/********************************************************************************************* * * rlgl - raylib OpenGL abstraction layer * * raylib now uses OpenGL 1.1 style functions (rlVertex) that are mapped to selected OpenGL version: * OpenGL 1.1 - Direct map rl* -> gl* * OpenGL 3.3+ - Vertex data is stored in VAOs, call rlglDraw() to render * OpenGL ES 2 - Same behaviour as OpenGL 3.3+ * * Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) * * This software is provided "as-is", without any express or implied warranty. In no event * will the authors be held liable for any damages arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, including commercial * applications, and to alter it and redistribute it freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not claim that you * wrote the original software. If you use this software in a product, an acknowledgment * in the product documentation would be appreciated but is not required. * * 2. Altered source versions must be plainly marked as such, and must not be misrepresented * as being the original software. * * 3. This notice may not be removed or altered from any source distribution. * **********************************************************************************************/ #include "rlgl.h" #include // Standard input / output lib #include // Declares malloc() and free() for memory management, rand() // Security check in case no USE_OPENGL_* defined #if !defined(USE_OPENGL_11) && !defined(USE_OPENGL_33) && !defined(USE_OPENGL_ES2) #define USE_OPENGL_11 #endif // Security check in case multiple USE_OPENGL_* defined #ifdef USE_OPENGL_11 #ifdef USE_OPENGL_33 #undef USE_OPENGL_33 #endif #ifdef USE_OPENGL_ES2 #undef USE_OPENGL_ES2 #endif #endif #ifdef USE_OPENGL_11 #include // Basic OpenGL include #endif #ifdef USE_OPENGL_33 #define GLEW_STATIC #include // Extensions loading lib #endif //#include "glad.h" // Other extensions loading lib? --> REVIEW //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- #define MATRIX_STACK_SIZE 16 // Matrix stack max size #define MAX_DRAWS_BY_TEXTURE 256 // Draws are organized by texture changes #define TEMP_VERTEX_BUFFER_SIZE 4096 // Temporal Vertex Buffer (required for vertex-transformations) //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- // Vertex buffer (position + color arrays) // NOTE: Used for lines and triangles VAOs typedef struct { int vCounter; int cCounter; float *vertices; // 3 components per vertex unsigned char *colors; // 4 components per vertex } VertexPositionColorBuffer; // Vertex buffer (position + texcoords + color arrays) // NOTE: Not used typedef struct { int vCounter; int tcCounter; int cCounter; float *vertices; // 3 components per vertex float *texcoords; // 2 components per vertex unsigned char *colors; // 4 components per vertex } VertexPositionColorTextureBuffer; // Vertex buffer (position + texcoords + normals arrays) // NOTE: Not used typedef struct { int vCounter; int tcCounter; int nCounter; float *vertices; // 3 components per vertex float *texcoords; // 2 components per vertex float *normals; // 3 components per vertex } VertexPositionTextureNormalBuffer; // Vertex buffer (position + texcoords + colors + indices arrays) // NOTE: Used for quads VAO typedef struct { int vCounter; int tcCounter; int cCounter; float *vertices; // 3 components per vertex float *texcoords; // 2 components per vertex unsigned char *colors; // 4 components per vertex unsigned int *indices; // 6 indices per quad } VertexPositionColorTextureIndexBuffer; // Draw call type // NOTE: Used to track required draw-calls, organized by texture typedef struct { GLuint textureId; int vertexCount; } DrawCall; // pixel type (same as Color type) // NOTE: Used exclusively in mipmap generation functions typedef struct { unsigned char r; unsigned char g; unsigned char b; unsigned char a; } pixel; //---------------------------------------------------------------------------------- // Global Variables Definition //---------------------------------------------------------------------------------- #if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2) static Matrix stack[MATRIX_STACK_SIZE]; static int stackCounter = 0; static Matrix modelview; static Matrix projection; static Matrix *currentMatrix; static int currentMatrixMode; static DrawMode currentDrawMode; // Vertex arrays for lines, triangles and quads static VertexPositionColorBuffer lines; // No texture support static VertexPositionColorBuffer triangles; // No texture support static VertexPositionColorTextureIndexBuffer quads; // Vetex-Fragment Shader Program ID static GLuint shaderProgram; // Shader program attibutes binding locations static GLuint vertexLoc, texcoordLoc, colorLoc; static GLuint projectionMatrixLoc, modelviewMatrixLoc; static GLuint textureLoc; // Vertex Array Objects (VAO) static GLuint vaoLines, vaoTriangles, vaoQuads; // Vertex Buffer Objects (VBO) static GLuint linesBuffer[2]; static GLuint trianglesBuffer[2]; static GLuint quadsBuffer[4]; static DrawCall *draws; static int drawsCounter; // Temp vertex buffer to be used with rlTranslate, rlRotate, rlScale static Vector3 *tempBuffer; static int tempBufferCount = 0; static bool useTempBuffer = false; // White texture useful for plain color polys (required by shader) static GLuint whiteTexture; #endif //---------------------------------------------------------------------------------- // Module specific Functions Declaration //---------------------------------------------------------------------------------- #if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2) static GLuint LoadDefaultShaders(); static void InitializeBuffers(); static void InitializeVAOs(); static void UpdateBuffers(); // Shader files loading (external) - Not used but useful... static GLuint LoadShaders(char *vertexFileName, char *fragmentFileName); static char *TextFileRead(char *fn); #endif #ifdef USE_OPENGL_11 static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight); static pixel *GenNextMipmap(pixel *srcData, int srcWidth, int