4662 lines
195 KiB
C
4662 lines
195 KiB
C
/**********************************************************************************************
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*
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* rlgl - raylib OpenGL abstraction layer
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*
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* rlgl is a wrapper for multiple OpenGL versions (1.1, 2.1, 3.3 Core, ES 2.0) to
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* pseudo-OpenGL 1.1 style functions (rlVertex, rlTranslate, rlRotate...).
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*
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* When chosing an OpenGL version greater than OpenGL 1.1, rlgl stores vertex data on internal
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* VBO buffers (and VAOs if available). It requires calling 3 functions:
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* rlglInit() - Initialize internal buffers and auxiliar resources
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* rlglDraw() - Process internal buffers and send required draw calls
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* rlglClose() - De-initialize internal buffers data and other auxiliar resources
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*
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* CONFIGURATION:
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*
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* #define GRAPHICS_API_OPENGL_11
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* #define GRAPHICS_API_OPENGL_21
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* #define GRAPHICS_API_OPENGL_33
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* #define GRAPHICS_API_OPENGL_ES2
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* Use selected OpenGL graphics backend, should be supported by platform
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* Those preprocessor defines are only used on rlgl module, if OpenGL version is
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* required by any other module, use rlGetVersion() tocheck it
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*
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* #define RLGL_IMPLEMENTATION
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* Generates the implementation of the library into the included file.
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* If not defined, the library is in header only mode and can be included in other headers
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* or source files without problems. But only ONE file should hold the implementation.
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*
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* #define RLGL_STANDALONE
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* Use rlgl as standalone library (no raylib dependency)
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*
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* #define SUPPORT_VR_SIMULATOR
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* Support VR simulation functionality (stereo rendering)
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*
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* #define SUPPORT_DISTORTION_SHADER
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* Include stereo rendering distortion shader (embedded)
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*
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* DEPENDENCIES:
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* raymath - 3D math functionality (Vector3, Matrix, Quaternion)
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* GLAD - OpenGL extensions loading (OpenGL 3.3 Core only)
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*
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*
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* LICENSE: zlib/libpng
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*
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* Copyright (c) 2014-2018 Ramon Santamaria (@raysan5)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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#ifndef RLGL_H
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#define RLGL_H
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#if defined(RLGL_STANDALONE)
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#define RAYMATH_STANDALONE
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#define RAYMATH_HEADER_ONLY
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#else
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#include "raylib.h" // Required for: Model, Shader, Texture2D, TraceLog()
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#endif
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#include "raymath.h" // Required for: Vector3, Matrix
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// Security check in case no GRAPHICS_API_OPENGL_* defined
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#if !defined(GRAPHICS_API_OPENGL_11) && \
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!defined(GRAPHICS_API_OPENGL_21) && \
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!defined(GRAPHICS_API_OPENGL_33) && \
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!defined(GRAPHICS_API_OPENGL_ES2)
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#define GRAPHICS_API_OPENGL_33
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#endif
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// Security check in case multiple GRAPHICS_API_OPENGL_* defined
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#if defined(GRAPHICS_API_OPENGL_11)
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#if defined(GRAPHICS_API_OPENGL_21)
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#undef GRAPHICS_API_OPENGL_21
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#endif
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#if defined(GRAPHICS_API_OPENGL_33)
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#undef GRAPHICS_API_OPENGL_33
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#endif
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#if defined(GRAPHICS_API_OPENGL_ES2)
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#undef GRAPHICS_API_OPENGL_ES2
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#endif
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#endif
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#if defined(GRAPHICS_API_OPENGL_21)
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#define GRAPHICS_API_OPENGL_33
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#endif
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
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// This is the maximum amount of elements (quads) per batch
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// NOTE: Be careful with text, every letter maps to a quad
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#define MAX_BATCH_ELEMENTS 8192
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#elif defined(GRAPHICS_API_OPENGL_ES2)
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// We reduce memory sizes for embedded systems (RPI and HTML5)
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// NOTE: On HTML5 (emscripten) this is allocated on heap, by default it's only 16MB!...just take care...
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#define MAX_BATCH_ELEMENTS 2048
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#endif
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#define MAX_BATCH_BUFFERING 1 // Max number of buffers for batching (multi-buffering)
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#define MAX_MATRIX_STACK_SIZE 32 // Max size of Matrix stack
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#define MAX_DRAWCALL_REGISTERED 256 // Max draws by state changes (mode, texture)
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// Texture parameters (equivalent to OpenGL defines)
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#define RL_TEXTURE_WRAP_S 0x2802 // GL_TEXTURE_WRAP_S
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#define RL_TEXTURE_WRAP_T 0x2803 // GL_TEXTURE_WRAP_T
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#define RL_TEXTURE_MAG_FILTER 0x2800 // GL_TEXTURE_MAG_FILTER
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#define RL_TEXTURE_MIN_FILTER 0x2801 // GL_TEXTURE_MIN_FILTER
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#define RL_TEXTURE_ANISOTROPIC_FILTER 0x3000 // Anisotropic filter (custom identifier)
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#define RL_FILTER_NEAREST 0x2600 // GL_NEAREST
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#define RL_FILTER_LINEAR 0x2601 // GL_LINEAR
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#define RL_FILTER_MIP_NEAREST 0x2700 // GL_NEAREST_MIPMAP_NEAREST
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#define RL_FILTER_NEAREST_MIP_LINEAR 0x2702 // GL_NEAREST_MIPMAP_LINEAR
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#define RL_FILTER_LINEAR_MIP_NEAREST 0x2701 // GL_LINEAR_MIPMAP_NEAREST
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#define RL_FILTER_MIP_LINEAR 0x2703 // GL_LINEAR_MIPMAP_LINEAR
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#define RL_WRAP_REPEAT 0x2901 // GL_REPEAT
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#define RL_WRAP_CLAMP 0x812F // GL_CLAMP_TO_EDGE
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#define RL_WRAP_MIRROR_REPEAT 0x8370 // GL_MIRRORED_REPEAT
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#define RL_WRAP_MIRROR_CLAMP 0x8742 // GL_MIRROR_CLAMP_EXT
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// Matrix modes (equivalent to OpenGL)
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#define RL_MODELVIEW 0x1700 // GL_MODELVIEW
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#define RL_PROJECTION 0x1701 // GL_PROJECTION
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#define RL_TEXTURE 0x1702 // GL_TEXTURE
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// Primitive assembly draw modes
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#define RL_LINES 0x0001 // GL_LINES
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#define RL_TRIANGLES 0x0004 // GL_TRIANGLES
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#define RL_QUADS 0x0007 // GL_QUADS
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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typedef enum { OPENGL_11 = 1, OPENGL_21, OPENGL_33, OPENGL_ES_20 } GlVersion;
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typedef unsigned char byte;
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#if defined(RLGL_STANDALONE)
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#ifndef __cplusplus
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// Boolean type
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typedef enum { false, true } bool;
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#endif
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// Color type, RGBA (32bit)
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typedef struct Color {
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unsigned char r;
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unsigned char g;
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unsigned char b;
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unsigned char a;
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} Color;
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// Texture2D type
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// NOTE: Data stored in GPU memory
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typedef struct Texture2D {
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unsigned int id; // OpenGL texture id
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int width; // Texture base width
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int height; // Texture base height
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int mipmaps; // Mipmap levels, 1 by default
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int format; // Data format (PixelFormat)
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} Texture2D;
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// Texture type, same as Texture2D
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typedef Texture2D Texture;
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// TextureCubemap type, actually, same as Texture2D
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typedef Texture2D TextureCubemap;
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// RenderTexture2D type, for texture rendering
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typedef struct RenderTexture2D {
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unsigned int id; // OpenGL framebuffer (fbo) id
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Texture2D texture; // Color buffer attachment texture
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Texture2D depth; // Depth buffer attachment texture
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bool depthTexture; // Track if depth attachment is a texture or renderbuffer
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} RenderTexture2D;
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// RenderTexture type, same as RenderTexture2D
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typedef RenderTexture2D RenderTexture;
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// Vertex data definning a mesh
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typedef struct Mesh {
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int vertexCount; // number of vertices stored in arrays
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int triangleCount; // number of triangles stored (indexed or not)
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float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0)
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float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
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float *texcoords2; // vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
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float *normals; // vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
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float *tangents; // vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
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unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
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unsigned short *indices;// vertex indices (in case vertex data comes indexed)
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// Animation vertex data
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float *baseVertices; // Vertex base position (required to apply bones transformations)
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float *baseNormals; // Vertex base normals (required to apply bones transformations)
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float *weightBias; // Vertex weight bias
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int *weightId; // Vertex weight id
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// OpenGL identifiers
