Redesigned stereo rendering mechanism

Now it's easier for the user! Just init Oculus device and get stereo
rendering!
This commit is contained in:
Ray 2016-07-04 01:29:23 +02:00
parent 164ead03c9
commit ee72654b55
6 changed files with 259 additions and 244 deletions

View File

@ -50,22 +50,15 @@ int main()
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
Begin3dMode(camera);
for (int eye = 0; eye < 2; eye++)
{
SetOculusView(eye);
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
DrawGrid(10, 1.0f);
DrawDefaultBuffers(); // Process internal dynamic buffers
}
End3dMode();

View File

@ -10,12 +10,13 @@ uniform sampler2D texture0;
out vec4 finalColor;
// NOTE: Add here your custom variables
const vec2 LeftLensCenter = vec2(0.2863248, 0.5);
const vec2 RightLensCenter = vec2(0.7136753, 0.5);
const vec2 LeftLensCenter = vec2(0.288, 0.5);
const vec2 RightLensCenter = vec2(0.712, 0.5);
const vec2 LeftScreenCenter = vec2(0.25, 0.5);
const vec2 RightScreenCenter = vec2(0.75, 0.5);
const vec2 Scale = vec2(0.25, 0.45); //vec2(0.1469278, 0.2350845);
const vec2 ScaleIn = vec2(4, 2.2222);
uniform vec2 Scale = vec2(0.25, 0.45); //vec2(0.1469278, 0.2350845);
uniform vec2 ScaleIn = vec2(4, 2.2222);
const vec4 HmdWarpParam = vec4(1, 0.22, 0.24, 0);
const vec4 ChromaAbParam = vec4(0.996, -0.004, 1.014, 0.0);

View File

@ -520,6 +520,8 @@ void BeginDrawing(void)
currentTime = GetTime(); // Number of elapsed seconds since InitTimer() was called
updateTime = currentTime - previousTime;
previousTime = currentTime;
if (IsOculusReady()) BeginOculusDrawing();
rlClearScreenBuffers(); // Clear current framebuffers
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
@ -533,6 +535,8 @@ void BeginDrawing(void)
void EndDrawing(void)
{
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
if (IsOculusReady()) EndOculusDrawing();
SwapBuffers(); // Copy back buffer to front buffer
PollInputEvents(); // Poll user events
@ -608,15 +612,11 @@ void Begin3dMode(Camera camera)
rlMultMatrixf(MatrixToFloat(cameraView)); // Multiply MODELVIEW matrix by view matrix (camera)
rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
if (IsOculusReady()) BeginOculusDrawing();
}
// Ends 3D mode and returns to default 2D orthographic mode
void End3dMode(void)
{
if (IsOculusReady()) EndOculusDrawing();
{
rlglDraw(); // Process internal buffers (update + draw)
rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
@ -1021,14 +1021,6 @@ Matrix GetCameraMatrix(Camera camera)
return MatrixLookAt(camera.position, camera.target, camera.up);
}
// Update and draw default buffers vertex data
// NOTE: This data has been stored dynamically during frame on each Draw*() call
void DrawDefaultBuffers(void)
{
rlglUpdateDefaultBuffers(); // Upload frame vertex data to GPU
rlglDrawDefaultBuffers(); // Draw vertex data into framebuffer
}
//----------------------------------------------------------------------------------
// Module Functions Definition - Input (Keyboard, Mouse, Gamepad) Functions
//----------------------------------------------------------------------------------

View File

@ -572,7 +572,6 @@ void EndTextureMode(void); // Ends drawing to r
Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position
Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
void DrawDefaultBuffers(void); // Update and draw default buffers vertex data (stored dynamically in frame)
void SetTargetFPS(int fps); // Set target FPS (maximum)
float GetFPS(void); // Returns current FPS
@ -853,7 +852,6 @@ void DestroyLight(Light light); // Destroy a
void InitOculusDevice(void); // Init Oculus Rift device
void CloseOculusDevice(void); // Close Oculus Rift device
void UpdateOculusTracking(void); // Update Oculus Rift tracking (position and orientation)
void SetOculusView(int eye); // Set internal projection and modelview matrix depending on eyes tracking data
void BeginOculusDrawing(void); // Begin Oculus drawing configuration
void EndOculusDrawing(void); // End Oculus drawing process (and desktop mirror)
bool IsOculusReady(void); // Detect if oculus device (or simulator) is ready

