_OPENGL_33)
GLint numExt;
@ -861,40 +875,49 @@ void rlglInit(void)
for (int i = 0; i < numExt; i++)
{
//TraceLog(INFO, "Supported extension: %s", glGetStringi(GL_EXTENSIONS, i));
/*
if (strcmp(glGetStringi(GL_EXTENSIONS, i),"GL_EXT_texture_compression_s3tc") == 0)
if (strcmp((char *)glGetStringi(GL_EXTENSIONS, i), "GL_EXT_texture_compression_s3tc") == 0)
{
// DDS texture compression support
// TODO: Check required tokens
supportedTextureFormat[COMPRESSED_DXT1_RGB] = true;
supportedTextureFormat[COMPRESSED_DXT1_RGBA] = true;
supportedTextureFormat[COMPRESSED_DXT3_RGBA] = true;
supportedTextureFormat[COMPRESSED_DXT5_RGBA] = true;
}
else if (strcmp(glGetStringi(GL_EXTENSIONS, i),"GL_OES_compressed_ETC1_RGB8_texture") == 0)
else if (strcmp((char *)glGetStringi(GL_EXTENSIONS, i), "GL_OES_compressed_ETC1_RGB8_texture") == 0)
{
// ETC1 texture compression support
supportedTextureFormat[COMPRESSED_ETC1_RGB] = true;
}
else if (strcmp(glGetStringi(GL_EXTENSIONS, i),"GL_ARB_ES3_compatibility") == 0)
else if (strcmp((char *)glGetStringi(GL_EXTENSIONS, i),"GL_ARB_ES3_compatibility") == 0)
{
//OES_compressed_ETC2_RGB8_texture,
//OES_compressed_ETC2_RGBA8_texture,
// ETC2/EAC texture compression support
supportedTextureFormat[COMPRESSED_ETC2_RGB] = true;
supportedTextureFormat[COMPRESSED_ETC2_EAC_RGBA] = true;
}
else if (strcmp(glGetStringi(GL_EXTENSIONS, i),"GL_IMG_texture_compression_pvrtc") == 0)
else if (strcmp((char *)glGetStringi(GL_EXTENSIONS, i),"GL_IMG_texture_compression_pvrtc") == 0)
{
// PVR texture compression support
supportedTextureFormat[COMPRESSED_PVRT_RGB] = true;
supportedTextureFormat[COMPRESSED_PVRT_RGBA] = true;
}
else if (strcmp(glGetStringi(GL_EXTENSIONS, i),"GL_KHR_texture_compression_astc_hdr") == 0)
else if (strcmp((char *)glGetStringi(GL_EXTENSIONS, i),"GL_KHR_texture_compression_astc_hdr") == 0)
{
// ASTC texture compression support
supportedTextureFormat[COMPRESSED_ASTC_4x4_RGBA] = true;
supportedTextureFormat[COMPRESSED_ASTC_8x8_RGBA] = true;
}
*/
}
#elif defined(GRAPHICS_API_OPENGL_ES2)
char *extensions = (char *)glGetString(GL_EXTENSIONS); // One big string
// NOTE: String could be splitted using strtok() function (string.h)
TraceLog(INFO, "Supported extension: %s", extensions);
//char** ext = StringSplit(extensions, ' ');
//for (int i = 0; i < numExt; i++) printf("%s", ext[i]);
#endif
/*
GLint numComp = 0;
glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &numComp);
@ -1258,6 +1281,7 @@ void rlglDrawPostpro(void)
}
// Draw a 3d model
// NOTE: Model transform can come within model struct
void rlglDrawModel(Model model, Vector3 position, float rotationAngle, Vector3 rotationAxis, Vector3 scale, Color color, bool wires)
{
#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
@ -1284,8 +1308,6 @@ void rlglDrawModel(Model model, Vector3 position, float rotationAngle, Vector3 r
rlScalef(scale.x, scale.y, scale.z);
rlRotatef(rotationAngle, rotationAxis.x, rotationAxis.y, rotationAxis.z);
// TODO: If rotate in multiple axis, get rotation matrix and use rlMultMatrix()
rlColor4ub(color.r, color.g, color.b, color.a);
glDrawArrays(GL_TRIANGLES, 0, model.mesh.vertexCount);
@ -1302,13 +1324,17 @@ void rlglDrawModel(Model model, Vector3 position, float rotationAngle, Vector3 r
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glUseProgram(model.shader.id);
// TODO: Use model.transform matrix
Vector3 rotation = { 0.0f, 0.0f, 0.0f };
// Apply transformation provided in model.transform matrix
Matrix modelviewworld = MatrixMultiply(model.transform, modelview); // World-space transformation
// Apply transformations provided in function
// Get transform matrix (rotation -> scale -> translation)
Matrix transform = MatrixTransform(position, rotation, scale); // Object-space transformation
Matrix modelviewworld = MatrixMultiply(transform, modelview); // World-space transformation