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unsigned int vaoId; // OpenGL Vertex Array Object id
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unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data)
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} Mesh;
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// Shader and material limits
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#define MAX_SHADER_LOCATIONS 32
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#define MAX_MATERIAL_MAPS 12
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// Shader type (generic)
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typedef struct Shader {
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unsigned int id; // Shader program id
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int locs[MAX_SHADER_LOCATIONS]; // Shader locations array
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} Shader;
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// Material texture map
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typedef struct MaterialMap {
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Texture2D texture; // Material map texture
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Color color; // Material map color
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float value; // Material map value
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} MaterialMap;
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// Material type (generic)
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typedef struct Material {
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Shader shader; // Material shader
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MaterialMap maps[MAX_MATERIAL_MAPS]; // Material maps
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float *params; // Material generic parameters (if required)
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} Material;
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// Camera type, defines a camera position/orientation in 3d space
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typedef struct Camera {
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Vector3 position; // Camera position
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Vector3 target; // Camera target it looks-at
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Vector3 up; // Camera up vector (rotation over its axis)
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float fovy; // Camera field-of-view apperture in Y (degrees)
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} Camera;
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// Head-Mounted-Display device parameters
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typedef struct VrDeviceInfo {
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int hResolution; // HMD horizontal resolution in pixels
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int vResolution; // HMD vertical resolution in pixels
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float hScreenSize; // HMD horizontal size in meters
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float vScreenSize; // HMD vertical size in meters
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float vScreenCenter; // HMD screen center in meters
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float eyeToScreenDistance; // HMD distance between eye and display in meters
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float lensSeparationDistance; // HMD lens separation distance in meters
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float interpupillaryDistance; // HMD IPD (distance between pupils) in meters
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float lensDistortionValues[4]; // HMD lens distortion constant parameters
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float chromaAbCorrection[4]; // HMD chromatic aberration correction parameters
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} VrDeviceInfo;
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// VR Stereo rendering configuration for simulator
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typedef struct VrStereoConfig {
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RenderTexture2D stereoFbo; // VR stereo rendering framebuffer
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Shader distortionShader; // VR stereo rendering distortion shader
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Matrix eyesProjection[2]; // VR stereo rendering eyes projection matrices
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Matrix eyesViewOffset[2]; // VR stereo rendering eyes view offset matrices
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int eyeViewportRight[4]; // VR stereo rendering right eye viewport [x, y, w, h]
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int eyeViewportLeft[4]; // VR stereo rendering left eye viewport [x, y, w, h]
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} VrStereoConfig;
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// TraceLog message types
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typedef enum {
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LOG_ALL,
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LOG_TRACE,
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LOG_DEBUG,
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LOG_INFO,
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LOG_WARNING,
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LOG_ERROR,
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LOG_FATAL,
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LOG_NONE
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} TraceLogType;
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// Texture formats (support depends on OpenGL version)
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typedef enum {
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UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
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UNCOMPRESSED_GRAY_ALPHA,
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UNCOMPRESSED_R5G6B5, // 16 bpp
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UNCOMPRESSED_R8G8B8, // 24 bpp
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UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
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UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
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UNCOMPRESSED_R8G8B8A8, // 32 bpp
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UNCOMPRESSED_R32, // 32 bpp (1 channel - float)
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UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float)
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UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float)
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COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
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COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
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COMPRESSED_DXT3_RGBA, // 8 bpp
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COMPRESSED_DXT5_RGBA, // 8 bpp
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COMPRESSED_ETC1_RGB, // 4 bpp
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COMPRESSED_ETC2_RGB, // 4 bpp
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COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
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COMPRESSED_PVRT_RGB, // 4 bpp
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COMPRESSED_PVRT_RGBA, // 4 bpp
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COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
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COMPRESSED_ASTC_8x8_RGBA // 2 bpp
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} PixelFormat;
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// Texture parameters: filter mode
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// NOTE 1: Filtering considers mipmaps if available in the texture
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// NOTE 2: Filter is accordingly set for minification and magnification
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typedef enum {
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FILTER_POINT = 0, // No filter, just pixel aproximation
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FILTER_BILINEAR, // Linear filtering
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FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps)
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FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x
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FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x
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FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x
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} TextureFilterMode;
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// Color blending modes (pre-defined)
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typedef enum {
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BLEND_ALPHA = 0,
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BLEND_ADDITIVE,
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BLEND_MULTIPLIED
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} BlendMode;
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// Shader location point type
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typedef enum {
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LOC_VERTEX_POSITION = 0,
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LOC_VERTEX_TEXCOORD01,
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LOC_VERTEX_TEXCOORD02,
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LOC_VERTEX_NORMAL,
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LOC_VERTEX_TANGENT,
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LOC_VERTEX_COLOR,
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LOC_MATRIX_MVP,
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LOC_MATRIX_MODEL,
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LOC_MATRIX_VIEW,
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LOC_MATRIX_PROJECTION,
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LOC_VECTOR_VIEW,
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LOC_COLOR_DIFFUSE,
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LOC_COLOR_SPECULAR,
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LOC_COLOR_AMBIENT,
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LOC_MAP_ALBEDO, // LOC_MAP_DIFFUSE
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LOC_MAP_METALNESS, // LOC_MAP_SPECULAR
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LOC_MAP_NORMAL,
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LOC_MAP_ROUGHNESS,
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LOC_MAP_OCCLUSION,
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LOC_MAP_EMISSION,
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LOC_MAP_HEIGHT,
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LOC_MAP_CUBEMAP,
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LOC_MAP_IRRADIANCE,
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LOC_MAP_PREFILTER,
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LOC_MAP_BRDF
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} ShaderLocationIndex;
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// Shader uniform data types
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typedef enum {
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UNIFORM_FLOAT = 0,
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UNIFORM_VEC2,
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UNIFORM_VEC3,
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UNIFORM_VEC4,
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UNIFORM_INT,
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UNIFORM_IVEC2,
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UNIFORM_IVEC3,
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UNIFORM_IVEC4,
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UNIFORM_SAMPLER2D
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} ShaderUniformDataType;
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#define LOC_MAP_DIFFUSE LOC_MAP_ALBEDO
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#define LOC_MAP_SPECULAR LOC_MAP_METALNESS
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// Material map type
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typedef enum {
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MAP_ALBEDO = 0, // MAP_DIFFUSE
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MAP_METALNESS = 1, // MAP_SPECULAR
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MAP_NORMAL = 2,
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MAP_ROUGHNESS = 3,
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MAP_OCCLUSION,
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MAP_EMISSION,
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MAP_HEIGHT,
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MAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP
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MAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP
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MAP_PREFILTER, // NOTE: Uses GL_TEXTURE_CUBE_MAP
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MAP_BRDF
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} TexmapIndex;
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#define MAP_DIFFUSE MAP_ALBEDO
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#define MAP_SPECULAR MAP_METALNESS
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// VR Head Mounted Display devices
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typedef enum {
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HMD_DEFAULT_DEVICE = 0,
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HMD_OCULUS_RIFT_DK2,
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HMD_OCULUS_RIFT_CV1,
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HMD_OCULUS_GO,
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HMD_VALVE_HTC_VIVE,
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HMD_SONY_PSVR
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} VrDevice;
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#endif
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#if defined(__cplusplus)
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extern "C" { // Prevents name mangling of functions
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#endif
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//------------------------------------------------------------------------------------
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// Functions Declaration - Matrix operations
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//------------------------------------------------------------------------------------
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void rlMatrixMode(int mode); // Choose the current matrix to be transformed
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void rlPushMatrix(void); // Push the current matrix to stack
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void rlPopMatrix(void); // Pop lattest inserted matrix from stack