View File

@ -276,9 +276,10 @@ static unsigned int frameIndex = 0; // Oculus frames counter, used to discar
static bool oculusReady = false; // Oculus device ready flag
static bool oculusSimulator = false; // Oculus device simulator
static bool vrEnabled = false; // VR experience enabled (Oculus device or simulator)
static bool vrControl = true; // VR controlled by user code, instead of internally
static RenderTexture2D stereoFbo;
static Shader distortion;
static Shader distortionShader;
// Compressed textures support flags
static bool texCompDXTSupported = false; // DDS texture compression support
@ -315,10 +316,13 @@ static void UnloadDefaultShader(void); // Unload default shader
static void UnloadStandardShader(void); // Unload standard shader
static void LoadDefaultBuffers(void); // Load default internal buffers (lines, triangles, quads)
void rlglUpdateDefaultBuffers(void); // Update default internal buffers (VAOs/VBOs) with vertex data
void rlglDrawDefaultBuffers(void); // Draw default internal buffers vertex data
static void UpdateDefaultBuffers(void); // Update default internal buffers (VAOs/VBOs) with vertex data
static void DrawDefaultBuffers(int eyesCount); // Draw default internal buffers vertex data
static void UnloadDefaultBuffers(void); // Unload default internal buffers vertex data from CPU and GPU
// Set internal projection and modelview matrix depending on eyes tracking data
static void SetOculusView(int eye, Matrix matProjection, Matrix matModelView);
static void SetShaderLights(Shader shader); // Sets shader uniform values for lights array
static char *ReadTextFile(const char *fileName);
@ -1205,15 +1209,14 @@ void rlglClose(void)
void rlglDraw(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
/*
for (int i = 0; i < modelsCount; i++)
{
rlglDrawMesh(models[i]->mesh, models[i]->material, models[i]->transform);
}
*/
// NOTE: Default buffers always drawn at the end
rlglUpdateDefaultBuffers();
rlglDrawDefaultBuffers();
// NOTE: In a future version, models could be stored in a stack...
//for (int i = 0; i < modelsCount; i++) rlglDrawMesh(models[i]->mesh, models[i]->material, models[i]->transform);
// NOTE: Default buffers upload and draw
UpdateDefaultBuffers();
if (vrEnabled && vrControl) DrawDefaultBuffers(2);
else DrawDefaultBuffers(1);
#endif
}
@ -1865,26 +1868,23 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
#endif
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
int eyesCount = 1;
if (vrEnabled) eyesCount = 2;
glUseProgram(material.shader.id);
// Upload to shader material.colDiffuse
float vColorDiffuse[4] = { (float)material.colDiffuse.r/255, (float)material.colDiffuse.g/255, (float)material.colDiffuse.b/255, (float)material.colDiffuse.a/255 };
glUniform4fv(material.shader.tintColorLoc, 1, vColorDiffuse);
// At this point the modelview matrix just contains the view matrix (camera)
// That's because Begin3dMode() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix()
Matrix matView = modelview; // View matrix (camera)
Matrix matProjection = projection; // Projection matrix (perspective)
// Calculate model-view matrix combining matModel and matView
Matrix matModelView = MatrixMultiply(transform, matView); // Transform to camera-space coordinates
// Calculate model-view-projection matrix (MVP)
Matrix matMVP = MatrixMultiply(matModelView, matProjection); // Transform to screen-space coordinates
// Send combined model-view-projection matrix to shader
glUniformMatrix4fv(material.shader.mvpLoc, 1, false, MatrixToFloat(matMVP));
// Upload to shader material.colDiffuse
float vColorDiffuse[4] = { (float)material.colDiffuse.r/255, (float)material.colDiffuse.g/255, (float)material.colDiffuse.b/255, (float)material.colDiffuse.a/255 };
glUniform4fv(material.shader.tintColorLoc, 1, vColorDiffuse);
// Check if using standard shader to get location points
// NOTE: standard shader specific locations are got at render time to keep Shader struct as simple as possible (with just default shader locations)
if (material.shader.id == standardShader.id)
@ -1989,9 +1989,20 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]);
}
// Draw call!
if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, 0); // Indexed vertices draw
else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
for (int eye = 0; eye < eyesCount; eye++)