Matrix rotation = MatrixRotate(rotationAngle*DEG2RAD, rotationAxis);
Matrix matScale = MatrixScale(scale.x, scale.y, scale.z);
Matrix translation = MatrixTranslate(position.x, position.y, position.z);
Matrix transform = MatrixMultiply(MatrixMultiply(rotation, matScale), translation); // Object-space transformation matrix
modelviewworld = MatrixMultiply(transform, modelview); // World-space transformation
// Projection: Screen-space transformation
@ -1405,7 +1431,6 @@ void rlglInitGraphics(int offsetX, int offsetY, int width, int height)
// Possible options: GL_SMOOTH (Color interpolation) or GL_FLAT (no interpolation)
#endif
// TODO: Review this comment when called from window resize callback
TraceLog(INFO, "OpenGL Graphics initialized successfully");
}
@ -1596,75 +1621,6 @@ unsigned int rlglLoadTexture(void *data, int width, int height, int textureForma
//glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, id);
// NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used!
#if defined(GRAPHICS_API_OPENGL_ES2)
// NOTE: OpenGL ES 2.0 with no GL_OES_texture_npot support (i.e. WebGL) has limited NPOT support, so CLAMP_TO_EDGE must be used
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // Set texture to clamp on x-axis
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Set texture to clamp on y-axis
#else
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repeat on x-axis
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repeat on y-axis
#endif
bool texIsPOT = false;
// Check if width and height are power-of-two (POT)
if (((width > 0) && ((width & (width - 1)) == 0)) && ((height > 0) && ((height & (height - 1)) == 0))) texIsPOT = true;
if (genMipmaps && !texIsPOT)
{
TraceLog(WARNING, "[TEX ID %i] Texture is not power-of-two, mipmaps can not be generated", id);
genMipmaps = false;
}
// TODO: Support mipmaps --> if (mipmapCount > 1)
// If mipmaps are being used, we configure mag-min filters accordingly
// NOTE: OpenGL ES 2.0 with no GL_OES_texture_npot support (i.e. WebGL) has limited NPOT support, so only GL_LINEAR or GL_NEAREST can be used
if (genMipmaps)
{
// Trilinear filtering with mipmaps
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // Activate use of mipmaps (must be available)
}
else
{
// Not using mipmappings
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR
}
#if defined(GRAPHICS_API_OPENGL_11)
if (genMipmaps)
{
TraceLog(WARNING, "[TEX ID %i] Mipmaps generated manually on CPU side", id);
// Compute required mipmaps
// NOTE: data size is reallocated to fit mipmaps data
int mipmapCount = GenerateMipmaps(data, width, height);
int offset = 0;
int size = 0;
int mipWidth = width;
int mipHeight = height;
// Load the mipmaps
for (int level = 0; level < mipmapCount; level++)
{
glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA8, mipWidth, mipHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, data + offset);
size = mipWidth*mipHeight*4;
offset += size;
mipWidth /= 2;
mipHeight /= 2;
}
}
else glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
#endif
#if defined(GRAPHICS_API_OPENGL_33)
// NOTE: We define internal (GPU) format as GL_RGBA8 (probably BGRA8 in practice, driver takes care)
// NOTE: On embedded systems, we let the driver choose the best internal format
@ -1703,24 +1659,20 @@ unsigned int rlglLoadTexture(void *data, int width, int height, int textureForma
case UNCOMPRESSED_R5G5B5A1: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5_A1, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, (unsigned short *)data); break;
case UNCOMPRESSED_R4G4B4A4: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA4, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned short *)data); break;
case UNCOMPRESSED_R8G8B8A8: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