srcHeight); #endif //---------------------------------------------------------------------------------- // Module Functions Definition - Matrix operations //---------------------------------------------------------------------------------- #ifdef USE_OPENGL_11 // Fallback to OpenGL 1.1 function calls //--------------------------------------- void rlMatrixMode(int mode) { switch (mode) { case RL_PROJECTION: glMatrixMode(GL_PROJECTION); break; case RL_MODELVIEW: glMatrixMode(GL_MODELVIEW); break; case RL_TEXTURE: glMatrixMode(GL_TEXTURE); break; default: break; } } void rlFrustum(double left, double right, double bottom, double top, double near, double far) { glFrustum(left, right, bottom, top, near, far); } void rlOrtho(double left, double right, double bottom, double top, double near, double far) { glOrtho(left, right, bottom, top, near, far); } void rlPushMatrix() { glPushMatrix(); } void rlPopMatrix() { glPopMatrix(); } void rlLoadIdentity() { glLoadIdentity(); } void rlTranslatef(float x, float y, float z) { glTranslatef(x, y, z); } void rlRotatef(float angleDeg, float x, float y, float z) { glRotatef(angleDeg, x, y, z); } void rlScalef(float x, float y, float z) { glScalef(x, y, z); } void rlMultMatrixf(float *mat) { glMultMatrixf(mat); } #else // Choose the current matrix to be transformed void rlMatrixMode(int mode) { if (mode == RL_PROJECTION) currentMatrix = &projection; else if (mode == RL_MODELVIEW) currentMatrix = &modelview; //else if (mode == RL_TEXTURE) // Not supported currentMatrixMode = mode; } // Push the current matrix to stack void rlPushMatrix() { if (stackCounter == MATRIX_STACK_SIZE - 1) { TraceLog(ERROR, "Stack Buffer Overflow (MAX %i Matrix)", MATRIX_STACK_SIZE); } stack[stackCounter] = *currentMatrix; rlLoadIdentity(); stackCounter++; if (currentMatrixMode == RL_MODELVIEW) useTempBuffer = true; } // Pop lattest inserted matrix from stack void rlPopMatrix() { if (stackCounter > 0) { Matrix mat = stack[stackCounter - 1]; *currentMatrix = mat; stackCounter--; } } // Reset current matrix to identity matrix void rlLoadIdentity() { *currentMatrix = MatrixIdentity(); } // Multiply the current matrix by a translation matrix void rlTranslatef(float x, float y, float z) { Matrix mat = MatrixTranslate(x, y, z); MatrixTranspose(&mat); *currentMatrix = MatrixMultiply(*currentMatrix, mat); } // 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 rot = MatrixIdentity(); if (x == 1) rot = MatrixRotateX(angleDeg*DEG2RAD); else if (y == 1) rot = MatrixRotateY(angleDeg*DEG2RAD); else if (z == 1) rot = MatrixRotateZ(angleDeg*DEG2RAD); MatrixTranspose(&rot); *currentMatrix = MatrixMultiply(*currentMatrix, rot); } // Multiply the current matrix by a scaling matrix void rlScalef(float x, float y, float z) { Matrix mat = MatrixScale(x, y, z); MatrixTranspose(&mat); *currentMatrix = MatrixMultiply(*currentMatrix, mat); } // Multiply the current matrix by another matrix void rlMultMatrixf(float *m) { // TODO: review Matrix creation from array Matrix mat = { m[0], m[1], m[2], m[3], m[4], m[5], m[6], m[7], m[8], m[9], m[10], m[11], m[12], m[13], m[14], m[15] }; *currentMatrix = MatrixMultiply(*currentMatrix, mat); } // Multiply the current matrix by a perspective matrix generated by parameters void rlFrustum(double left, double right, double bottom, double top, double near, double far) { Matrix matPerps = MatrixFrustum(left, right, bottom, top, near, far); MatrixTranspose(&matPerps); *currentMatrix = MatrixMultiply(*currentMatrix, matPerps); } // Multiply the current matrix by an orthographic matrix generated by parameters void rlOrtho(double left, double right, double bottom, double top, double near, double far) { Matrix matOrtho = MatrixOrtho(left, right, bottom, top, near, far); MatrixTranspose(&matOrtho); *currentMatrix = MatrixMultiply(*currentMatrix, matOrtho); } #endif //---------------------------------------------------------------------------------- // Module Functions Definition - Vertex level operations //---------------------------------------------------------------------------------- #ifdef USE_OPENGL_11 // Fallback to OpenGL 1.1 function calls //--------------------------------------- void rlBegin(int mode) { switch (mode) { case RL_LINES: glBegin(GL_LINES); break; case RL_TRIANGLES: glBegin(GL_TRIANGLES); break; case RL_QUADS: glBegin(GL_QUADS); break; default: break; } } void rlEnd() { glEnd(); } void rlVertex2i(int x, int y) { glVertex2i(x, y); } void rlVertex2f(float x, float y) { glVertex2f(x, y); } void rlVertex3f(float x, float y, float z) { glVertex3f(x, y, z); } void rlTexCoord2f(float x, float y) { glTexCoord2f(x, y); } void rlNormal3f(float x, float y, float z) { glNormal3f(x, y, z); } void rlColor4ub(byte r, byte g, byte b, byte a) { glColor4ub(r, g, b, a); } void rlColor3f(float x, float y, float z) { glColor3f(x, y, z); } void rlColor4f(float x, float y, float z, float w) { glColor4f(x, y, z, w); } #else // Initialize drawing mode (how to organize vertex) void rlBegin(int mode) { // Draw mode can only be RL_LINES, RL_TRIANGLES and RL_QUADS currentDrawMode = mode; } // Finish vertex providing void rlEnd() { if (useTempBuffer) { // NOTE: In this case, *currentMatrix is already transposed because transposing has been applied // independently to translation-scale-rotation matrices -> t(M1 x M2) = t(M2) x t(M1) // This way, rlTranslatef(), rlRotatef()... behaviour is the same than OpenGL 1.1 // Apply transformation matrix to all temp vertices for (int i = 0; i < tempBufferCount; i++) VectorTransform(&tempBuffer[i], *currentMatrix); // Deactivate tempBuffer usage to allow rlVertex3f do its job useTempBuffer = false; // Copy all transformed vertices to right VAO for (int i = 0; i < tempBufferCount; i++) rlVertex3f(tempBuffer[i].x, tempBuffer[i].y, tempBuffer[i].z); // Reset temp buffer tempBufferCount = 0; } // Make sure vertexCount is the same for vertices-texcoords-normals-colors // NOTE: In OpenGL 1.1, one glColor call can be made for all the subsequent glVertex calls. switch (currentDrawMode) { case RL_LINES: { if (lines.vCounter != lines.cCounter) { int addColors = lines.vCounter - lines.cCounter; for (int i = 0; i < addColors; i++) { lines.colors[4*lines.cCounter] = lines.colors[4*lines.cCounter - 4]; lines.colors[4*lines.cCounter + 1] = lines.colors[4*lines.cCounter - 3]; lines.colors[4*lines.cCounter + 2] = lines.colors[4*lines.cCounter - 2]; lines.colors[4*lines.cCounter + 3] = lines.colors[4*lines.cCounter - 1]; lines.cCounter++; } } } break; case RL_TRIANGLES: { if (triangles.vCounter != triangles.cCounter) { int addColors = triangles.vCounter - triangles.cCounter; for (int i = 0; i < addColors; i++) { triangles.colors[4*triangles.cCounter] = triangles.colors[4*triangles.cCounter - 4]; triangles.colors[4*triangles.cCounter + 1] = triangles.colors[4*triangles.cCounter - 3]; triangles.colors[4*triangles.cCounter + 2] = triangles.colors[4*triangles.cCounter - 2]; triangles.colors[4*triangles.cCounter + 3] = triangles.colors[4*triangles.cCounter - 1]; triangles.cCounter++; } } } break; case RL_QUADS: { // Make sure colors count match vertex count if (quads.vCounter != quads.cCounter) { int addColors = quads.vCounter - quads.cCounter; for (int i = 0; i < addColors; i++) { quads.colors[4*quads.cCounter] = quads.colors[4*quads.cCounter - 4]; quads.colors[4*quads.cCounter + 1] = quads.colors[4*quads.cCounter - 3]; quads.colors[4*quads.cCounter + 2] = quads.colors[4*quads.cCounter - 2]; quads.colors[4*quads.cCounter + 3] = quads.colors[4*quads.cCounter - 1]; quads.cCounter++; } } // Make sure texcoords count match vertex count if (quads.vCounter != quads.tcCounter) { int addTexCoords = quads.vCounter - quads.tcCounter; for (int i = 0; i < addTexCoords; i++) { quads.texcoords[2*quads.tcCounter] = 0.0f; quads.texcoords[2*quads.tcCounter + 1] = 0.0f; quads.tcCounter++; } } // TODO: Make sure normals count match vertex count } break; default: break; } } // Define one vertex (position) void rlVertex3f(float x, float y, float z) { if (useTempBuffer) { tempBuffer[tempBufferCount].x = x; tempBuffer[tempBufferCount].y = y; tempBuffer[tempBufferCount].z = z; tempBufferCount++; } else { switch (currentDrawMode) { case RL_LINES: { lines.vertices[3*lines.vCounter] = x; lines.vertices[3*lines.vCounter + 1] = y; lines.vertices[3*lines.vCounter + 2] = z; lines.vCounter++; } break; case RL_TRIANGLES: { triangles.vertices[3*triangles.vCounter] = x; triangles.vertices[3*triangles.vCounter + 1] = y; triangles.vertices[3*triangles.vCounter + 2] = z; triangles.vCounter++; } break; case RL_QUADS: { quads.vertices[3*quads.vCounter] = x; quads.vertices[3*quads.vCounter + 1] = y; quads.vertices[3*quads.vCounter + 2] = z; quads.vCounter++; draws[drawsCounter - 1].vertexCount++; } break; default: break; } } } // Define one vertex (position) void rlVertex2f(float x, float y) { rlVertex3f(x, y, 0.0); } // Define one vertex (position) void rlVertex2i(int x, int y) { rlVertex3f((float)x, (float)y, 0.0); } // Define one vertex (texture coordinate) // NOTE: Texture coordinates are limited to TRIANGLES only void rlTexCoord2f(float x, float y) { if (currentDrawMode == RL_QUADS) { quads.texcoords[2*quads.tcCounter] = x; quads.texcoords[2*quads.tcCounter + 1] = y; quads.tcCounter++; } } // Define one vertex (normal) // NOTE: Normals limited to TRIANGLES only ? void rlNormal3f(float x, float y, float z) { // TODO: Normals usage... } // Define one vertex (color) void rlColor4ub(byte x, byte y, byte z, byte w) { switch (currentDrawMode) { case RL_LINES: { lines.colors[4*lines.cCounter] = x; lines.colors[4*lines.cCounter + 1] = y; lines.colors[4*lines.cCounter + 2] = z; lines.colors[4*lines.cCounter + 3] = w; lines.cCounter++; } break; case RL_TRIANGLES: { triangles.colors[4*triangles.cCounter] = x; triangles.colors[4*triangles.cCounter + 1] = y; triangles.colors[4*triangles.cCounter + 2] = z; triangles.colors[4*triangles.cCounter + 3] = w; triangles.cCounter++; } break; case RL_QUADS: { quads.colors[4*quads.cCounter] = x; quads.colors[4*quads.cCounter + 1] = y; quads.colors[4*quads.cCounter + 2] = z; quads.colors[4*quads.cCounter + 3] = w; quads.cCounter++; } break; default: break; } } // Define one vertex (color) void rlColor4f(float r, float g, float b, float a) { rlColor4ub((byte)(r*255), (byte)(g*255), (byte)(b*255), (byte)(a*255)); } // Define one vertex (color) void rlColor3f(float x, float y, float z) { rlColor4ub((byte)(x*255), (byte)(y*255), (byte)(z*255), 255); } #endif //---------------------------------------------------------------------------------- // Module Functions Definition - OpenGL equivalent functions (common to 1.1, 3.3+, ES2) //---------------------------------------------------------------------------------- // Enable texture usage void rlEnableTexture(unsigned int id) { #ifdef USE_OPENGL_11 glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, id); #endif #if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2) if (draws[drawsCounter - 1].textureId != id) { if (draws[drawsCounter - 1].vertexCount > 0) drawsCounter++; draws[drawsCounter - 1].textureId = id; draws[drawsCounter - 1].vertexCount = 0; } #endif } // Disable texture usage void rlDisableTexture() { #ifdef USE_OPENGL_11 glDisable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, 0); #endif } // Unload texture from GPU memory void rlDeleteTextures(unsigned int id) { glDeleteTextures(1, &id); } // Unload vertex data from GPU memory void rlDeleteVertexArrays(unsigned int id) { #if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2) glDeleteVertexArrays(1, &id); #endif } // Clear color buffer with color void rlClearColor(byte r, byte g, byte b, byte a) { // Color values clamp to 0.0f(0) and 1.0f(255) float cr = (float)r / 255; float cg = (float)g / 255; float cb = (float)b / 255; float ca = (float)a / 255; glClearColor(cr, cg, cb, ca); } // Clear used screen buffers (color and depth) void rlClearScreenBuffers() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers: Color and Depth (Depth is used for 3D) //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Stencil buffer not