{
if (eyesCount == 2) SetOculusView(eye, matProjection, matModelView);
// Calculate model-view-projection matrix (MVP)
Matrix matMVP = MatrixMultiply(modelview, projection); // Transform to screen-space coordinates
// Send combined model-view-projection matrix to shader
glUniformMatrix4fv(material.shader.mvpLoc, 1, false, MatrixToFloat(matMVP));
// Draw call!
if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, 0); // Indexed vertices draw
else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
}
if (material.texNormal.id != 0)
{
@ -2016,6 +2027,10 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
}
glUseProgram(0); // Unbind shader program
// Restore projection/modelview matrices
projection = matProjection;
modelview = matView;
#endif
}
@ -2538,7 +2553,7 @@ void InitOculusDevice(void)
// Load oculus-distortion shader (oculus parameters setup internally)
// TODO: Embed coulus distortion shader (in this function like default shader?)
distortion = LoadShader("resources/shaders/glsl330/base.vs", "resources/shaders/glsl330/distortion.fs");
distortionShader = LoadShader("resources/shaders/glsl330/base.vs", "resources/shaders/glsl330/distortion.fs");
oculusSimulator = true;
vrEnabled = true;
@ -2564,7 +2579,7 @@ void CloseOculusDevice(void)
rlDeleteRenderTextures(stereoFbo);
// Unload oculus-distortion shader
UnloadShader(distortion);
UnloadShader(distortionShader);
}
oculusReady = false;
@ -2615,13 +2630,13 @@ void UpdateOculusTracking(void)
}
// Set internal projection and modelview matrix depending on eyes tracking data
void SetOculusView(int eye)
{
Matrix eyeProjection;
Matrix eyeModelView;
static void SetOculusView(int eye, Matrix matProjection, Matrix matModelView)
{
if (vrEnabled)
{
Matrix eyeProjection = matProjection;
Matrix eyeModelView = matModelView;
#if defined(RLGL_OCULUS_SUPPORT)
if (oculusReady)
{
@ -2639,10 +2654,8 @@ void SetOculusView(int eye)
-layer.eyeLayer.RenderPose[eye].Position.z);
Matrix eyeView = MatrixMultiply(eyeTranslation, eyeOrientation); // Matrix containing eye-head movement
eyeModelView = MatrixMultiply(modelview, eyeView); // Combine internal camera matrix (modelview) wih eye-head movement
eyeModelView = MatrixMultiply(matModelView, eyeView); // Combine internal camera matrix (modelview) wih eye-head movement
// TODO: Find a better way to get camera view matrix (instead of using internal modelview)
eyeProjection = layer.eyeProjections[eye];
}
else
@ -2651,28 +2664,43 @@ void SetOculusView(int eye)
// Setup viewport and projection/modelview matrices using tracking data
rlViewport(eye*screenWidth/2, 0, screenWidth/2, screenHeight);
float hmdIPD = 0.064f;
float hmdHScreenSize = 0.14976f;
float hmdVScreenSize = 0.0936f;
//float hmdVScreenCenter = 0.04675f;
float hmdEyeToScreenDistance = 0.041f;
float hmdLensSeparationDistance = 0.064f;
static float IPD = 0.064f; // InterpupillaryDistance
float HScreenSize = 0.14976f;
float VScreenSize = 0.0936f; // HScreenSize/(1280.0f/800.0f)
float VScreenCenter = 0.04675f;
float EyeToScreenDistance = 0.041f;
float LensSeparationDistance = 0.064f; //0.0635f (DK1)
//NOTE: fovy value hardcoded to 60 degrees (Oculus Rift CV1 vertical FOV is 100 degrees)
//float halfScreenDistance = hmdVScreenSize/2.0f;
//float yfov = 2.0f*atan(halfScreenDistance/hmdEyeToScreenDistance);
// NOTE: fovy value obtained from device parameters (Oculus Rift CV1)
float halfScreenDistance = VScreenSize/2.0f;
float fovy = 2.0f*atan(halfScreenDistance/EyeToScreenDistance)*RAD2DEG;
float viewCenter = (float)hmdHScreenSize*0.25f;
float eyeProjectionShift = viewCenter - hmdLensSeparationDistance*0.5f;
float projectionCenterOffset = 4.0f*eyeProjectionShift/(float)hmdHScreenSize;
float viewCenter = (float)HScreenSize*0.25f;
float eyeProjectionShift = viewCenter - LensSeparationDistance*0.5f;
float projectionCenterOffset = 4.0f*eyeProjectionShift/(float)HScreenSize;
/*
static float scale[2] = { 0.25, 0.45 };
if (IsKeyDown(KEY_RIGHT)) scale[0] += 0.01;
else if (IsKeyDown(KEY_LEFT)) scale[0] -= 0.01;
else if (IsKeyDown(KEY_UP)) scale[1] += 0.01;
else if (IsKeyDown(KEY_DOWN)) scale[1] -= 0.01;
SetShaderValue(distortionShader, GetShaderLocation(distortionShader, "Scale"), scale, 2);
if (IsKeyDown(KEY_N)) IPD += 0.02;
else if (IsKeyDown(KEY_M)) IPD -= 0.02;
*/