case COMPRESSED_DXT1_RGB: LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGB_S3TC_DXT1_EXT); break;
case COMPRESSED_DXT1_RGBA: LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT); break;
case COMPRESSED_DXT3_RGBA: LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT); break;
case COMPRESSED_DXT5_RGBA: LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT); break;
case COMPRESSED_ETC1_RGB: TraceLog(WARNING, "ETC compression not supported"); break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3
case COMPRESSED_ETC2_RGB: LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGB8_ETC2); break;//TraceLog(WARNING, "ETC compression not supported"); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
case COMPRESSED_ETC2_EAC_RGBA: LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA8_ETC2_EAC); break;//TraceLog(WARNING, "ETC compression not supported"); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
//case COMPRESSED_ASTC_RGBA_4x4: LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_ASTC_4x4_KHR); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
case COMPRESSED_DXT1_RGB: if (supportedTextureFormat[COMPRESSED_DXT1_RGB]) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGB_S3TC_DXT1_EXT); break;
case COMPRESSED_DXT1_RGBA: if (supportedTextureFormat[COMPRESSED_DXT1_RGBA]) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT); break;
case COMPRESSED_DXT3_RGBA: if (supportedTextureFormat[COMPRESSED_DXT3_RGBA]) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT); break;
case COMPRESSED_DXT5_RGBA: if (supportedTextureFormat[COMPRESSED_DXT5_RGBA]) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT); break;
case COMPRESSED_ETC1_RGB: if (supportedTextureFormat[COMPRESSED_ETC1_RGB]) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_ETC1_RGB8_OES); break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3
case COMPRESSED_ETC2_RGB: if (supportedTextureFormat[COMPRESSED_ETC2_RGB]) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGB8_ETC2); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
case COMPRESSED_ETC2_EAC_RGBA: if (supportedTextureFormat[COMPRESSED_ETC2_EAC_RGBA]) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA8_ETC2_EAC); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
case COMPRESSED_PVRT_RGB: if (supportedTextureFormat[COMPRESSED_PVRT_RGB]) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG); break; // NOTE: Requires PowerVR GPU
case COMPRESSED_PVRT_RGBA: if (supportedTextureFormat[COMPRESSED_PVRT_RGBA]) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG); break; // NOTE: Requires PowerVR GPU
case COMPRESSED_ASTC_4x4_RGBA: if (supportedTextureFormat[COMPRESSED_ASTC_4x4_RGBA]) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_ASTC_4x4_KHR); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
case COMPRESSED_ASTC_8x8_RGBA: if (supportedTextureFormat[COMPRESSED_ASTC_8x8_RGBA]) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_ASTC_8x8_KHR); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
default: TraceLog(WARNING, "Texture format not recognized"); break;
}
if ((mipmapCount == 1) && (genMipmaps))
{
glGenerateMipmap(GL_TEXTURE_2D); // Generate mipmaps automatically
TraceLog(INFO, "[TEX ID %i] Mipmaps generated automatically for new texture", id);
}
#elif defined(GRAPHICS_API_OPENGL_ES2)
#elif defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_ES2)
// NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA
switch (textureFormat)
{
@ -1731,17 +1683,63 @@ unsigned int rlglLoadTexture(void *data, int width, int height, int textureForma
case UNCOMPRESSED_R5G5B5A1: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, (unsigned short *)data); break;
case UNCOMPRESSED_R4G4B4A4: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned short *)data); break;