used... } //---------------------------------------------------------------------------------- // Module Functions Definition - rlgl Functions //---------------------------------------------------------------------------------- #if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2) // Init OpenGL 3.3+ required data void rlglInit() { // Initialize GLEW glewExperimental = 1; // Needed for core profile GLenum error = glewInit(); if (error != GLEW_OK) { TraceLog(ERROR, "Failed to initialize GLEW - Error Code: %s\n", glewGetErrorString(error)); } if (glewIsSupported("GL_VERSION_3_3")) TraceLog(INFO, "OpenGL 3.3 initialized successfully\n"); // Print OpenGL and GLSL version TraceLog(INFO, "Vendor: %s", glGetString(GL_VENDOR)); TraceLog(INFO, "Renderer: %s", glGetString(GL_RENDERER)); TraceLog(INFO, "Version: %s", glGetString(GL_VERSION)); TraceLog(INFO, "GLSL: %s\n", glGetString(0x8B8C)); //GL_SHADING_LANGUAGE_VERSION /* // TODO: GLEW is a big library that loads ALL extensions, maybe using glad we can only load required ones... if (!gladLoadGL()) { TraceLog("ERROR: Failed to initialize glad\n"); } */ // Set default draw mode currentDrawMode = RL_TRIANGLES; // Reset projection and modelview matrices projection = MatrixIdentity(); modelview = MatrixIdentity(); currentMatrix = &modelview; // Initialize matrix stack for (int i = 0; i < MATRIX_STACK_SIZE; i++) stack[i] = MatrixIdentity(); // Init default Shader (GLSL 110) -> Common for GL 3.3+ and ES2 shaderProgram = LoadDefaultShaders(); //shaderProgram = LoadShaders("simple150.vert", "simple150.frag"); // Get handles to GLSL input vars locations vertexLoc = glGetAttribLocation(shaderProgram, "vertexPosition"); texcoordLoc = glGetAttribLocation(shaderProgram, "vertexTexCoord"); colorLoc = glGetAttribLocation(shaderProgram, "vertexColor"); // Get handles to GLSL uniform vars locations (vertex-shader) modelviewMatrixLoc = glGetUniformLocation(shaderProgram, "modelviewMatrix"); projectionMatrixLoc = glGetUniformLocation(shaderProgram, "projectionMatrix"); // Get handles to GLSL uniform vars locations (fragment-shader) textureLoc = glGetUniformLocation(shaderProgram, "texture0"); InitializeBuffers(); // Init vertex arrays InitializeVAOs(); // Init VBO and VAO // Init temp vertex buffer, used when transformation required (translate, rotate, scale) tempBuffer = (Vector3 *)malloc(sizeof(Vector3)*TEMP_VERTEX_BUFFER_SIZE); for (int i = 0; i < TEMP_VERTEX_BUFFER_SIZE; i++) tempBuffer[i] = VectorZero(); // Create default white texture for plain colors (required by shader) unsigned char pixels[4] = { 255, 255, 255, 255 }; // 1 pixel RGBA (4 bytes) whiteTexture = rlglLoadTexture(pixels, 1, 1, false); if (whiteTexture != 0) TraceLog(INFO, "[ID %i] Base white texture created successfully", whiteTexture); else TraceLog(WARNING, "Base white texture could not be created"); // Init draw calls tracking system draws = (DrawCall *)malloc(sizeof(DrawCall)*MAX_DRAWS_BY_TEXTURE); for (int i = 0; i < MAX_DRAWS_BY_TEXTURE; i++) { draws[i].textureId = 0; draws[i].vertexCount = 0; } drawsCounter = 1; draws[drawsCounter - 1].textureId = whiteTexture; } // Vertex Buffer Object deinitialization (memory free) void rlglClose() { // Unbind everything glBindVertexArray(0); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); glDisableVertexAttribArray(2); glDisableVertexAttribArray(3); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glUseProgram(0); // Delete VAOs and 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]); glDeleteVertexArrays(1, &vaoLines); glDeleteVertexArrays(1, &vaoTriangles); glDeleteVertexArrays(1, &vaoQuads); //glDetachShader(shaderProgram, v); //glDetachShader(shaderProgram, f); //glDeleteShader(v); //glDeleteShader(f); glDeleteProgram(shaderProgram); // 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 GPU texture glDeleteTextures(1, &whiteTexture); free(draws); } void rlglDraw() { UpdateBuffers(); glUseProgram(shaderProgram); // Use our shader glUniformMatrix4fv(projectionMatrixLoc, 1, false, GetMatrixVector(projection)); glUniformMatrix4fv(modelviewMatrixLoc, 1, false, GetMatrixVector(modelview)); glUniform1i(textureLoc, 0); // NOTE: We draw in this order: triangle shapes, textured quads and lines if (triangles.vCounter > 0) { glBindTexture(GL_TEXTURE_2D, whiteTexture); glBindVertexArray(vaoTriangles); glDrawArrays(GL_TRIANGLES, 0, triangles.vCounter); glBindTexture(GL_TEXTURE_2D, 0); } if (quads.vCounter > 0) { int quadsCount = 0; int numIndicesToProcess = 0; int indicesOffset = 0; glBindVertexArray(vaoQuads); //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 glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_INT, (GLvoid*) (sizeof(GLuint) * indicesOffset)); indicesOffset += draws[i].vertexCount/4*6; } glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures } if (lines.vCounter > 0) { glBindTexture(GL_TEXTURE_2D, whiteTexture); glBindVertexArray(vaoLines); glDrawArrays(GL_LINES, 0, lines.vCounter); glBindTexture(GL_TEXTURE_2D, 0); } glBindVertexArray(0); // Unbind VAO // Reset draws counter drawsCounter = 1; draws[0].textureId = whiteTexture; draws[0].vertexCount = 0; // Reset vertex counters for next frame lines.vCounter = 0; lines.cCounter = 0; triangles.vCounter = 0; triangles.cCounter = 0; quads.vCounter = 0; quads.tcCounter = 0; quads.cCounter = 0; } #endif // End for OpenGL 3.3+ and ES2 only functions // Draw a 3d model void rlglDrawModel(Model model, Vector3 position, Vector3 rotation, Vector3 scale, Color color, bool wires) { if (wires) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); #ifdef USE_OPENGL_11 glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, model.textureId); // NOTE: On OpenGL 1.1 we use Vertex Arrays to draw model glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable texture coords array glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array glVertexPointer(3, GL_FLOAT, 0, model.mesh.vertices); // Pointer to vertex coords array glTexCoordPointer(2, GL_FLOAT, 0, model.mesh.texcoords); // Pointer to texture coords array glNormalPointer(GL_FLOAT, 0, model.mesh.normals); // Pointer to normals