// The matrixes for offsetting the projection and view for each eye, to achieve stereo effect
Vector3 projectionOffset = { -projectionCenterOffset, 0.0f, 0.0f };
Vector3 viewOffset = { -hmdIPD/2.0f, 0.0f, 0.0f };
// Camera movement might seem more natural if we model the head.
// Our axis of rotation is the base of our head, so we might want to add
// some y (base of head to eye level) and -z (center of head to eye protrusion) to the camera positions.
Vector3 viewOffset = { -IPD/2.0f, 0.075f, 0.045f };
// Negate the left eye versions
if (eye == 1)
if (eye == 0)
{
projectionOffset.x *= -1.0f;
viewOffset.x *= -1.0f;
@ -2680,29 +2708,18 @@ void SetOculusView(int eye)
// Adjust the view and projection matrixes
// View matrix is translated based on the eye offset
Matrix projCenter = MatrixPerspective(60.0, (double)((float)screenWidth*0.5f)/(double)screenHeight, 0.01, 1000.0);
Matrix projCenter = MatrixPerspective(fovy, (double)((float)screenWidth*0.5f)/(double)screenHeight, 0.01, 1000.0);
Matrix projTranslation = MatrixTranslate(projectionOffset.x, projectionOffset.y, projectionOffset.z);
Matrix viewTranslation = MatrixTranslate(viewOffset.x, viewOffset.y, viewOffset.z);
eyeProjection = MatrixMultiply(projCenter, projTranslation); // projection
eyeModelView = MatrixMultiply(modelview, viewTranslation); // modelview
eyeModelView = MatrixMultiply(matModelView, viewTranslation); // modelview
MatrixTranspose(&eyeProjection);
/*
// NOTE: fovy value hardcoded to 60 degrees (Oculus Rift CV1 vertical FOV is 100 degrees)
eyeProjection = MatrixPerspective(60.0, (double)(screenWidth/2)/(double)screenHeight, 0.01, 1000.0);
MatrixTranspose(&eyeProjection);
// TODO: Compute eyes IPD and apply to current modelview matrix (camera)
Matrix eyeView = MatrixIdentity();
eyeModelView = MatrixMultiply(modelview, eyeView);
*/
}
SetMatrixModelview(eyeModelView);
SetMatrixModelview(eyeModelView); // ERROR! We are modifying modelview for next eye!!!
SetMatrixProjection(eyeProjection);
}
}
@ -2738,6 +2755,8 @@ void BeginOculusDrawing(void)
//glViewport(0, 0, buffer.width, buffer.height); // Useful if rendering to separate framebuffers (every eye)
rlClearScreenBuffers(); // Clear current framebuffer(s)
vrControl = true;
}
// End Oculus drawing process (and desktop mirror)
@ -2777,40 +2796,44 @@ void EndOculusDrawing(void)
rlLoadIdentity(); // Reset internal modelview matrix
// Draw RenderTexture (stereoFbo) using distortion shader
BeginShaderMode(distortion);
currentShader = distortionShader;
rlEnableTexture(stereoFbo.texture.id);
rlEnableTexture(stereoFbo.texture.id);
rlPushMatrix();
rlBegin(RL_QUADS);
rlColor4ub(255, 255, 255, 255);
rlNormal3f(0.0f, 0.0f, 1.0f);
rlPushMatrix();
rlBegin(RL_QUADS);
rlColor4ub(255, 255, 255, 255);
rlNormal3f(0.0f, 0.0f, 1.0f);
// Bottom-left corner for texture and quad
rlTexCoord2f(0.0f, 1.0f);
rlVertex2f(0.0f, 0.0f);
// 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, stereoFbo.texture.height);
// Bottom-right corner for texture and quad
rlTexCoord2f(0.0f, 0.0f);
rlVertex2f(0.0f, stereoFbo.texture.height);
// Top-right corner for texture and quad
rlTexCoord2f(1.0f, 0.0f);
rlVertex2f(stereoFbo.texture.width, stereoFbo.texture.height);
// Top-right corner for texture and quad
rlTexCoord2f(1.0f, 0.0f);
rlVertex2f(stereoFbo.texture.width, stereoFbo.texture.height);
// Top-left corner for texture and quad
rlTexCoord2f(1.0f, 1.0f);
rlVertex2f(stereoFbo.texture.width, 0.0f);
rlEnd();
rlPopMatrix();
// Top-left corner for texture and quad
rlTexCoord2f(1.0f, 1.0f);
rlVertex2f(stereoFbo.texture.width, 0.0f);
rlEnd();
rlPopMatrix();
rlDisableTexture();
//rlglDraw();
EndShaderMode();
rlDisableTexture();
UpdateDefaultBuffers();
DrawDefaultBuffers(1);
currentShader = defaultShader;
}
rlDisableDepthTest();
vrControl = false;
}
//----------------------------------------------------------------------------------
@ -3303,7 +3326,7 @@ static void LoadDefaultBuffers(void)
// Update default internal 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 re-update GPU arrays (change flag required)
void rlglUpdateDefaultBuffers(void)
static void UpdateDefaultBuffers(void)
{
// Update lines vertex buffers
if (lines.vCounter > 0)
@ -3373,146 +3396,154 @@ void rlglUpdateDefaultBuffers(void)
// Draw default internal buffers vertex data