case UNCOMPRESSED_R8G8B8A8: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
case COMPRESSED_DXT1_RGB: LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGB_S3TC_DXT1_EXT); break;
case COMPRESSED_DXT1_RGBA: LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGB_S3TC_DXT1_EXT); break;
case COMPRESSED_DXT3_RGBA: LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT); break; // NOTE: Not supported by WebGL
case COMPRESSED_DXT5_RGBA: LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT); break; // NOTE: Not supported by WebGL
case COMPRESSED_ETC1_RGB: LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_ETC1_RGB8_OES); break;
case COMPRESSED_ETC2_RGB: LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGB8_ETC2); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
case COMPRESSED_ETC2_EAC_RGBA: LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA8_ETC2_EAC); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
//case COMPRESSED_ASTC_RGBA_4x4: LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_ASTC_4x4_KHR); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
case COMPRESSED_DXT1_RGB: if (supportedTextureFormat[COMPRESSED_DXT1_RGB]) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGB_S3TC_DXT1_EXT); break;
case COMPRESSED_DXT1_RGBA: if (supportedTextureFormat[COMPRESSED_DXT1_RGBA]) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT); break;
case COMPRESSED_DXT3_RGBA: if (supportedTextureFormat[COMPRESSED_DXT3_RGBA]) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT); break; // NOTE: Not supported by WebGL
case COMPRESSED_DXT5_RGBA: if (supportedTextureFormat[COMPRESSED_DXT5_RGBA]) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT); break; // NOTE: Not supported by WebGL
case COMPRESSED_ETC1_RGB: if (supportedTextureFormat[COMPRESSED_ETC1_RGB]) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_ETC1_RGB8_OES); break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3
case COMPRESSED_ETC2_RGB: if (supportedTextureFormat[COMPRESSED_ETC2_RGB]) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGB8_ETC2); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
case COMPRESSED_ETC2_EAC_RGBA: if (supportedTextureFormat[COMPRESSED_ETC2_EAC_RGBA]) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA8_ETC2_EAC); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
case COMPRESSED_PVRT_RGB: if (supportedTextureFormat[COMPRESSED_PVRT_RGB]) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG); break; // NOTE: Requires PowerVR GPU
case COMPRESSED_PVRT_RGBA: if (supportedTextureFormat[COMPRESSED_PVRT_RGBA]) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG); break; // NOTE: Requires PowerVR GPU
case COMPRESSED_ASTC_4x4_RGBA: if (supportedTextureFormat[COMPRESSED_ASTC_4x4_RGBA]) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_ASTC_4x4_KHR); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
case COMPRESSED_ASTC_8x8_RGBA: if (supportedTextureFormat[COMPRESSED_ASTC_8x8_RGBA]) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_ASTC_8x8_KHR); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
default: TraceLog(WARNING, "Texture format not supported"); break;
}
#endif
// Check if texture is power-of-two (POT) to enable mipmap generation
bool texIsPOT = false;
if (((width > 0) && ((width & (width - 1)) == 0)) && ((height > 0) && ((height & (height - 1)) == 0))) texIsPOT = true;
if (genMipmaps && !texIsPOT)
{
TraceLog(WARNING, "[TEX ID %i] Texture is not power-of-two, mipmaps can not be generated", id);
genMipmaps = false;
}
// Generate mipmaps if required
// TODO: Improve mipmaps support
#if defined(GRAPHICS_API_OPENGL_11)
if (genMipmaps)
{
// Compute required mipmaps
// NOTE: data size is reallocated to fit mipmaps data
int mipmapCount = GenerateMipmaps(data, width, height);
// TODO: Adjust mipmap size depending on texture format!