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void rlLoadIdentity(void); // Reset current matrix to identity matrix
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void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix
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void rlRotatef(float angleDeg, float x, float y, float z); // Multiply the current matrix by a rotation matrix
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void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix
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void rlMultMatrixf(float *matf); // Multiply the current matrix by another matrix
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void rlFrustum(double left, double right, double bottom, double top, double near, double far);
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void rlOrtho(double left, double right, double bottom, double top, double near, double far);
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void rlViewport(int x, int y, int width, int height); // Set the viewport area
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//------------------------------------------------------------------------------------
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// Functions Declaration - Vertex level operations
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//------------------------------------------------------------------------------------
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void rlBegin(int mode); // Initialize drawing mode (how to organize vertex)
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void rlEnd(void); // Finish vertex providing
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void rlVertex2i(int x, int y); // Define one vertex (position) - 2 int
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void rlVertex2f(float x, float y); // Define one vertex (position) - 2 float
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void rlVertex3f(float x, float y, float z); // Define one vertex (position) - 3 float
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void rlTexCoord2f(float x, float y); // Define one vertex (texture coordinate) - 2 float
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void rlNormal3f(float x, float y, float z); // Define one vertex (normal) - 3 float
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void rlColor4ub(byte r, byte g, byte b, byte a); // Define one vertex (color) - 4 byte
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void rlColor3f(float x, float y, float z); // Define one vertex (color) - 3 float
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void rlColor4f(float x, float y, float z, float w); // Define one vertex (color) - 4 float
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//------------------------------------------------------------------------------------
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// Functions Declaration - OpenGL equivalent functions (common to 1.1, 3.3+, ES2)
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// NOTE: This functions are used to completely abstract raylib code from OpenGL layer
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//------------------------------------------------------------------------------------
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void rlEnableTexture(unsigned int id); // Enable texture usage
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void rlDisableTexture(void); // Disable texture usage
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void rlTextureParameters(unsigned int id, int param, int value); // Set texture parameters (filter, wrap)
|
|
void rlEnableRenderTexture(unsigned int id); // Enable render texture (fbo)
|
|
void rlDisableRenderTexture(void); // Disable render texture (fbo), return to default framebuffer
|
|
void rlEnableDepthTest(void); // Enable depth test
|
|
void rlDisableDepthTest(void); // Disable depth test
|
|
void rlEnableWireMode(void); // Enable wire mode
|
|
void rlDisableWireMode(void); // Disable wire mode
|
|
void rlDeleteTextures(unsigned int id); // Delete OpenGL texture from GPU
|
|
void rlDeleteRenderTextures(RenderTexture2D target); // Delete render textures (fbo) from GPU
|
|
void rlDeleteShader(unsigned int id); // Delete OpenGL shader program from GPU
|
|
void rlDeleteVertexArrays(unsigned int id); // Unload vertex data (VAO) from GPU memory
|
|
void rlDeleteBuffers(unsigned int id); // Unload vertex data (VBO) from GPU memory
|
|
void rlClearColor(byte r, byte g, byte b, byte a); // Clear color buffer with color
|
|
void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth)
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Functions Declaration - rlgl functionality
|
|
//------------------------------------------------------------------------------------
|
|
void rlglInit(int width, int height); // Initialize rlgl (buffers, shaders, textures, states)
|
|
void rlglClose(void); // De-inititialize rlgl (buffers, shaders, textures)
|
|
void rlglDraw(void); // Update and draw default internal buffers
|
|
|
|
int rlGetVersion(void); // Returns current OpenGL version
|
|
bool rlCheckBufferLimit(int vCount); // Check internal buffer overflow for a given number of vertex
|
|
void rlSetDebugMarker(const char *text); // Set debug marker for analysis
|
|
void rlLoadExtensions(void *loader); // Load OpenGL extensions
|
|
Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coordinates from screen coordinates
|
|
|
|
// Textures data management
|
|
unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU
|
|
unsigned int rlLoadTextureDepth(int width, int height, int bits, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo)
|
|
unsigned int rlLoadTextureCubemap(void *data, int size, int format); // Load texture cubemap
|
|
void rlUpdateTexture(unsigned int id, int width, int height, int format, const void *data); // Update GPU texture with new data
|
|
void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType); // Get OpenGL internal formats
|
|
void rlUnloadTexture(unsigned int id); // Unload texture from GPU memory
|
|
|
|
void rlGenerateMipmaps(Texture2D *texture); // Generate mipmap data for selected texture
|
|
void *rlReadTexturePixels(Texture2D texture); // Read texture pixel data
|
|
unsigned char *rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
|
|
|
|
// Render texture management (fbo)
|
|
RenderTexture2D rlLoadRenderTexture(int width, int height, int format, int depthBits, bool useDepthTexture); // Load a render texture (with color and depth attachments)
|
|
void rlRenderTextureAttach(RenderTexture target, unsigned int id, int attachType); // Attach texture/renderbuffer to an fbo
|
|
bool rlRenderTextureComplete(RenderTexture target); // Verify render texture is complete
|
|
|
|
// Vertex data management
|
|
void rlLoadMesh(Mesh *mesh, bool dynamic); // Upload vertex data into GPU and provided VAO/VBO ids
|
|
void rlUpdateMesh(Mesh mesh, int buffer, int numVertex); // Update vertex data on GPU (upload new data to one buffer)
|
|
void rlDrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
|
|
void rlUnloadMesh(Mesh *mesh); // Unload mesh data from CPU and GPU
|
|
|
|
// NOTE: There is a set of shader related functions that are available to end user,
|
|
// to avoid creating function wrappers through core module, they have been directly declared in raylib.h
|
|
|
|
#if defined(RLGL_STANDALONE)
|
|
//------------------------------------------------------------------------------------
|
|
// Shaders System Functions (Module: rlgl)
|
|
// NOTE: This functions are useless when using OpenGL 1.1
|
|
//------------------------------------------------------------------------------------
|
|
// Shader loading/unloading functions
|
|
char *LoadText(const char *fileName); // Load chars array from text file
|
|
Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
|
|
Shader LoadShaderCode(char *vsCode, char *fsCode); // Load shader from code strings and bind default locations
|
|
void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
|
|
|
|
Shader GetShaderDefault(void); // Get default shader
|
|
Texture2D GetTextureDefault(void); // Get default texture
|
|
|
|
// Shader configuration functions
|
|
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
|
|
void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType); // Set shader uniform value
|
|
void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count); // Set shader uniform value vector
|
|
void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
|
|
void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
|
|
void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
|
|
Matrix GetMatrixModelview(); // Get internal modelview matrix
|
|
|
|
// Texture maps generation (PBR)
|
|
// NOTE: Required shaders should be provided
|
|
Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture
|
|
Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data
|
|
Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data
|
|
Texture2D GenTextureBRDF(Shader shader, int size); // Generate BRDF texture using cubemap data
|
|
|
|
// Shading begin/end functions
|
|
void BeginShaderMode(Shader shader); // Begin custom shader drawing
|
|
void EndShaderMode(void); // End custom shader drawing (use default shader)
|
|
void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
|
|
void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
|
|
|
|
// VR control functions
|
|
VrDeviceInfo GetVrDeviceInfo(int vrDeviceType); // Get VR device information for some standard devices
|
|
void InitVrSimulator(VrDeviceInfo info); // Init VR simulator for selected device parameters
|
|
void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
|
|
void CloseVrSimulator(void); // Close VR simulator for current device
|
|
bool IsVrSimulatorReady(void); // Detect if VR simulator is ready
|
|
void ToggleVrMode(void); // Enable/Disable VR experience
|
|
void BeginVrDrawing(void); // Begin VR simulator stereo rendering
|
|
void EndVrDrawing(void); // End VR simulator stereo rendering
|
|
|
|
void TraceLog(int msgType, const char *text, ...); // Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG)
|
|
int GetPixelDataSize(int width, int height, int format);// Get pixel data size in bytes (image or texture)
|
|
#endif
|
|
|
|
#if defined(__cplusplus)
|
|
}
|
|
#endif
|
|
|
|
#endif // RLGL_H
|
|
|
|
/***********************************************************************************
|
|
*
|
|
* RLGL IMPLEMENTATION
|
|
*
|
|
************************************************************************************/
|
|
|
|
#if defined(RLGL_IMPLEMENTATION)
|
|
|
|
#if defined(RLGL_STANDALONE)
|
|
#define SUPPORT_VR_SIMULATOR
|
|
#define SUPPORT_DISTORTION_SHADER
|
|
#else
|
|
#include "config.h" // rlgl module configuration
|
|
#endif
|
|
|
|
#include <stdio.h> // Required for: fopen(), fclose(), fread()... [Used only on LoadText()]
|
|
#include <stdlib.h> // Required for: malloc(), free(), rand()
|
|
#include <string.h> // Required for: strcmp(), strlen(), strtok() [Used only in extensions loading]
|
|
#include <math.h> // Required for: atan2()
|
|
|
|
#if !defined(RLGL_STANDALONE)
|
|
#include "raymath.h" // Required for: Vector3 and Matrix functions
|
|
#endif
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_11)
|
|
#if defined(__APPLE__)
|
|
#include <OpenGL/gl.h> // OpenGL 1.1 library for OSX
|
|
#include <OpenGL/glext.h>
|
|
#else
|
|
// APIENTRY for OpenGL function pointer declarations is required
|
|
#ifndef APIENTRY
|
|
#if defined(_WIN32)
|
|
#define APIENTRY __stdcall
|
|
#else
|
|
#define APIENTRY
|
|
#endif
|
|
#endif
|
|
// WINGDIAPI definition. Some Windows OpenGL headers need it
|
|
#if !defined(WINGDIAPI) && defined(_WIN32)
|
|
#define WINGDIAPI __declspec(dllimport)
|
|
#endif
|
|
|
|
#include <GL/gl.h> // OpenGL 1.1 library
|
|
#endif
|
|
#endif
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_21)
|
|
#define GRAPHICS_API_OPENGL_33 // OpenGL 2.1 uses mostly OpenGL 3.3 Core functionality
|
|
#endif
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_33)
|
|
#if defined(__APPLE__)
|
|
#include <OpenGL/gl3.h> // OpenGL 3 library for OSX
|
|
#include <OpenGL/gl3ext.h> // OpenGL 3 extensions library for OSX
|
|
#else
|
|
#define GLAD_IMPLEMENTATION
|
|
#if defined(RLGL_STANDALONE)
|
|
#include "glad.h" // GLAD extensions loading library, includes OpenGL headers
|
|
#else
|
|
#include "external/glad.h" // GLAD extensions loading library, includes OpenGL headers
|
|
#endif
|
|
#endif
|
|
#endif
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_ES2)
|
|
#include <EGL/egl.h> // EGL library
|
|
#include <GLES2/gl2.h> // OpenGL ES 2.0 library
|
|
#include <GLES2/gl2ext.h> // OpenGL ES 2.0 extensions library
|
|
#endif
|
|
|
|
#if defined(RLGL_STANDALONE)
|
|
#include <stdarg.h> // Required for: va_list, va_start(), vfprintf(), va_end() [Used only on TraceLog()]
|
|
#endif
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Defines and Macros
|
|
//----------------------------------------------------------------------------------
|
|
#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
|
|
|
|
#ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
|
|
#define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
|
|
#endif
|
|
|
|
#ifndef GL_TEXTURE_MAX_ANISOTROPY_EXT
|
|
#define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
|
|
#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
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_21)
|
|
#define GL_LUMINANCE 0x1909
|
|
#define GL_LUMINANCE_ALPHA 0x190A
|
|
#endif
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_ES2)
|
|
#define glClearDepth glClearDepthf
|
|
#define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER
|
|
#define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER
|
|
#endif
|
|
|
|
// Default vertex attribute names on shader to set location points
|
|
#define DEFAULT_ATTRIB_POSITION_NAME "vertexPosition" // shader-location = 0
|
|
#define DEFAULT_ATTRIB_TEXCOORD_NAME "vertexTexCoord" // shader-location = 1
|
|
#define DEFAULT_ATTRIB_NORMAL_NAME "vertexNormal" // shader-location = 2
|
|
#define DEFAULT_ATTRIB_COLOR_NAME "vertexColor" // shader-location = 3
|
|
#define DEFAULT_ATTRIB_TANGENT_NAME "vertexTangent" // shader-location = 4
|
|
#define DEFAULT_ATTRIB_TEXCOORD2_NAME "vertexTexCoord2" // shader-location = 5
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Types and Structures Definition
|
|
//----------------------------------------------------------------------------------
|
|
|
|
// Dynamic vertex buffers (position + texcoords + colors + indices arrays)
|
|
typedef struct DynamicBuffer {
|
|
int vCounter; // vertex position counter to process (and draw) from full buffer
|
|
int tcCounter; // vertex texcoord counter to process (and draw) from full buffer
|
|
int cCounter; // vertex color counter to process (and draw) from full buffer
|
|
float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0)
|
|
float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
|
|
unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
|
|
#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
|
|
unsigned int *indices; // vertex indices (in case vertex data comes indexed) (6 indices per quad)
|
|
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
|
unsigned short *indices; // vertex indices (in case vertex data comes indexed) (6 indices per quad)
|
|
// NOTE: 6*2 byte = 12 byte, not alignment problem!