// NOTE: We draw in this order: lines, triangles, quads
void rlglDrawDefaultBuffers(void)
static void DrawDefaultBuffers(int eyesCount)
{
// Set current shader and upload current MVP matrix
if ((lines.vCounter > 0) || (triangles.vCounter > 0) || (quads.vCounter > 0))
Matrix matProjection = projection;
Matrix matModelView = modelview;
for (int eye = 0; eye < eyesCount; eye++)
{
glUseProgram(currentShader.id);
// Create modelview-projection matrix
Matrix matMVP = MatrixMultiply(modelview, projection);
if (eyesCount == 2) SetOculusView(eye, matProjection, matModelView);
glUniformMatrix4fv(currentShader.mvpLoc, 1, false, MatrixToFloat(matMVP));
glUniform4f(currentShader.tintColorLoc, 1.0f, 1.0f, 1.0f, 1.0f);
glUniform1i(currentShader.mapTexture0Loc, 0);
// NOTE: Additional map textures not considered for default buffers drawing
}
// Draw lines buffers
if (lines.vCounter > 0)
{
glBindTexture(GL_TEXTURE_2D, whiteTexture);
if (vaoSupported)
// Set current shader and upload current MVP matrix
if ((lines.vCounter > 0) || (triangles.vCounter > 0) || (quads.vCounter > 0))
{
glBindVertexArray(lines.vaoId);
}
else
{
// Bind vertex attrib: position (shader-location = 0)
glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[0]);
glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(currentShader.vertexLoc);
// Bind vertex attrib: color (shader-location = 3)
glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[1]);
glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
glEnableVertexAttribArray(currentShader.colorLoc);
}
glDrawArrays(GL_LINES, 0, lines.vCounter);
if (!vaoSupported) glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
}
// Draw triangles buffers
if (triangles.vCounter > 0)
{
glBindTexture(GL_TEXTURE_2D, whiteTexture);
if (vaoSupported)
{
glBindVertexArray(triangles.vaoId);
}
else
{
// Bind vertex attrib: position (shader-location = 0)
glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[0]);
glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(currentShader.vertexLoc);
// Bind vertex attrib: color (shader-location = 3)
glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[1]);
glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
glEnableVertexAttribArray(currentShader.colorLoc);
}
glDrawArrays(GL_TRIANGLES, 0, triangles.vCounter);
if (!vaoSupported) glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
}
// Draw quads buffers
if (quads.vCounter > 0)
{
int quadsCount = 0;
int numIndicesToProcess = 0;
int indicesOffset = 0;
if (vaoSupported)
{
glBindVertexArray(quads.vaoId);
}
else
{
// Bind vertex attrib: position (shader-location = 0)
glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[0]);
glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(currentShader.vertexLoc);
// Bind vertex attrib: texcoord (shader-location = 1)
glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[1]);
glVertexAttribPointer(currentShader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(currentShader.texcoordLoc);
// Bind vertex attrib: color (shader-location = 3)
glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[2]);
glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
glEnableVertexAttribArray(currentShader.colorLoc);
glUseProgram(currentShader.id);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]);
// Create modelview-projection matrix
Matrix matMVP = MatrixMultiply(modelview, projection);
glUniformMatrix4fv(currentShader.mvpLoc, 1, false, MatrixToFloat(matMVP));
glUniform4f(currentShader.tintColorLoc, 1.0f, 1.0f, 1.0f, 1.0f);
glUniform1i(currentShader.mapTexture0Loc, 0);
// NOTE: Additional map textures not considered for default buffers drawing
}
//TraceLog(DEBUG, "Draws required per frame: %i", drawsCounter);
for (int i = 0; i < drawsCounter; i++)
// Draw lines buffers
if (lines.vCounter > 0)
{
quadsCount = draws[i].vertexCount/4;
numIndicesToProcess = quadsCount*6; // Get number of Quads * 6 index by Quad
glBindTexture(GL_TEXTURE_2D, whiteTexture);
//TraceLog(DEBUG, "Quads to render: %i - Vertex Count: %i", quadsCount, draws[i].vertexCount);
if (vaoSupported)
{
glBindVertexArray(lines.vaoId);
}
else
{
// Bind vertex attrib: position (shader-location = 0)
glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[0]);
glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(currentShader.vertexLoc);