int size = width*height*4;
int offset = size;
int mipWidth = width/2;
int mipHeight = height/2;
// Load the mipmaps
for (int level = 1; level < mipmapCount; level++)
{
glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA8, mipWidth, mipHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, data + offset);
size = mipWidth*mipHeight*4;
offset += size;
mipWidth /= 2;
mipHeight /= 2;
}
TraceLog(WARNING, "[TEX ID %i] Mipmaps generated manually on CPU side", id);
}
#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if ((mipmapCount == 1) && (genMipmaps))
{
glGenerateMipmap(GL_TEXTURE_2D); // Generate mipmaps automatically
@ -1749,7 +1747,30 @@ unsigned int rlglLoadTexture(void *data, int width, int height, int textureForma
}
#endif
// At this point we have the image converted to texture and uploaded to GPU
// Texture parameters configuration
// NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used
#if defined(GRAPHICS_API_OPENGL_ES2)
// NOTE: OpenGL ES 2.0 with no GL_OES_texture_npot support (i.e. WebGL) has limited NPOT support, so CLAMP_TO_EDGE must be used
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // Set texture to clamp on x-axis
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Set texture to clamp on y-axis
#else
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repeat on x-axis
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repeat on y-axis
#endif
// Magnification and minification filters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR
#if defined(GRAPHICS_API_OPENGL_33)
if ((mipmapCount > 1) || (genMipmaps))
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // Activate Trilinear filtering for mipmaps (must be available)
}
#endif
// At this point we have the texture loaded in GPU, with mipmaps generated (if desired) and texture parameters configured
// Unbind current texture
glBindTexture(GL_TEXTURE_2D, 0);
@ -2027,6 +2048,7 @@ void rlglSetModelShader(Model *model, Shader shader)
// Set custom shader to be used on batch draw
void rlglSetCustomShader(Shader shader)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if (currentShader.id != shader.id)
{
rlglDraw();
@ -2053,12 +2075,15 @@ void rlglSetCustomShader(Shader shader)
if (vaoSupported) glBindVertexArray(0); // Unbind VAO
*/
}
#endif
}
// Set default shader to be used on batch draw
void rlglSetDefaultShader(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
rlglSetCustomShader(defaultShader);
#endif
}
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
@ -2441,7 +2466,7 @@ static void InitializeBuffersGPU(void)
// Update 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 every frame!
// TODO: If no data changed on the CPU arrays --> No need to update GPU arrays
static void UpdateBuffers(void)
{
if (lines.vCounter > 0)
@ -2508,11 +2533,9 @@ static void UpdateBuffers(void)
// Unbind the current VAO
if (vaoSupported) glBindVertexArray(0);
}
#endif //defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
#if defined(GRAPHICS_API_OPENGL_11)
// Mipmaps data is generated after image data
static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight)
{

View File

@ -84,12 +84,6 @@ extern void LoadDefaultFont(void)
defaultFont.numChars = 224; // Number of chars included in our default font
Image image;
image.width = 128; // We know our default font image is 128 pixels width
image.height = 128; // We know our default font image is 128 pixels height
image.mipmaps = 1;
image.format = UNCOMPRESSED_R8G8B8A8;
// Default font is directly defined here (data generated from a sprite font image)
// This way, we reconstruct SpriteFont without creating large global variables
// This data is automatically allocated to Stack and automatically deallocated at the end of this function
@ -151,14 +145,17 @@ extern void LoadDefaultFont(void)
// Re-construct image from defaultFontData and generate OpenGL texture
//----------------------------------------------------------------------
Color *imagePixels = (Color *)malloc(image.width*image.height*sizeof(Color));
int imWidth = 128;
int imHeight = 128;
Color *imagePixels = (Color *)malloc(imWidth*imHeight*sizeof(Color));
for (int i = 0; i < image.width*image.height; i++) imagePixels[i] = BLANK; // Initialize array
for (int i = 0; i < imWidth*imHeight; i++) imagePixels[i] = BLANK; // Initialize array
int counter = 0; // Font data elements counter
// Fill imgData with defaultFontData (convert from bit to pixel!)