|
|
#endif
|
|
unsigned int vaoId; // OpenGL Vertex Array Object id
|
|
unsigned int vboId[4]; // OpenGL Vertex Buffer Objects id (4 types of vertex data)
|
|
} DynamicBuffer;
|
|
|
|
// Draw call type
|
|
typedef struct DrawCall {
|
|
int mode; // Drawing mode: LINES, TRIANGLES, QUADS
|
|
int vertexCount; // Number of vertex of the draw
|
|
//unsigned int vaoId; // Vertex Array id to be used on the draw
|
|
//unsigned int shaderId; // Shader id to be used on the draw
|
|
unsigned int textureId; // Texture id to be used on the draw
|
|
//Matrix projection; // Projection matrix for this draw
|
|
//Matrix modelview; // Modelview matrix for this draw
|
|
} DrawCall;
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Global Variables Definition
|
|
//----------------------------------------------------------------------------------
|
|
#if !defined(GRAPHICS_API_OPENGL_11) && defined(SUPPORT_DISTORTION_SHADER)
|
|
// Distortion shader embedded
|
|
static char distortionFShaderStr[] =
|
|
#if defined(GRAPHICS_API_OPENGL_21)
|
|
"#version 120 \n"
|
|
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
|
"#version 100 \n"
|
|
"precision mediump float; \n" // precision required for OpenGL ES2 (WebGL)
|
|
#endif
|
|
#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
|
|
"varying vec2 fragTexCoord; \n"
|
|
"varying vec4 fragColor; \n"
|
|
#elif defined(GRAPHICS_API_OPENGL_33)
|
|
"#version 330 \n"
|
|
"in vec2 fragTexCoord; \n"
|
|
"in vec4 fragColor; \n"
|
|
"out vec4 finalColor; \n"
|
|
#endif
|
|
"uniform sampler2D texture0; \n"
|
|
#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
|
|
"uniform vec2 leftLensCenter; \n"
|
|
"uniform vec2 rightLensCenter; \n"
|
|
"uniform vec2 leftScreenCenter; \n"
|
|
"uniform vec2 rightScreenCenter; \n"
|
|
"uniform vec2 scale; \n"
|
|
"uniform vec2 scaleIn; \n"
|
|
"uniform vec4 hmdWarpParam; \n"
|
|
"uniform vec4 chromaAbParam; \n"
|
|
#elif defined(GRAPHICS_API_OPENGL_33)
|
|
"uniform vec2 leftLensCenter = vec2(0.288, 0.5); \n"
|
|
"uniform vec2 rightLensCenter = vec2(0.712, 0.5); \n"
|
|
"uniform vec2 leftScreenCenter = vec2(0.25, 0.5); \n"
|
|
"uniform vec2 rightScreenCenter = vec2(0.75, 0.5); \n"
|
|
"uniform vec2 scale = vec2(0.25, 0.45); \n"
|
|
"uniform vec2 scaleIn = vec2(4, 2.2222); \n"
|
|
"uniform vec4 hmdWarpParam = vec4(1, 0.22, 0.24, 0); \n"
|
|
"uniform vec4 chromaAbParam = vec4(0.996, -0.004, 1.014, 0.0); \n"
|
|
#endif
|
|
"void main() \n"
|
|
"{ \n"
|
|
" vec2 lensCenter = fragTexCoord.x < 0.5 ? leftLensCenter : rightLensCenter; \n"
|
|
" vec2 screenCenter = fragTexCoord.x < 0.5 ? leftScreenCenter : rightScreenCenter; \n"
|
|
" vec2 theta = (fragTexCoord - lensCenter)*scaleIn; \n"
|
|
" float rSq = theta.x*theta.x + theta.y*theta.y; \n"
|
|
" vec2 theta1 = theta*(hmdWarpParam.x + hmdWarpParam.y*rSq + hmdWarpParam.z*rSq*rSq + hmdWarpParam.w*rSq*rSq*rSq); \n"
|
|
" vec2 thetaBlue = theta1*(chromaAbParam.z + chromaAbParam.w*rSq); \n"
|
|
" vec2 tcBlue = lensCenter + scale*thetaBlue; \n"
|
|
" if (any(bvec2(clamp(tcBlue, screenCenter - vec2(0.25, 0.5), screenCenter + vec2(0.25, 0.5)) - tcBlue))) \n"
|
|
" { \n"
|
|
#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
|
|
" gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); \n"
|
|
#elif defined(GRAPHICS_API_OPENGL_33)
|
|
" finalColor = vec4(0.0, 0.0, 0.0, 1.0); \n"
|
|
#endif
|
|
" } \n"
|
|
" else \n"
|
|
" { \n"
|
|
#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
|
|
" float blue = texture2D(texture0, tcBlue).b; \n"
|
|
" vec2 tcGreen = lensCenter + scale*theta1; \n"
|
|
" float green = texture2D(texture0, tcGreen).g; \n"
|
|
#elif defined(GRAPHICS_API_OPENGL_33)
|
|
" float blue = texture(texture0, tcBlue).b; \n"
|
|
" vec2 tcGreen = lensCenter + scale*theta1; \n"
|
|
" float green = texture(texture0, tcGreen).g; \n"
|
|
#endif
|
|
" vec2 thetaRed = theta1*(chromaAbParam.x + chromaAbParam.y*rSq); \n"
|
|
" vec2 tcRed = lensCenter + scale*thetaRed; \n"
|
|
#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
|
|
" float red = texture2D(texture0, tcRed).r; \n"
|
|
" gl_FragColor = vec4(red, green, blue, 1.0); \n"
|
|
#elif defined(GRAPHICS_API_OPENGL_33)
|
|
" float red = texture(texture0, tcRed).r; \n"
|
|
" finalColor = vec4(red, green, blue, 1.0); \n"
|
|
#endif
|
|
" } \n"
|
|
"} \n";
|
|
#endif
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
static Matrix stack[MAX_MATRIX_STACK_SIZE] = { 0 };
|
|
static int stackCounter = 0;
|
|
|
|
static Matrix modelview = { 0 };
|
|
static Matrix projection = { 0 };
|
|
static Matrix *currentMatrix = NULL;
|
|
static int currentMatrixMode = -1;
|
|
static float currentDepth = -1.0f;
|
|
|
|
// Default dynamic buffer for elements data
|
|
// NOTE: A multi-buffering system is supported
|
|
static DynamicBuffer vertexData[MAX_BATCH_BUFFERING] = { 0 };
|
|
static int currentBuffer = 0;
|
|
|
|
// Transform matrix to be used with rlTranslate, rlRotate, rlScale
|
|
static Matrix transformMatrix = { 0 };
|
|
static bool useTransformMatrix = false;
|
|
|
|
// Default buffers draw calls
|
|
static DrawCall *draws = NULL;
|
|
static int drawsCounter = 0;
|
|
|
|
// Default texture (1px white) useful for plain color polys (required by shader)
|
|
static unsigned int defaultTextureId;
|
|
|
|
// Default shaders
|
|
static unsigned int defaultVShaderId; // Default vertex shader id (used by default shader program)
|
|
static unsigned int defaultFShaderId; // Default fragment shader Id (used by default shader program)
|
|
|
|
static Shader defaultShader; // Basic shader, support vertex color and diffuse texture
|
|
static Shader currentShader; // Shader to be used on rendering (by default, defaultShader)
|
|
|
|
// Extension supported flag: VAO
|
|
static bool vaoSupported = false; // VAO support (OpenGL ES2 could not support VAO extension)
|
|
|
|
// Extension supported flag: Compressed textures
|
|
static bool texCompDXTSupported = false; // DDS texture compression support
|
|
static bool texCompETC1Supported = false; // ETC1 texture compression support
|
|
static bool texCompETC2Supported = false; // ETC2/EAC texture compression support
|
|
static bool texCompPVRTSupported = false; // PVR texture compression support
|
|
static bool texCompASTCSupported = false; // ASTC texture compression support
|
|
|
|
// Extension supported flag: Textures format
|
|
static bool texNPOTSupported = false; // NPOT textures full support
|
|
static bool texFloatSupported = false; // float textures support (32 bit per channel)
|
|
static bool texDepthSupported = false; // Depth textures supported
|
|
static int maxDepthBits = 16; // Maximum bits for depth component
|
|
|
|
// Extension supported flag: Clamp mirror wrap mode
|
|
static bool texMirrorClampSupported = false; // Clamp mirror wrap mode supported
|
|
|
|
// Extension supported flag: Anisotropic filtering
|
|
static bool texAnisotropicFilterSupported = false; // Anisotropic texture filtering support
|
|
static float maxAnisotropicLevel = 0.0f; // Maximum anisotropy level supported (minimum is 2.0f)
|
|
|
|
static bool debugMarkerSupported = false; // Debug marker support
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_ES2)
|
|
// NOTE: VAO functionality is exposed through extensions (OES)
|
|
static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays;
|
|
static PFNGLBINDVERTEXARRAYOESPROC glBindVertexArray;
|
|
static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays;
|
|
//static PFNGLISVERTEXARRAYOESPROC glIsVertexArray; // NOTE: Fails in WebGL, omitted
|
|
#endif
|
|
|
|
#if defined(SUPPORT_VR_SIMULATOR)
|
|
// VR global variables
|
|
static VrStereoConfig vrConfig = { 0 }; // VR stereo configuration for simulator
|
|
static bool vrSimulatorReady = false; // VR simulator ready flag
|
|
static bool vrStereoRender = false; // VR stereo rendering enabled/disabled flag
|
|
// NOTE: This flag is useful to render data over stereo image (i.e. FPS)
|
|
#endif // defined(SUPPORT_VR_SIMULATOR)
|
|
|
|
#endif // defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
static int blendMode = 0; // Track current blending mode
|
|
|
|
// Default framebuffer size
|
|
static int screenWidth; // Default framebuffer width
|
|
static int screenHeight; // Default framebuffer height
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Module specific Functions Declaration
|
|
//----------------------------------------------------------------------------------
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
static unsigned int CompileShader(const char *shaderStr, int type); // Compile custom shader and return shader id
|
|
static unsigned int LoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId); // Load custom shader program
|
|
|
|
static Shader LoadShaderDefault(void); // Load default shader (just vertex positioning and texture coloring)
|
|