glBindTexture(GL_TEXTURE_2D, draws[i].textureId);
// Bind vertex attrib: color (shader-location = 3)
glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[1]);
glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
glEnableVertexAttribArray(currentShader.colorLoc);
}
// NOTE: The final parameter tells the GPU the offset in bytes from the start of the index buffer to the location of the first index to process
#if defined(GRAPHICS_API_OPENGL_33)
glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_INT, (GLvoid *)(sizeof(GLuint)*indicesOffset));
#elif defined(GRAPHICS_API_OPENGL_ES2)
glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_SHORT, (GLvoid *)(sizeof(GLushort)*indicesOffset));
#endif
//GLenum err;
//if ((err = glGetError()) != GL_NO_ERROR) TraceLog(INFO, "OpenGL error: %i", (int)err); //GL_INVALID_ENUM!
glDrawArrays(GL_LINES, 0, lines.vCounter);
indicesOffset += draws[i].vertexCount/4*6;
if (!vaoSupported) glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
}
if (!vaoSupported)
// Draw triangles buffers
if (triangles.vCounter > 0)
{
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindTexture(GL_TEXTURE_2D, whiteTexture);
if (vaoSupported)
{
glBindVertexArray(triangles.vaoId);
}
else
{
// Bind vertex attrib: position (shader-location = 0)
glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[0]);
glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(currentShader.vertexLoc);
// Bind vertex attrib: color (shader-location = 3)
glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[1]);
glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
glEnableVertexAttribArray(currentShader.colorLoc);
}
glDrawArrays(GL_TRIANGLES, 0, triangles.vCounter);
if (!vaoSupported) glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
}
glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
// Draw quads buffers
if (quads.vCounter > 0)
{
int quadsCount = 0;
int numIndicesToProcess = 0;
int indicesOffset = 0;
if (vaoSupported)
{
glBindVertexArray(quads.vaoId);
}
else
{
// Bind vertex attrib: position (shader-location = 0)
glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[0]);
glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(currentShader.vertexLoc);
// Bind vertex attrib: texcoord (shader-location = 1)
glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[1]);
glVertexAttribPointer(currentShader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(currentShader.texcoordLoc);
// Bind vertex attrib: color (shader-location = 3)
glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[2]);
glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
glEnableVertexAttribArray(currentShader.colorLoc);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]);
}
//TraceLog(DEBUG, "Draws required per frame: %i", drawsCounter);
for (int i = 0; i < drawsCounter; i++)
{
quadsCount = draws[i].vertexCount/4;
numIndicesToProcess = quadsCount*6; // Get number of Quads * 6 index by Quad
//TraceLog(DEBUG, "Quads to render: %i - Vertex Count: %i", quadsCount, draws[i].vertexCount);
glBindTexture(GL_TEXTURE_2D, draws[i].textureId);
// NOTE: The final parameter tells the GPU the offset in bytes from the start of the index buffer to the location of the first index to process
#if defined(GRAPHICS_API_OPENGL_33)
glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_INT, (GLvoid *)(sizeof(GLuint)*indicesOffset));
#elif defined(GRAPHICS_API_OPENGL_ES2)
glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_SHORT, (GLvoid *)(sizeof(GLushort)*indicesOffset));
#endif
//GLenum err;
//if ((err = glGetError()) != GL_NO_ERROR) TraceLog(INFO, "OpenGL error: %i", (int)err); //GL_INVALID_ENUM!
indicesOffset += draws[i].vertexCount/4*6;
}
if (!vaoSupported)
{
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
}
if (vaoSupported) glBindVertexArray(0); // Unbind VAO
glUseProgram(0); // Unbind shader program
}
if (vaoSupported) glBindVertexArray(0); // Unbind VAO
glUseProgram(0); // Unbind shader program
// Reset draws counter
drawsCounter = 1;
draws[0].textureId = whiteTexture;
@ -3529,6 +3560,10 @@ void rlglDrawDefaultBuffers(void)
// Reset depth for next draw
currentDepth = -1.0f;
// Restore projection/modelview matrices
projection = matProjection;
modelview = matModelView;
}
// Unload default internal buffers vertex data from CPU and GPU