array //glColorPointer(4, GL_UNSIGNED_BYTE, 0, model.mesh.colors); // Pointer to colors array (NOT USED) //TraceLog(DEBUG, "Drawing model.mesh, VertexCount: %i", model.mesh.vertexCount); rlPushMatrix(); rlTranslatef(position.x, position.y, position.z); rlScalef(scale.x, scale.y, scale.z); //rlRotatef(rotation, 0, 1, 0); // 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); rlPopMatrix(); glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array glDisable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, 0); #endif #if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2) glUseProgram(shaderProgram); // Use our shader // Get transform matrix (rotation -> scale -> translation) Matrix transform = MatrixTransform(position, rotation, scale); Matrix modelviewworld = MatrixMultiply(transform, modelview); // NOTE: Drawing in OpenGL 3.3+, transform is passed to shader glUniformMatrix4fv(projectionMatrixLoc, 1, false, GetMatrixVector(projection)); glUniformMatrix4fv(modelviewMatrixLoc, 1, false, GetMatrixVector(modelviewworld)); glUniform1i(textureLoc, 0); // Apply color tinting to model: 2 OPTIONS /* // OPTION 1 // Update colors array (model.mesh.colors) with color int j = 0; for (int i = 0; i < model.mesh.vertexCount; i++) { model.mesh.colors[j] = color.r; model.mesh.colors[j+1] = color.g; model.mesh.colors[j+2] = color.b; model.mesh.colors[j+3] = color.a; j += 4; } // Update colors buffer in CPU (using Shader) glBindVertexArray(model.vaoId); GLuint colorVboId; glGetVertexAttribIuiv(2, GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, &colorVboId); // NOTE: Color VBO is buffer index 2 glBindBuffer(GL_ARRAY_BUFFER, colorVboId); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*model.mesh.vertexCount, model.mesh.colors); // OPTION 2: Just update one uniform on fragment shader // NOTE: It requires shader modification to add uniform (fragment shader) and create location point //glUniform4f(fragmentUniformColorLoc, (float)color.r/255, (float)color.g/255, (float)color.b/255, (float)color.a/255); */ //TraceLog(DEBUG, "ShaderProgram: %i, VAO ID: %i, VertexCount: %i", shaderProgram, model.vaoId, model.mesh.vertexCount); glBindVertexArray(model.vaoId); glBindTexture(GL_TEXTURE_2D, model.textureId); glDrawArrays(GL_TRIANGLES, 0, model.mesh.vertexCount); glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures glBindVertexArray(0); // Unbind VAO #endif if (wires) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } // Initialize Graphics Device (OpenGL stuff) void rlglInitGraphicsDevice(int fbWidth, int fbHeight) { glViewport(0, 0, fbWidth, fbHeight); // Set viewport width and height // NOTE: Required! viewport must be recalculated if screen resized! // NOTE: Don't confuse glViewport with the transformation matrix // NOTE: glViewport just defines the area of the context that you will actually draw to. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers, depth buffer is used for 3D glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set background color (black) //glClearDepth(1.0f); // Clear depth buffer (default) glEnable(GL_DEPTH_TEST); // Enables depth testing (required for 3D) glDepthFunc(GL_LEQUAL); // Type of depth testing to apply glEnable(GL_BLEND); // Enable color blending (required to work with transparencies) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Color blending function (how colors are mixed) #ifdef USE_OPENGL_11 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Improve quality of color and texture coordinate interpolation (Deprecated in OGL 3.0) // Other options: GL_FASTEST, GL_DONT_CARE (default) #endif rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix rlLoadIdentity(); // Reset current matrix (PROJECTION) rlOrtho(0, fbWidth, fbHeight, 0, 0, 1); // Config orthographic mode: top-left corner --> (0,0) rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix rlLoadIdentity(); // Reset current matrix (MODELVIEW) // NOTE: All shapes/models triangles are drawn CCW glEnable(GL_CULL_FACE); // Enable backface culling (Disabled by default) //glCullFace(GL_BACK); // Cull the Back face (default) //glFrontFace(GL_CCW); // Front face are defined counter clockwise (default) #ifdef USE_OPENGL_11 glShadeModel(GL_SMOOTH); // Smooth shading between vertex (vertex colors interpolation) (Deprecated on OpenGL 3.3+) // Possible options: GL_SMOOTH (Color interpolation) or GL_FLAT (no interpolation) #endif TraceLog(INFO, "OpenGL Graphics Device initialized successfully"); } // Convert image data to OpenGL texture (returns OpenGL valid Id) unsigned int rlglLoadTexture(unsigned char *data, int width, int height, bool genMipmaps) { glBindTexture(GL_TEXTURE_2D,0); // Free any old binding GLuint id; glGenTextures(1, &id); // Generate Pointer to the texture //glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, id); // NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used! glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repead on x-axis glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repead on y-axis 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, "[ID %i] Texture is not power-of-two, mipmaps can not be generated", id); genMipmaps = false; } // If mipmaps are being used, we configure mag-min filters accordingly 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 } #ifdef USE_OPENGL_11 if (genMipmaps) { TraceLog(WARNING, "[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(USE_OPENGL_33) || defined(USE_OPENGL_ES2) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); if (genMipmaps) { glGenerateMipmap(GL_TEXTURE_2D); // Generate mipmaps automatically TraceLog(INFO, "[ID %i] Mipmaps generated automatically for new texture", id); } #endif // At this point we have the image converted to texture and uploaded to GPU // Unbind current texture glBindTexture(GL_TEXTURE_2D, 0); TraceLog(INFO, "[ID %i] New texture created (%i x %i)", id, width, height); return id; } #ifdef USE_OPENGL_33 // Convert image data to OpenGL texture (returns OpenGL valid Id) // NOTE: Expected compressed image data and POT image