static void SetShaderDefaultLocations(Shader *shader); // Bind default shader locations (attributes and uniforms)
|
|
static void UnloadShaderDefault(void); // Unload default shader
|
|
|
|
static void LoadBuffersDefault(void); // Load default internal buffers
|
|
static void UpdateBuffersDefault(void); // Update default internal buffers (VAOs/VBOs) with vertex data
|
|
static void DrawBuffersDefault(void); // Draw default internal buffers vertex data
|
|
static void UnloadBuffersDefault(void); // Unload default internal buffers vertex data from CPU and GPU
|
|
|
|
static void GenDrawCube(void); // Generate and draw cube
|
|
static void GenDrawQuad(void); // Generate and draw quad
|
|
|
|
#if defined(SUPPORT_VR_SIMULATOR)
|
|
static VrStereoConfig SetStereoConfig(VrDeviceInfo info, Shader distortion); // Configure stereo rendering (including distortion shader) with HMD device parameters
|
|
static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView); // Set internal projection and modelview matrix depending on eye
|
|
#endif
|
|
|
|
#endif // defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_11)
|
|
static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight);
|
|
static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight);
|
|
#endif
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Module Functions Definition - Matrix operations
|
|
//----------------------------------------------------------------------------------
|
|
|
|
#if defined(GRAPHICS_API_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 zNear, double zFar)
|
|
{
|
|
glFrustum(left, right, bottom, top, zNear, zFar);
|
|
}
|
|
|
|
void rlOrtho(double left, double right, double bottom, double top, double zNear, double zFar)
|
|
{
|
|
glOrtho(left, right, bottom, top, zNear, zFar);
|
|
}
|
|
|
|
void rlPushMatrix(void) { glPushMatrix(); }
|
|
void rlPopMatrix(void) { glPopMatrix(); }
|
|
void rlLoadIdentity(void) { 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 *matf) { glMultMatrixf(matf); }
|
|
|
|
#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
// 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 into stack
|
|
void rlPushMatrix(void)
|
|
{
|
|
if (stackCounter >= MAX_MATRIX_STACK_SIZE) TraceLog(LOG_ERROR, "Matrix stack overflow");
|
|
|
|
if (currentMatrixMode == RL_MODELVIEW)
|
|
{
|
|
useTransformMatrix = true;
|
|
currentMatrix = &transformMatrix;
|
|
}
|
|
|
|
stack[stackCounter] = *currentMatrix;
|
|
stackCounter++;
|
|
}
|
|
|
|
// Pop lattest inserted matrix from stack
|
|
void rlPopMatrix(void)
|
|
{
|
|
if (stackCounter > 0)
|
|
{
|
|
Matrix mat = stack[stackCounter - 1];
|
|
*currentMatrix = mat;
|
|
stackCounter--;
|
|
}
|
|
|
|
if ((stackCounter == 0) && (currentMatrixMode == RL_MODELVIEW))
|
|
{
|
|
currentMatrix = &modelview;
|
|
useTransformMatrix = false;
|
|
}
|
|
}
|
|
|
|
// Reset current matrix to identity matrix
|
|
void rlLoadIdentity(void)
|
|
{
|
|
*currentMatrix = MatrixIdentity();
|
|
}
|
|
|
|
// Multiply the current matrix by a translation matrix
|
|
void rlTranslatef(float x, float y, float z)
|
|
{
|
|
Matrix matTranslation = MatrixTranslate(x, y, z);
|
|
|
|
// NOTE: We transpose matrix with multiplication order
|
|
*currentMatrix = MatrixMultiply(matTranslation, *currentMatrix);
|
|
}
|
|
|
|
// Multiply the current matrix by a rotation matrix
|
|
void rlRotatef(float angleDeg, float x, float y, float z)
|
|
{
|
|
Matrix matRotation = MatrixIdentity();
|
|
|
|
Vector3 axis = (Vector3){ x, y, z };
|
|
matRotation = MatrixRotate(Vector3Normalize(axis), angleDeg*DEG2RAD);
|
|
|
|
// NOTE: We transpose matrix with multiplication order
|
|
*currentMatrix = MatrixMultiply(matRotation, *currentMatrix);
|
|
}
|
|
|
|
// Multiply the current matrix by a scaling matrix
|
|
void rlScalef(float x, float y, float z)
|
|
{
|
|
Matrix matScale = MatrixScale(x, y, z);
|
|
|
|
// NOTE: We transpose matrix with multiplication order
|
|
*currentMatrix = MatrixMultiply(matScale, *currentMatrix);
|
|
}
|
|
|
|
// Multiply the current matrix by another matrix
|
|
void rlMultMatrixf(float *matf)
|
|
{
|
|
// Matrix creation from array
|
|
Matrix mat = { matf[0], matf[4], matf[8], matf[12],
|
|
matf[1], matf[5], matf[9], matf[13],
|
|
matf[2], matf[6], matf[10], matf[14],
|
|
matf[3], matf[7], matf[11], matf[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);
|
|
|
|
*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);
|
|
|
|
*currentMatrix = MatrixMultiply(*currentMatrix, matOrtho);
|
|
}
|
|
|
|
#endif
|
|
|
|
// Set the viewport area (transformation from normalized device coordinates to window coordinates)
|
|
// NOTE: Updates global variables: screenWidth, screenHeight
|
|
void rlViewport(int x, int y, int width, int height)
|
|
{
|
|
glViewport(x, y, width, height);
|
|
}
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Module Functions Definition - Vertex level operations
|
|
//----------------------------------------------------------------------------------
|
|
#if defined(GRAPHICS_API_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); }
|
|
|
|
#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
// Initialize drawing mode (how to organize vertex)
|
|
void rlBegin(int mode)
|
|
{
|
|
// Draw mode can be RL_LINES, RL_TRIANGLES and RL_QUADS
|
|
// NOTE: In all three cases, vertex are accumulated over default internal vertex buffer
|
|
if (draws[drawsCounter - 1].mode != mode)
|
|
{
|
|
if (draws[drawsCounter - 1].vertexCount > 0) drawsCounter++;
|
|
if (drawsCounter >= MAX_DRAWCALL_REGISTERED) rlglDraw();
|
|
|
|
draws[drawsCounter - 1].mode = mode;
|
|
draws[drawsCounter - 1].vertexCount = 0;
|
|
draws[drawsCounter - 1].textureId = defaultTextureId;
|
|
}
|
|
}
|
|
|
|
// Finish vertex providing
|
|
void rlEnd(void)
|
|
{
|
|
// Make sure current draws[i].vertexCount is multiple of 4, to align with index processing
|
|
// NOTE: It implies adding some extra vertex at the end of the draw, those vertex will be
|
|
// processed but are placed in a single point to not result in a fragment output...
|
|
// TODO: System could be improved (a bit) just storing every draw alignment value
|
|
// and adding it to vertexOffset on drawing... maybe in a future...
|
|
int vertexCount = draws[drawsCounter - 1].vertexCount;
|
|
int vertexToAlign = (vertexCount >= 4) ? vertexCount%4 : (4 - vertexCount%4);
|
|
for (int i = 0; i < vertexToAlign; i++) rlVertex3f(-1, -1, -1);
|
|
|
|
// Make sure vertexCount is the same for vertices, texcoords, colors and normals
|
|
// NOTE: In OpenGL 1.1, one glColor call can be made for all the subsequent glVertex calls
|
|
|
|
// Make sure colors count match vertex count
|
|
if (vertexData[currentBuffer].vCounter != vertexData[currentBuffer].cCounter)
|
|
{
|
|
int addColors = vertexData[currentBuffer].vCounter - vertexData[currentBuffer].cCounter;
|
|
|
|
for (int i = 0; i < addColors; i++)
|
|
{
|
|
vertexData[currentBuffer].colors[4*vertexData[currentBuffer].cCounter] = vertexData[currentBuffer].colors[4*vertexData[currentBuffer].cCounter - 4];
|
|
vertexData[currentBuffer].colors[4*vertexData[currentBuffer].cCounter + 1] = vertexData[currentBuffer].colors[4*vertexData[currentBuffer].cCounter - 3];
|
|
vertexData[currentBuffer].colors[4*vertexData[currentBuffer].cCounter + 2] = vertexData[currentBuffer].colors[4*vertexData[currentBuffer].cCounter - 2];
|
|
vertexData[currentBuffer].colors[4*vertexData[currentBuffer].cCounter + 3] = vertexData[currentBuffer].colors[4*vertexData[currentBuffer].cCounter - 1];
|
|
vertexData[currentBuffer].cCounter++;
|
|
}
|
|
}
|
|
|
|
// Make sure texcoords count match vertex count
|
|
if (vertexData[currentBuffer].vCounter != vertexData[currentBuffer].tcCounter)
|
|
{
|
|
int addTexCoords = vertexData[currentBuffer].vCounter - vertexData[currentBuffer].tcCounter;
|
|
|
|
for (int i = 0; i < addTexCoords; i++)
|
|
{
|
|
vertexData[currentBuffer].texcoords[2*vertexData[currentBuffer].tcCounter] = 0.0f;
|
|
vertexData[currentBuffer].texcoords[2*vertexData[currentBuffer].tcCounter + 1] = 0.0f;
|
|
vertexData[currentBuffer].tcCounter++;
|
|
}
|
|
}
|
|
|
|
// TODO: Make sure normals count match vertex count... if normals support is added in a future... :P
|
|
|
|
// NOTE: Depth increment is dependant on rlOrtho(): z-near and z-far values,
|
|
// as well as depth buffer bit-depth (16bit or 24bit or 32bit)
|
|
// Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits)
|
|
currentDepth += (1.0f/20000.0f);
|
|
|
|
// Verify internal buffers limits
|
|
// NOTE: This check is combined with usage of rlCheckBufferLimit()
|
|
if ((vertexData[currentBuffer].vCounter) >= (MAX_BATCH_ELEMENTS*4 - 4))
|
|
{
|
|
// WARNING: If we are between rlPushMatrix() and rlPopMatrix() and we need to force a rlglDraw(),
|
|
// we need to call rlPopMatrix() before to recover *currentMatrix (modelview) for the next forced draw call!