View File

@ -303,9 +303,6 @@ void rlglClose(void); // De-init rlgl
void rlglDraw(void); // Draw VAO/VBO
void rlglLoadExtensions(void *loader); // Load OpenGL extensions
void rlglUpdateDefaultBuffers(void); // Update default internal buffers (VAOs/VBOs) with vertex data
void rlglDrawDefaultBuffers(void); // Draw default internal buffers vertex data
unsigned int rlglLoadTexture(void *data, int width, int height, int textureFormat, int mipmapCount); // Load texture in GPU
RenderTexture2D rlglLoadRenderTexture(int width, int height); // Load a texture to be used for rendering (fbo with color and depth attachments)
void rlglUpdateTexture(unsigned int id, int width, int height, int format, void *data); // Update GPU texture with new data
@ -358,7 +355,6 @@ void TraceLog(int msgType, const char *text, ...);
void InitOculusDevice(void); // Init Oculus Rift device
void CloseOculusDevice(void); // Close Oculus Rift device
void UpdateOculusTracking(void); // Update Oculus Rift tracking (position and orientation)
void SetOculusView(int eye); // Set internal projection and modelview matrix depending on eyes tracking data
void BeginOculusDrawing(void); // Begin Oculus drawing configuration
void EndOculusDrawing(void); // End Oculus drawing process (and desktop mirror)
bool IsOculusReady(void); // Detect if oculus device (or simulator) is ready