unsigned int rlglLoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int compFormat) { // Create one OpenGL texture GLuint id; glGenTextures(1, &id); TraceLog(DEBUG, "Compressed texture width: %i", width); TraceLog(DEBUG, "Compressed texture height: %i", height); TraceLog(DEBUG, "Compressed texture mipmap levels: %i", mipmapCount); TraceLog(DEBUG, "Compressed texture format: 0x%x", compFormat); if (compFormat == 0) { TraceLog(WARNING, "[ID %i] Texture compressed format not recognized", id); id = 0; } else { // Bind the texture glBindTexture(GL_TEXTURE_2D, id); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); int blockSize = 0; int offset = 0; if (compFormat == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT) blockSize = 8; else blockSize = 16; // Load the mipmaps for (int level = 0; level < mipmapCount && (width || height); level++) { // NOTE: size specifies the number of bytes of image data (S3TC/DXTC) unsigned int size = ((width + 3)/4)*((height + 3)/4)*blockSize; glCompressedTexImage2D(GL_TEXTURE_2D, level, compFormat, width, height, 0, size, data + offset); offset += size; width /= 2; height /= 2; // Security check for NPOT textures if (width < 1) width = 1; if (height < 1) height = 1; } } return id; } // Load vertex data into a VAO unsigned int rlglLoadModel(VertexData mesh) { GLuint vaoModel; // Vertex Array Objects (VAO) GLuint vertexBuffer[3]; // Vertex Buffer Objects (VBO) // Initialize Quads VAO (Buffer A) glGenVertexArrays(1, &vaoModel); glBindVertexArray(vaoModel); // Create buffers for our vertex data (positions, texcoords, normals) glGenBuffers(3, vertexBuffer); // Enable vertex attributes: position glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[0]); glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh.vertexCount, mesh.vertices, GL_STATIC_DRAW); glEnableVertexAttribArray(vertexLoc); glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0); // Enable vertex attributes: texcoords glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[1]); glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh.vertexCount, mesh.texcoords, GL_STATIC_DRAW); glEnableVertexAttribArray(texcoordLoc); glVertexAttribPointer(texcoordLoc, 2, GL_FLOAT, 0, 0, 0); // Enable vertex attributes: normals //glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[2]); //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh.vertexCount, mesh.normals, GL_STATIC_DRAW); //glEnableVertexAttribArray(normalLoc); //glVertexAttribPointer(normalLoc, 3, GL_FLOAT, 0, 0, 0); // Enable vertex attributes: colors glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[2]); glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*mesh.vertexCount, mesh.colors, GL_STATIC_DRAW); glEnableVertexAttribArray(colorLoc); glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); if (vaoModel > 0) TraceLog(INFO, "[ID %i] Model uploaded successfully to VRAM (GPU)", vaoModel); else TraceLog(WARNING, "Model could not be uploaded to VRAM (GPU)"); return vaoModel; } #endif // Read screen pixel data (color buffer) unsigned char *rlglReadScreenPixels(int width, int height) { unsigned char *screenData = (unsigned char *)malloc(width * height * sizeof(unsigned char) * 4); // NOTE: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, screenData); // Flip image vertically! unsigned char *imgData = (unsigned char *)malloc(width * height * sizeof(unsigned char) * 4); for (int y = height-1; y >= 0; y--) { for (int x = 0; x < (width*4); x++) { imgData[x + (height - y - 1)*width*4] = screenData[x + (y*width*4)]; } } free(screenData); return imgData; // NOTE: image data should be freed } #if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2) void PrintProjectionMatrix() { PrintMatrix(projection); } void PrintModelviewMatrix() { PrintMatrix(modelview); } #endif //---------------------------------------------------------------------------------- // Module specific Functions Definition //---------------------------------------------------------------------------------- #if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2) // Load Shaders (Vertex and Fragment) static GLuint LoadDefaultShaders() { // NOTE: Shaders are written using GLSL 110 (desktop), that is equivalent to GLSL 100 on ES2 // Vertex shader directly defined, no external file required char vShaderStr[] = " #version 110 \n" // Equivalent to version 100 on ES2 "uniform mat4 projectionMatrix; \n" "uniform mat4 modelviewMatrix; \n" "attribute vec3 vertexPosition; \n" "attribute vec2 vertexTexCoord; \n" "attribute vec4 vertexColor; \n" "varying vec2 fragTexCoord; \n" "varying vec4 fragColor; \n" "void main() \n" "{ \n" " fragTexCoord = vertexTexCoord; \n" " fragColor = vertexColor; \n" " gl_Position = projectionMatrix * modelviewMatrix * vec4(vertexPosition, 1.0); \n" "} \n"; // Fragment shader directly defined, no external file required char fShaderStr[] = " #version 110 \n" // Equivalent to version 100 on ES2 "uniform sampler2D texture0; \n" "varying vec2 fragTexCoord; \n" "varying vec4 fragColor; \n" "void main() \n" "{ \n" " gl_FragColor = texture2D(texture0, fragTexCoord) * fragColor; \n" "} \n"; GLuint program; GLuint vertexShader; GLuint fragmentShader; vertexShader = glCreateShader(GL_VERTEX_SHADER); fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); const char *pvs = vShaderStr; const char *pfs = fShaderStr; glShaderSource(vertexShader, 1, &pvs, NULL); glShaderSource(fragmentShader, 1, &pfs, NULL); glCompileShader(vertexShader); glCompileShader(fragmentShader); TraceLog(INFO, "[ID %i] Default vertex shader compiled successfully", vertexShader); TraceLog(INFO, "[ID %i] Default fragment shader compiled successfully", fragmentShader); program = glCreateProgram(); glAttachShader(program, vertexShader); glAttachShader(program, fragmentShader); glLinkProgram(program); glDeleteShader(vertexShader); glDeleteShader(fragmentShader); TraceLog(INFO, "[ID %i] Default shader program loaded successfully", program); return program; } // Load Shaders static GLuint LoadShaders(char *vertexFileName, char *fragmentFileName) { // Shaders