|
|
// Also noted that if we had multiple matrix pushed, it will require "stackCounter" pops before launching the draw
|
|
rlPopMatrix();
|
|
rlglDraw();
|
|
}
|
|
}
|
|
|
|
// Define one vertex (position)
|
|
// NOTE: Vertex position data is the basic information required for drawing
|
|
void rlVertex3f(float x, float y, float z)
|
|
{
|
|
Vector3 vec = { x, y, z };
|
|
|
|
// Transform provided vector if required
|
|
if (useTransformMatrix) vec = Vector3Transform(vec, transformMatrix);
|
|
|
|
// Verify that MAX_BATCH_ELEMENTS limit not reached
|
|
if (vertexData[currentBuffer].vCounter < (MAX_BATCH_ELEMENTS*4))
|
|
{
|
|
vertexData[currentBuffer].vertices[3*vertexData[currentBuffer].vCounter] = vec.x;
|
|
vertexData[currentBuffer].vertices[3*vertexData[currentBuffer].vCounter + 1] = vec.y;
|
|
vertexData[currentBuffer].vertices[3*vertexData[currentBuffer].vCounter + 2] = vec.z;
|
|
vertexData[currentBuffer].vCounter++;
|
|
|
|
draws[drawsCounter - 1].vertexCount++;
|
|
}
|
|
else TraceLog(LOG_ERROR, "MAX_BATCH_ELEMENTS overflow");
|
|
}
|
|
|
|
// Define one vertex (position)
|
|
void rlVertex2f(float x, float y)
|
|
{
|
|
rlVertex3f(x, y, currentDepth);
|
|
}
|
|
|
|
// Define one vertex (position)
|
|
void rlVertex2i(int x, int y)
|
|
{
|
|
rlVertex3f((float)x, (float)y, currentDepth);
|
|
}
|
|
|
|
// Define one vertex (texture coordinate)
|
|
// NOTE: Texture coordinates are limited to QUADS only
|
|
void rlTexCoord2f(float x, float y)
|
|
{
|
|
vertexData[currentBuffer].texcoords[2*vertexData[currentBuffer].tcCounter] = x;
|
|
vertexData[currentBuffer].texcoords[2*vertexData[currentBuffer].tcCounter + 1] = y;
|
|
vertexData[currentBuffer].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)
|
|
{
|
|
vertexData[currentBuffer].colors[4*vertexData[currentBuffer].cCounter] = x;
|
|
vertexData[currentBuffer].colors[4*vertexData[currentBuffer].cCounter + 1] = y;
|
|
vertexData[currentBuffer].colors[4*vertexData[currentBuffer].cCounter + 2] = z;
|
|
vertexData[currentBuffer].colors[4*vertexData[currentBuffer].cCounter + 3] = w;
|
|
vertexData[currentBuffer].cCounter++;
|
|
}
|
|
|
|
// 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)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_11)
|
|
glEnable(GL_TEXTURE_2D);
|
|
glBindTexture(GL_TEXTURE_2D, id);
|
|
#endif
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
if (draws[drawsCounter - 1].textureId != id)
|
|
{
|
|
if (draws[drawsCounter - 1].vertexCount > 0) drawsCounter++;
|
|
if (drawsCounter >= MAX_DRAWCALL_REGISTERED) rlglDraw();
|
|
|
|
draws[drawsCounter - 1].textureId = id;
|
|
draws[drawsCounter - 1].vertexCount = 0;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// Disable texture usage
|
|
void rlDisableTexture(void)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_11)
|
|
glDisable(GL_TEXTURE_2D);
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
#else
|
|
// NOTE: If quads batch limit is reached,
|
|
// we force a draw call and next batch starts
|
|
if (vertexData[currentBuffer].vCounter >= (MAX_BATCH_ELEMENTS*4)) rlglDraw();
|
|
#endif
|
|
}
|
|
|
|
// Set texture parameters (wrap mode/filter mode)
|
|
void rlTextureParameters(unsigned int id, int param, int value)
|
|
{
|
|
glBindTexture(GL_TEXTURE_2D, id);
|
|
|
|
switch (param)
|
|
{
|
|
case RL_TEXTURE_WRAP_S:
|
|
case RL_TEXTURE_WRAP_T:
|
|
{
|
|
if (value == RL_WRAP_MIRROR_CLAMP)
|
|
{
|
|
#if !defined(GRAPHICS_API_OPENGL_11)
|
|
if (!texMirrorClampSupported) TraceLog(LOG_WARNING, "Clamp mirror wrap mode not supported");
|
|
#endif
|
|
}
|
|
else glTexParameteri(GL_TEXTURE_2D, param, value);
|
|
} break;
|
|
case RL_TEXTURE_MAG_FILTER:
|
|
case RL_TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_2D, param, value); break;
|
|
case RL_TEXTURE_ANISOTROPIC_FILTER:
|
|
{
|
|
#if !defined(GRAPHICS_API_OPENGL_11)
|
|
if (value <= maxAnisotropicLevel) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
|
|
else if (maxAnisotropicLevel > 0.0f)
|
|
{
|
|
TraceLog(LOG_WARNING, "[TEX ID %i] Maximum anisotropic filter level supported is %iX", id, maxAnisotropicLevel);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
|
|
}
|
|
else TraceLog(LOG_WARNING, "Anisotropic filtering not supported");
|
|
#endif
|
|
} break;
|
|
default: break;
|
|
}
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
}
|
|
|
|
// Enable rendering to texture (fbo)
|
|
void rlEnableRenderTexture(unsigned int id)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
glBindFramebuffer(GL_FRAMEBUFFER, id);
|
|
|
|
//glDisable(GL_CULL_FACE); // Allow double side drawing for texture flipping
|
|
//glCullFace(GL_FRONT);
|
|
#endif
|
|
}
|
|
|
|
// Disable rendering to texture
|
|
void rlDisableRenderTexture(void)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
//glEnable(GL_CULL_FACE);
|
|
//glCullFace(GL_BACK);
|
|
#endif
|
|
}
|
|
|
|
// Enable depth test
|
|
void rlEnableDepthTest(void)
|
|
{
|
|
glEnable(GL_DEPTH_TEST);
|
|
}
|
|
|
|
// Disable depth test
|
|
void rlDisableDepthTest(void)
|
|
{
|
|
glDisable(GL_DEPTH_TEST);
|
|
}
|
|
|
|
// Enable wire mode
|
|
void rlEnableWireMode(void)
|
|
{
|
|
#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
|
|
// NOTE: glPolygonMode() not available on OpenGL ES
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
|
#endif
|
|
}
|
|
|
|
// Disable wire mode
|
|
void rlDisableWireMode(void)
|
|
{
|
|
#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
|
|
// NOTE: glPolygonMode() not available on OpenGL ES
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
#endif
|
|
}
|
|
|
|
// Unload texture from GPU memory
|
|
void rlDeleteTextures(unsigned int id)
|
|
{
|
|
if (id > 0) glDeleteTextures(1, &id);
|
|
}
|
|
|
|
// Unload render texture from GPU memory
|
|
void rlDeleteRenderTextures(RenderTexture2D target)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
if (target.texture.id > 0) glDeleteTextures(1, &target.texture.id);
|
|
if (target.depth.id > 0)
|
|
{
|
|
if (target.depthTexture) glDeleteTextures(1, &target.depth.id);
|
|
else glDeleteRenderbuffers(1, &target.depth.id);
|
|
}
|
|
|
|
if (target.id > 0) glDeleteFramebuffers(1, &target.id);
|
|
|
|
TraceLog(LOG_INFO, "[FBO ID %i] Unloaded render texture data from VRAM (GPU)", target.id);
|
|
#endif
|
|
}
|
|
|
|
// Unload shader from GPU memory
|
|
void rlDeleteShader(unsigned int id)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
if (id != 0) glDeleteProgram(id);
|
|
#endif
|
|
}
|
|
|
|
// Unload vertex data (VAO) from GPU memory
|
|
void rlDeleteVertexArrays(unsigned int id)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
if (vaoSupported)
|
|
{
|
|
if (id != 0) glDeleteVertexArrays(1, &id);
|
|
TraceLog(LOG_INFO, "[VAO ID %i] Unloaded model data from VRAM (GPU)", id);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// Unload vertex data (VBO) from GPU memory
|
|
void rlDeleteBuffers(unsigned int id)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
if (id != 0)
|
|
{
|
|
glDeleteBuffers(1, &id);
|
|
if (!vaoSupported) TraceLog(LOG_INFO, "[VBO ID %i] Unloaded model vertex data from VRAM (GPU)", 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(void)
|
|
{
|
|
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
|
|
//----------------------------------------------------------------------------------
|
|
|
|
// Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states
|
|
void rlglInit(int width, int height)
|
|
{
|
|
// Check OpenGL information and capabilities
|
|
//------------------------------------------------------------------------------
|
|
|
|
// Print current OpenGL and GLSL version
|
|
TraceLog(LOG_INFO, "GPU: Vendor: %s", glGetString(GL_VENDOR));
|
|
TraceLog(LOG_INFO, "GPU: Renderer: %s", glGetString(GL_RENDERER));
|
|
TraceLog(LOG_INFO, "GPU: Version: %s", glGetString(GL_VERSION));
|
|
TraceLog(LOG_INFO, "GPU: GLSL: %s", glGetString(GL_SHADING_LANGUAGE_VERSION));
|
|
|
|
// NOTE: We can get a bunch of extra information about GPU capabilities (glGet*)
|
|
//int maxTexSize;
|
|
//glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTexSize);
|
|
//TraceLog(LOG_INFO, "GL_MAX_TEXTURE_SIZE: %i", maxTexSize);
|
|
|
|
//GL_MAX_TEXTURE_IMAGE_UNITS
|
|
//GL_MAX_VIEWPORT_DIMS
|
|
|
|
//int numAuxBuffers;
|
|
//glGetIntegerv(GL_AUX_BUFFERS, &numAuxBuffers);
|
|
//TraceLog(LOG_INFO, "GL_AUX_BUFFERS: %i", numAuxBuffers);
|
|
|
|
//GLint numComp = 0;
|
|
//GLint format[32] = { 0 };
|
|
//glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &numComp);
|
|
//glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, format);
|
|
//for (int i = 0; i < numComp; i++) TraceLog(LOG_INFO, "Supported compressed format: 0x%x", format[i]);
|
|
|
|
// NOTE: We don't need that much data on screen... right now...