for (int i = 0; i < image.width * image.height; i += 32)
for (int i = 0; i < imWidth*imHeight; i += 32)
{
for (int j = 31; j >= 0; j--)
{
@ -174,7 +171,7 @@ extern void LoadDefaultFont(void)
//fwrite(image.pixels, 1, 128*128*4, myimage);
//fclose(myimage);
SetPixelData(&image, imagePixels, 0);
Image image = LoadImageFromData(imagePixels, imWidth, imHeight, UNCOMPRESSED_GRAY_ALPHA);
free(imagePixels);
@ -507,7 +504,6 @@ static SpriteFont LoadRBMF(const char *fileName)
} rbmfInfoHeader;
SpriteFont spriteFont;
Image image;
rbmfInfoHeader rbmfHeader;
unsigned int *rbmfFileData = NULL;
@ -529,11 +525,6 @@ static SpriteFont LoadRBMF(const char *fileName)
spriteFont.numChars = (int)rbmfHeader.numChars;
image.width = (int)rbmfHeader.imgWidth;
image.height = (int)rbmfHeader.imgHeight;
image.mipmaps = 1;
image.format = UNCOMPRESSED_R8G8B8A8;
int numPixelBits = rbmfHeader.imgWidth * rbmfHeader.imgHeight / 32;
rbmfFileData = (unsigned int *)malloc(numPixelBits * sizeof(unsigned int));
@ -546,14 +537,14 @@ static SpriteFont LoadRBMF(const char *fileName)
// Re-construct image from rbmfFileData
//-----------------------------------------
Color *imagePixels = (Color *)malloc(image.width*image.height*sizeof(Color));
Color *imagePixels = (Color *)malloc(rbmfHeader.imgWidth*rbmfHeader.imgHeight*sizeof(Color));
for (int i = 0; i < image.width*image.height; i++) imagePixels[i] = BLANK; // Initialize array
for (int i = 0; i < rbmfHeader.imgWidth*rbmfHeader.imgHeight; i++) imagePixels[i] = BLANK; // Initialize array
int counter = 0; // Font data elements counter
// Fill image data (convert from bit to pixel!)
for (int i = 0; i < image.width * image.height; i += 32)
for (int i = 0; i < rbmfHeader.imgWidth*rbmfHeader.imgHeight; i += 32)
{
for (int j = 31; j >= 0; j--)
{
@ -563,7 +554,7 @@ static SpriteFont LoadRBMF(const char *fileName)
counter++;
}
SetPixelData(&image, imagePixels, 0);
Image image = LoadImageFromData(imagePixels, rbmfHeader.imgWidth, rbmfHeader.imgHeight, UNCOMPRESSED_GRAY_ALPHA);
free(imagePixels);
@ -694,7 +685,6 @@ static SpriteFont LoadTTF(const char *fileName, int fontSize)
print(100,160, 0, "This is a test");
*/
font.numChars = 95;
font.charSet = (Character *)malloc(font.numChars*sizeof(Character));
font.texture = LoadTextureFromImage(image, false);

View File

@ -280,7 +280,7 @@ Texture2D LoadTextureFromImage(Image image, bool genMipmaps)
texture.format = 0;
texture.id = rlglLoadTexture(image.data, image.width, image.height, image.format, image.mipmaps, false);
texture.width = image.width;
texture.height = image.height;
texture.mipmaps = image.mipmaps;
@ -439,24 +439,141 @@ Color *GetPixelData(Image image)
}
// Fill image data with pixels Color data (RGBA - 32bit)
// NOTE: Pixels color array size must be coherent with image size
// TODO: Review to support different color modes (TextureFormat)
void SetPixelData(Image *image, Color *pixels, int format)
// NOTE: Data is transformed to desired format
Image LoadImageFromData(Color *pixels, int width, int height, int format)
{
free(image->data);
image->data = (unsigned char *)malloc(image->width*image->height*4*sizeof(unsigned char));
Image image;
image.data = NULL;
image.width = width;
image.height = height;
image.mipmaps = 1;
image.format = format;
int k = 0;
for (int i = 0; i < image->width*image->height*4; i += 4)
switch (format)
{
((unsigned char *)image->data)[i] = pixels[k].r;