loading from external text file char *vShaderStr = TextFileRead(vertexFileName); char *fShaderStr = TextFileRead(fragmentFileName); GLuint program; GLuint vertexShader; GLuint fragmentShader; vertexShader = glCreateShader(GL_VERTEX_SHADER); fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); const char *pvs = vShaderStr; const char *pfs = fShaderStr; glShaderSource(vertexShader, 1, &pvs, NULL); glShaderSource(fragmentShader, 1, &pfs, NULL); glCompileShader(vertexShader); glCompileShader(fragmentShader); TraceLog(INFO, "[ID %i] Vertex shader compiled successfully", vertexShader); TraceLog(INFO, "[ID %i] Fragment shader compiled successfully", fragmentShader); program = glCreateProgram(); glAttachShader(program, vertexShader); glAttachShader(program, fragmentShader); glLinkProgram(program); glDeleteShader(vertexShader); glDeleteShader(fragmentShader); TraceLog(INFO, "[ID %i] Shader program loaded successfully", program); return program; } // Read shader text file static char *TextFileRead(char *fn) { FILE *fp; char *text = NULL; int count=0; if (fn != NULL) { fp = fopen(fn,"rt"); if (fp != NULL) { fseek(fp, 0, SEEK_END); count = ftell(fp); rewind(fp); if (count > 0) { text = (char *)malloc(sizeof(char) * (count+1)); count = fread(text, sizeof(char), count, fp); text[count] = '\0'; } fclose(fp); } } return text; } // Allocate and initialize float array buffers to store vertex data (lines, triangles, quads) static void InitializeBuffers() { // 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 for (int i = 0; i < (3*2*MAX_LINES_BATCH); i++) lines.vertices[i] = 0.0; for (int i = 0; i < (4*2*MAX_LINES_BATCH); i++) lines.colors[i] = 0; lines.vCounter = 0; lines.cCounter = 0; // Initialize triangles arrays (vertex position and color data) triangles.vertices = (float *)malloc(sizeof(float)*3*3*MAX_TRIANGLES_BATCH); // 3 float by vertex, 3 vertex by triangle triangles.colors = (unsigned char *)malloc(sizeof(unsigned char)*4*3*MAX_TRIANGLES_BATCH); // 4 float by color, 3 colors by triangle for (int i = 0; i < (3*3*MAX_TRIANGLES_BATCH); i++) triangles.vertices[i] = 0.0; for (int i = 0; i < (4*3*MAX_TRIANGLES_BATCH); i++) triangles.colors[i] = 0; triangles.vCounter = 0; triangles.cCounter = 0; // Initialize quads arrays (vertex position, texcoord and color data... and indexes) quads.vertices = (float *)malloc(sizeof(float)*3*4*MAX_QUADS_BATCH); // 3 float by vertex, 4 vertex by quad quads.texcoords = (float *)malloc(sizeof(float)*2*4*MAX_QUADS_BATCH); // 2 float by texcoord, 4 texcoord by quad quads.colors = (unsigned char *)malloc(sizeof(unsigned char)*4*4*MAX_QUADS_BATCH); // 4 float by color, 4 colors by quad quads.indices = (unsigned int *)malloc(sizeof(int)*6*MAX_QUADS_BATCH); // 6 int by quad (indices) for (int i = 0; i < (3*4*MAX_QUADS_BATCH); i++) quads.vertices[i] = 0.0; for (int i = 0; i < (2*4*MAX_QUADS_BATCH); i++) quads.texcoords[i] = 0.0; for (int i = 0; i < (4*4*MAX_QUADS_BATCH); i++) quads.colors[i] = 0; int k = 0; // Indices can be initialized right now for (int i = 0; i < (6*MAX_QUADS_BATCH); i+=6) { quads.indices[i] = 4*k; quads.indices[i+1] = 4*k+1; quads.indices[i+2] = 4*k+2; quads.indices[i+3] = 4*k; quads.indices[i+4] = 4*k+2; quads.indices[i+5] = 4*k+3; k++; } quads.vCounter = 0; quads.tcCounter = 0; quads.cCounter = 0; } // Initialize Vertex Array Objects (Contain VBO) static void InitializeVAOs() { // Initialize Lines VAO glGenVertexArrays(1, &vaoLines); glBindVertexArray(vaoLines); // Create buffers for our vertex data glGenBuffers(2, linesBuffer); // Lines - Vertex positions buffer binding and attributes enable glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[0]); glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*2*MAX_LINES_BATCH, lines.vertices, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(vertexLoc); glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0); // Lines - colors buffer glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[1]); glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*2*MAX_LINES_BATCH, lines.colors, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(colorLoc); glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); TraceLog(INFO, "[ID %i] Lines VAO initialized successfully", vaoLines); //-------------------------------------------------------------- // Initialize Triangles VAO glGenVertexArrays(1, &vaoTriangles); glBindVertexArray(vaoTriangles); // Create buffers for our vertex data glGenBuffers(2, trianglesBuffer); // Enable vertex attributes glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[0]); glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*3*MAX_TRIANGLES_BATCH, triangles.vertices, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(vertexLoc); glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0); glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[1]); glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(colorLoc); glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); TraceLog(INFO, "[ID %i] Triangles VAO initialized successfully", vaoTriangles); //-------------------------------------------------------------- // Initialize Quads VAO (Buffer A) glGenVertexArrays(1, &vaoQuads); glBindVertexArray(vaoQuads); // Create buffers for our vertex data glGenBuffers(4, quadsBuffer); // Enable vertex attributes glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[0]); glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(vertexLoc); glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0); glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[1]); glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(texcoordLoc); glVertexAttribPointer(texcoordLoc, 2, GL_FLOAT, 0, 0, 0); glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[2]); glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(colorLoc); glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); // Fill index buffer glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quadsBuffer[3]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int)*6*MAX_QUADS_BATCH, quads.indices, GL_STATIC_DRAW); TraceLog(INFO, "[ID %i] Quads VAO initialized successfully", vaoQuads); // Unbind the current VAO glBindVertexArray(0); } // Update VBOs with vertex array data static void UpdateBuffers() { // Activate Lines VAO glBindVertexArray(vaoLines); // Lines - vertex positions buffer glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[0]); //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*2*MAX_LINES_BATCH, lines.vertices, GL_DYNAMIC_DRAW); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*lines.vCounter, lines.vertices); // target - offset (in bytes) - size (in bytes) - data pointer // Lines - colors buffer glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[1]); //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); //-------------------------------------------------------------- // Activate Triangles VAO glBindVertexArray(vaoTriangles); // Triangles - vertex positions buffer glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[0]); //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*3*MAX_TRIANGLES_BATCH, triangles.vertices, GL_DYNAMIC_DRAW); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*triangles.vCounter, triangles.vertices); // Triangles - colors buffer glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[1]); //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); //-------------------------------------------------------------- // Activate Quads VAO glBindVertexArray(vaoQuads); // Quads - vertex positions buffer glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[0]); //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*quads.vCounter, quads.vertices); // Quads - texture coordinates buffer glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[1]); //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*quads.vCounter, quads.texcoords); // Quads - colors buffer glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[2]); //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW); 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); // Now we can modify vertices //glUnmapBuffer(GL_ARRAY_BUFFER); //-------------------------------------------------------------- // Unbind the current VAO glBindVertexArray(0); } #endif //defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2) #ifdef USE_OPENGL_11 // Mipmaps data is generated after image data static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight) { int mipmapCount = 1; // Required mipmap levels count (including base level) int width = baseWidth; int height = baseHeight; int size = baseWidth*baseHeight*4; // Size in bytes (will include mipmaps...) // Count mipmap levels required while ((width != 1) && (height != 1)) { if (width != 1) width /= 2; if (height != 1) height /= 2; TraceLog(DEBUG, "Next mipmap size: %i x %i", width, height); mipmapCount++; size += (width*height*4); // Add mipmap size (in bytes) } TraceLog(DEBUG, "Total mipmaps required: %i", mipmapCount); TraceLog(DEBUG, "Total size of data required: %i", size); unsigned char *temp = realloc(data, size); if (temp != NULL) data = temp; else TraceLog(WARNING, "Mipmaps required memory could not be allocated"); width = baseWidth; height = baseHeight; size = (width*height*4); // Generate mipmaps // NOTE: Every mipmap data is stored after data pixel *image = (pixel *)malloc(width*height*sizeof(pixel)); pixel *mipmap = NULL; int offset = 0; int j = 0; for (int i = 0; i < size; i += 4) { image[j].r = data[i]; image[j].g = data[i + 1]; image[j].b = data[i + 2]; image[j].a = data[i + 3]; j++; } TraceLog(DEBUG, "Mipmap base (%i, %i)", width, height); for (int mip = 1; mip < mipmapCount; mip++) { mipmap = GenNextMipmap(image, width, height); offset += (width*height*4); // Size of last mipmap j = 0; width /= 2; height /= 2; size = (width*height*4); // Mipmap size to store after offset // Add mipmap to data for (int i = 0; i < size; i += 4) { data[offset + i] = mipmap[j].r; data[offset + i + 1] = mipmap[j].g; data[offset + i + 2] = mipmap[j].b; data[offset + i + 3] = mipmap[j].a; j++; } free(image); image = mipmap; mipmap = NULL; } free(mipmap); // free mipmap data return mipmapCount; } // Manual mipmap generation (basic scaling algorithm) static pixel *GenNextMipmap(pixel *srcData, int srcWidth, int srcHeight) { int x2, y2; pixel prow, pcol; int width = srcWidth / 2; int height = srcHeight / 2; pixel *mipmap = (pixel *)malloc(width*height*sizeof(pixel)); // Scaling algorithm works perfectly (box-filter) for (int y = 0; y < height; y++) { y2 = 2 * y; for (int x = 0; x < width; x++) { x2 = 2 * x; prow.r = (srcData[y2*srcWidth + x2].r + srcData[y2*srcWidth + x2 + 1].r)/2; prow.g = (srcData[y2*srcWidth + x2].g + srcData[y2*srcWidth + x2 + 1].g)/2; prow.b = (srcData[y2*srcWidth + x2].b + srcData[y2*srcWidth + x2 + 1].b)/2; prow.a = (srcData[y2*srcWidth + x2].a + srcData[y2*srcWidth + x2 + 1].a)/2; pcol.r = (srcData[(y2+1)*srcWidth + x2].r + srcData[(y2+1)*srcWidth + x2 + 1].r)/2; pcol.g = (srcData[(y2+1)*srcWidth + x2].g + srcData[(y2+1)*srcWidth + x2 + 1].g)/2; pcol.b = (srcData[(y2+1)*srcWidth + x2].b + srcData[(y2+1)*srcWidth + x2 + 1].b)/2; pcol.a = (srcData[(y2+1)*srcWidth + x2].a + srcData[(y2+1)*srcWidth + x2 + 1].a)/2; mipmap[y*width + x].r = (prow.r + pcol.r)/2; mipmap[y*width + x].g = (prow.g + pcol.g)/2; mipmap[y*width + x].b = (prow.b + pcol.b)/2; mipmap[y*width + x].a = (prow.a + pcol.a)/2; } } TraceLog(DEBUG, "Mipmap generated successfully (%i, %i)", width, height); return mipmap; } #endif #ifdef RLGL_STANDALONE typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType; // Output a trace log message // NOTE: Expected msgType: (0)Info, (1)Error, (2)Warning void TraceLog(int msgType, const char *text, ...) { va_list args; va_start(args, text); switch(msgType) { case INFO: fprintf(stdout, "INFO: "); break; case ERROR: fprintf(stdout, "ERROR: "); break; case WARNING: fprintf(stdout, "WARNING: "); break; case DEBUG: fprintf(stdout, "DEBUG: "); break; default: break; } vfprintf(stdout, text, args); fprintf(stdout, "\n"); va_end(args); if (msgType == ERROR) exit(1); } #endif