|
|
|
|
// TODO: Automatize extensions loading using rlLoadExtensions() and GLAD
|
|
// Actually, when rlglInit() is called in InitWindow() in core.c,
|
|
// OpenGL required extensions have already been loaded (PLATFORM_DESKTOP)
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
// Get supported extensions list
|
|
GLint numExt = 0;
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_33)
|
|
|
|
// NOTE: On OpenGL 3.3 VAO and NPOT are supported by default
|
|
vaoSupported = true;
|
|
|
|
// Multiple texture extensions supported by default
|
|
texNPOTSupported = true;
|
|
texFloatSupported = true;
|
|
texDepthSupported = true;
|
|
|
|
// We get a list of available extensions and we check for some of them (compressed textures)
|
|
// NOTE: We don't need to check again supported extensions but we do (GLAD already dealt with that)
|
|
glGetIntegerv(GL_NUM_EXTENSIONS, &numExt);
|
|
|
|
#if defined(_MSC_VER)
|
|
const char **extList = malloc(sizeof(const char *)*numExt);
|
|
#else
|
|
const char *extList[numExt];
|
|
#endif
|
|
|
|
for (int i = 0; i < numExt; i++) extList[i] = (char *)glGetStringi(GL_EXTENSIONS, i);
|
|
|
|
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
|
char *extensions = (char *)glGetString(GL_EXTENSIONS); // One big const string
|
|
|
|
// NOTE: We have to duplicate string because glGetString() returns a const string
|
|
int len = strlen(extensions) + 1;
|
|
char *extensionsDup = (char *)malloc(len);
|
|
strcpy(extensionsDup, extensions);
|
|
|
|
// NOTE: String could be splitted using strtok() function (string.h)
|
|
// NOTE: strtok() modifies the passed string, it can not be const
|
|
|
|
char *extList[512]; // Allocate 512 strings pointers (2 KB)
|
|
|
|
extList[numExt] = strtok(extensionsDup, " ");
|
|
|
|
while (extList[numExt] != NULL)
|
|
{
|
|
numExt++;
|
|
extList[numExt] = strtok(NULL, " ");
|
|
}
|
|
|
|
free(extensionsDup); // Duplicated string must be deallocated
|
|
|
|
numExt -= 1;
|
|
#endif
|
|
|
|
TraceLog(LOG_INFO, "Number of supported extensions: %i", numExt);
|
|
|
|
// Show supported extensions
|
|
//for (int i = 0; i < numExt; i++) TraceLog(LOG_INFO, "Supported extension: %s", extList[i]);
|
|
|
|
// Check required extensions
|
|
for (int i = 0; i < numExt; i++)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_ES2)
|
|
// Check VAO support
|
|
// NOTE: Only check on OpenGL ES, OpenGL 3.3 has VAO support as core feature
|
|
if (strcmp(extList[i], (const char *)"GL_OES_vertex_array_object") == 0)
|
|
{
|
|
vaoSupported = true;
|
|
|
|
// The extension is supported by our hardware and driver, try to get related functions pointers
|
|
// NOTE: emscripten does not support VAOs natively, it uses emulation and it reduces overall performance...
|
|
glGenVertexArrays = (PFNGLGENVERTEXARRAYSOESPROC)eglGetProcAddress("glGenVertexArraysOES");
|
|
glBindVertexArray = (PFNGLBINDVERTEXARRAYOESPROC)eglGetProcAddress("glBindVertexArrayOES");
|
|
glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSOESPROC)eglGetProcAddress("glDeleteVertexArraysOES");
|
|
//glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)eglGetProcAddress("glIsVertexArrayOES"); // NOTE: Fails in WebGL, omitted
|
|
}
|
|
|
|
// Check NPOT textures support
|
|
// NOTE: Only check on OpenGL ES, OpenGL 3.3 has NPOT textures full support as core feature
|
|
if (strcmp(extList[i], (const char *)"GL_OES_texture_npot") == 0) texNPOTSupported = true;
|
|
|
|
// Check texture float support
|
|
if (strcmp(extList[i], (const char *)"GL_OES_texture_float") == 0) texFloatSupported = true;
|
|
|
|
// Check depth texture support
|
|
if ((strcmp(extList[i], (const char *)"GL_OES_depth_texture") == 0) ||
|
|
(strcmp(extList[i], (const char *)"GL_WEBGL_depth_texture") == 0)) texDepthSupported = true;
|
|
|
|
if (strcmp(extList[i], (const char *)"GL_OES_depth24") == 0) maxDepthBits = 24;
|
|
if (strcmp(extList[i], (const char *)"GL_OES_depth32") == 0) maxDepthBits = 32;
|
|
#endif
|
|
// DDS texture compression support
|
|
if ((strcmp(extList[i], (const char *)"GL_EXT_texture_compression_s3tc") == 0) ||
|
|
(strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_s3tc") == 0) ||
|
|
(strcmp(extList[i], (const char *)"GL_WEBKIT_WEBGL_compressed_texture_s3tc") == 0)) texCompDXTSupported = true;
|
|
|
|
// ETC1 texture compression support
|
|
if ((strcmp(extList[i], (const char *)"GL_OES_compressed_ETC1_RGB8_texture") == 0) ||
|
|
(strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_etc1") == 0)) texCompETC1Supported = true;
|
|
|
|
// ETC2/EAC texture compression support
|
|
if (strcmp(extList[i], (const char *)"GL_ARB_ES3_compatibility") == 0) texCompETC2Supported = true;
|
|
|
|
// PVR texture compression support
|
|
if (strcmp(extList[i], (const char *)"GL_IMG_texture_compression_pvrtc") == 0) texCompPVRTSupported = true;
|
|
|
|
// ASTC texture compression support
|
|
if (strcmp(extList[i], (const char *)"GL_KHR_texture_compression_astc_hdr") == 0) texCompASTCSupported = true;
|
|
|
|
// Anisotropic texture filter support
|
|
if (strcmp(extList[i], (const char *)"GL_EXT_texture_filter_anisotropic") == 0)
|
|
{
|
|
texAnisotropicFilterSupported = true;
|
|
glGetFloatv(0x84FF, &maxAnisotropicLevel); // GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
|
|
}
|
|
|
|
// Clamp mirror wrap mode supported
|
|
if (strcmp(extList[i], (const char *)"GL_EXT_texture_mirror_clamp") == 0) texMirrorClampSupported = true;
|
|
|
|
// Debug marker support
|
|
if(strcmp(extList[i], (const char *)"GL_EXT_debug_marker") == 0) debugMarkerSupported = true;
|
|
}
|
|
|
|
#if defined(_WIN32) && defined(_MSC_VER)
|
|
free(extList);
|
|
#endif
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_ES2)
|
|
if (vaoSupported) TraceLog(LOG_INFO, "[EXTENSION] VAO extension detected, VAO functions initialized successfully");
|
|
else TraceLog(LOG_WARNING, "[EXTENSION] VAO extension not found, VAO usage not supported");
|
|
|
|
if (texNPOTSupported) TraceLog(LOG_INFO, "[EXTENSION] NPOT textures extension detected, full NPOT textures supported");
|
|
else TraceLog(LOG_WARNING, "[EXTENSION] NPOT textures extension not found, limited NPOT support (no-mipmaps, no-repeat)");
|
|
#endif
|
|
|
|
if (texCompDXTSupported) TraceLog(LOG_INFO, "[EXTENSION] DXT compressed textures supported");
|
|
if (texCompETC1Supported) TraceLog(LOG_INFO, "[EXTENSION] ETC1 compressed textures supported");
|
|
if (texCompETC2Supported) TraceLog(LOG_INFO, "[EXTENSION] ETC2/EAC compressed textures supported");
|
|
if (texCompPVRTSupported) TraceLog(LOG_INFO, "[EXTENSION] PVRT compressed textures supported");
|
|
if (texCompASTCSupported) TraceLog(LOG_INFO, "[EXTENSION] ASTC compressed textures supported");
|
|
|
|
if (texAnisotropicFilterSupported) TraceLog(LOG_INFO, "[EXTENSION] Anisotropic textures filtering supported (max: %.0fX)", maxAnisotropicLevel);
|
|
if (texMirrorClampSupported) TraceLog(LOG_INFO, "[EXTENSION] Mirror clamp wrap texture mode supported");
|
|
|
|
if (debugMarkerSupported) TraceLog(LOG_INFO, "[EXTENSION] Debug Marker supported");
|
|
|
|
|
|
|
|
// Initialize buffers, default shaders and default textures
|
|
//----------------------------------------------------------
|
|
|
|
// Init default white texture
|
|
unsigned char pixels[4] = { 255, 255, 255, 255 }; // 1 pixel RGBA (4 bytes)
|
|
defaultTextureId = rlLoadTexture(pixels, 1, 1, UNCOMPRESSED_R8G8B8A8, 1);