((unsigned char *)image->data)[i + 1] = pixels[k].g;
((unsigned char *)image->data)[i + 2] = pixels[k].b;
((unsigned char *)image->data)[i + 3] = pixels[k].a;
k++;
case UNCOMPRESSED_GRAYSCALE:
{
image.data = (unsigned char *)malloc(image.width*image.height*sizeof(unsigned char));
for (int i = 0; i < image.width*image.height; i++)
{
((unsigned char *)image.data)[i] = (unsigned char)((float)pixels[k].r*0.299f + (float)pixels[k].g*0.587f + (float)pixels[k].b*0.114f);
k++;
}
} break;
case UNCOMPRESSED_GRAY_ALPHA:
{
image.data = (unsigned char *)malloc(image.width*image.height*2*sizeof(unsigned char));
for (int i = 0; i < image.width*image.height*2; i += 2)
{
((unsigned char *)image.data)[i] = (unsigned char)((float)pixels[k].r*0.299f + (float)pixels[k].g*0.587f + (float)pixels[k].b*0.114f);
((unsigned char *)image.data)[i + 1] = pixels[k].a;
k++;
}
} break;
case UNCOMPRESSED_R5G6B5:
{
image.data = (unsigned short *)malloc(image.width*image.height*sizeof(unsigned short));
unsigned char r;
unsigned char g;
unsigned char b;
for (int i = 0; i < image.width*image.height; i++)
{
r = (unsigned char)(round((float)pixels[k].r*31/255));
g = (unsigned char)(round((float)pixels[k].g*63/255));
b = (unsigned char)(round((float)pixels[k].b*31/255));
((unsigned short *)image.data)[i] = (unsigned short)r << 11 | (unsigned short)g << 5 | (unsigned short)b;
k++;
}
} break;
case UNCOMPRESSED_R8G8B8:
{
image.data = (unsigned char *)malloc(image.width*image.height*3*sizeof(unsigned char));
for (int i = 0; i < image.width*image.height*3; i += 3)
{
((unsigned char *)image.data)[i] = pixels[k].r;
((unsigned char *)image.data)[i + 1] = pixels[k].g;
((unsigned char *)image.data)[i + 2] = pixels[k].b;
k++;
}
} break;
case UNCOMPRESSED_R5G5B5A1:
{
image.data = (unsigned short *)malloc(image.width*image.height*sizeof(unsigned short));
unsigned char r;
unsigned char g;
unsigned char b;
unsigned char a = 1;
for (int i = 0; i < image.width*image.height; i++)
{
r = (unsigned char)(round((float)pixels[k].r*31/255));
g = (unsigned char)(round((float)pixels[k].g*31/255));
b = (unsigned char)(round((float)pixels[k].b*31/255));
a = (pixels[k].a > 50) ? 1 : 0;
((unsigned short *)image.data)[i] = (unsigned short)r << 11 | (unsigned short)g << 6 | (unsigned short)b << 1| (unsigned short)a;
k++;
}
} break;
case UNCOMPRESSED_R4G4B4A4:
{
image.data = (unsigned short *)malloc(image.width*image.height*sizeof(unsigned short));
unsigned char r;
unsigned char g;
unsigned char b;
unsigned char a;
for (int i = 0; i < image.width*image.height; i++)
{
r = (unsigned char)(round((float)pixels[k].r*15/255));
g = (unsigned char)(round((float)pixels[k].g*15/255));
b = (unsigned char)(round((float)pixels[k].b*15/255));
a = (unsigned char)(round((float)pixels[k].a*15/255));
((unsigned short *)image.data)[i] = (unsigned short)r << 12 | (unsigned short)g << 8| (unsigned short)b << 4| (unsigned short)a;
k++;
}
} break;
case UNCOMPRESSED_R8G8B8A8:
{
image.data = (unsigned char *)malloc(image.width*image.height*4*sizeof(unsigned char));
for (int i = 0; i < image.width*image.height*4; i += 4)
{
((unsigned char *)image.data)[i] = pixels[k].r;
((unsigned char *)image.data)[i + 1] = pixels[k].g;
((unsigned char *)image.data)[i + 2] = pixels[k].b;
((unsigned char *)image.data)[i + 3] = pixels[k].a;
k++;
}
} break;
default:
{
TraceLog(WARNING, "Format not recognized, image could not be loaded");
return image;
} break;
}
return image;
}
// Draw a Texture2D