|
|
|
|
if (defaultTextureId != 0) TraceLog(LOG_INFO, "[TEX ID %i] Base white texture loaded successfully", defaultTextureId);
|
|
else TraceLog(LOG_WARNING, "Base white texture could not be loaded");
|
|
|
|
// Init default Shader (customized for GL 3.3 and ES2)
|
|
defaultShader = LoadShaderDefault();
|
|
currentShader = defaultShader;
|
|
|
|
// Init default vertex arrays buffers
|
|
LoadBuffersDefault();
|
|
|
|
// Init transformations matrix accumulator
|
|
transformMatrix = MatrixIdentity();
|
|
|
|
// Init draw calls tracking system
|
|
draws = (DrawCall *)malloc(sizeof(DrawCall)*MAX_DRAWCALL_REGISTERED);
|
|
|
|
for (int i = 0; i < MAX_DRAWCALL_REGISTERED; i++)
|
|
{
|
|
draws[i].mode = RL_QUADS;
|
|
draws[i].vertexCount = 0;
|
|
//draws[i].vaoId = 0;
|
|
//draws[i].shaderId = 0;
|
|
draws[i].textureId = defaultTextureId;
|
|
//draws[i].projection = MatrixIdentity();
|
|
//draws[i].modelview = MatrixIdentity();
|
|
}
|
|
|
|
drawsCounter = 1;
|
|
|
|
// Init internal matrix stack (emulating OpenGL 1.1)
|
|
for (int i = 0; i < MAX_MATRIX_STACK_SIZE; i++) stack[i] = MatrixIdentity();
|
|
|
|
// Init internal projection and modelview matrices
|
|
projection = MatrixIdentity();
|
|
modelview = MatrixIdentity();
|
|
currentMatrix = &modelview;
|
|
#endif // defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
// Initialize OpenGL default states
|
|
//----------------------------------------------------------
|
|
|
|
// Init state: Depth test
|
|
glDepthFunc(GL_LEQUAL); // Type of depth testing to apply
|
|
glDisable(GL_DEPTH_TEST); // Disable depth testing for 2D (only used for 3D)
|
|
|
|
// Init state: Blending mode
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Color blending function (how colors are mixed)
|
|
glEnable(GL_BLEND); // Enable color blending (required to work with transparencies)
|
|
|
|
// Init state: Culling
|
|
// NOTE: All shapes/models triangles are drawn CCW
|
|
glCullFace(GL_BACK); // Cull the back face (default)
|
|
glFrontFace(GL_CCW); // Front face are defined counter clockwise (default)
|
|
glEnable(GL_CULL_FACE); // Enable backface culling
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_11)
|
|
// Init state: Color hints (deprecated in OpenGL 3.0+)
|
|
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Improve quality of color and texture coordinate interpolation
|
|
glShadeModel(GL_SMOOTH); // Smooth shading between vertex (vertex colors interpolation)
|
|
#endif
|
|
|
|
// Init state: Color/Depth buffers clear
|
|
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color (black)
|
|
glClearDepth(1.0f); // Set clear depth value (default)
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers (depth buffer required for 3D)
|
|
|
|
// Store screen size into global variables
|
|
screenWidth = width;
|
|
screenHeight = height;
|
|
|
|
TraceLog(LOG_INFO, "OpenGL default states initialized successfully");
|
|
}
|
|
|
|
// Vertex Buffer Object deinitialization (memory free)
|
|
void rlglClose(void)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
UnloadShaderDefault(); // Unload default shader
|
|
UnloadBuffersDefault(); // Unload default buffers
|
|
glDeleteTextures(1, &defaultTextureId); // Unload default texture
|
|
|
|
TraceLog(LOG_INFO, "[TEX ID %i] Unloaded texture data (base white texture) from VRAM", defaultTextureId);
|
|
|
|
free(draws);
|
|
#endif
|
|
}
|
|
|
|
// Update and draw internal buffers
|
|
void rlglDraw(void)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
UpdateBuffersDefault();
|
|
DrawBuffersDefault(); // NOTE: Stereo rendering is checked inside
|
|
#endif
|
|
}
|
|
|
|
// Returns current OpenGL version
|
|
int rlGetVersion(void)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_11)
|
|
return OPENGL_11;
|
|
#elif defined(GRAPHICS_API_OPENGL_21)
|
|
#if defined(__APPLE__)
|
|
return OPENGL_33; // NOTE: Force OpenGL 3.3 on OSX
|
|
#else
|
|
return OPENGL_21;
|
|
#endif
|
|
#elif defined(GRAPHICS_API_OPENGL_33)
|
|
return OPENGL_33;
|
|
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
|
return OPENGL_ES_20;
|
|
#endif
|
|
}
|
|
|
|
// Check internal buffer overflow for a given number of vertex
|
|
bool rlCheckBufferLimit(int vCount)
|
|
{
|
|
bool overflow = false;
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
if ((vertexData[currentBuffer].vCounter + vCount) >= (MAX_BATCH_ELEMENTS*4)) overflow = true;
|
|
#endif
|
|
return overflow;
|
|
}
|
|
|
|
// Set debug marker
|
|
void rlSetDebugMarker(const char *text)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33)
|
|
if (debugMarkerSupported) glInsertEventMarkerEXT(0, text);
|
|
#endif
|
|
}
|
|
|
|
// Load OpenGL extensions
|
|
// NOTE: External loader function could be passed as a pointer
|
|
void rlLoadExtensions(void *loader)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33)
|
|
// NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions)
|
|
#if !defined(__APPLE__)
|
|
if (!gladLoadGLLoader((GLADloadproc)loader)) TraceLog(LOG_WARNING, "GLAD: Cannot load OpenGL extensions");
|
|
else TraceLog(LOG_INFO, "GLAD: OpenGL extensions loaded successfully");
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_21)
|
|
if (GLAD_GL_VERSION_2_1) TraceLog(LOG_INFO, "OpenGL 2.1 profile supported");
|
|
#elif defined(GRAPHICS_API_OPENGL_33)
|
|
if(GLAD_GL_VERSION_3_3) TraceLog(LOG_INFO, "OpenGL 3.3 Core profile supported");
|
|
else TraceLog(LOG_ERROR, "OpenGL 3.3 Core profile not supported");
|
|
#endif
|
|
#endif
|
|
|
|
// With GLAD, we can check if an extension is supported using the GLAD_GL_xxx booleans
|
|
//if (GLAD_GL_ARB_vertex_array_object) // Use GL_ARB_vertex_array_object
|
|
#endif
|
|
}
|
|
|
|
// Get world coordinates from screen coordinates
|
|
Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view)
|
|
{
|
|
Vector3 result = { 0.0f, 0.0f, 0.0f };
|
|
|
|
// Calculate unproject matrix (multiply view patrix by projection matrix) and invert it
|
|
Matrix matViewProj = MatrixMultiply(view, proj);
|
|
matViewProj = MatrixInvert(matViewProj);
|
|
|
|
// Create quaternion from source point
|
|
Quaternion quat = { source.x, source.y, source.z, 1.0f };
|
|
|
|
// Multiply quat point by unproject matrix
|
|
quat = QuaternionTransform(quat, matViewProj);
|
|
|
|
// Normalized world points in vectors
|
|
result.x = quat.x/quat.w;
|
|
result.y = quat.y/quat.w;
|
|
result.z = quat.z/quat.w;
|
|
|
|
return result;
|
|
}
|
|
|
|
// Convert image data to OpenGL texture (returns OpenGL valid Id)
|
|
unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount)
|
|
{
|
|
glBindTexture(GL_TEXTURE_2D, 0); // Free any old binding
|
|
|
|
unsigned int id = 0;
|
|
|
|
// Check texture format support by OpenGL 1.1 (compressed textures not supported)
|
|
#if defined(GRAPHICS_API_OPENGL_11)
|
|
if (format >= COMPRESSED_DXT1_RGB)
|
|
{
|
|
TraceLog(LOG_WARNING, "OpenGL 1.1 does not support GPU compressed texture formats");
|
|
return id;
|
|
}
|
|
#else
|
|
if ((!texCompDXTSupported) && ((format == COMPRESSED_DXT1_RGB) || (format == COMPRESSED_DXT1_RGBA) ||
|
|
(format == COMPRESSED_DXT3_RGBA) || (format == COMPRESSED_DXT5_RGBA)))
|
|
{
|
|
TraceLog(LOG_WARNING, "DXT compressed texture format not supported");
|
|
return id;
|
|
}
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
if ((!texCompETC1Supported) && (format == COMPRESSED_ETC1_RGB))
|
|
{
|
|
TraceLog(LOG_WARNING, "ETC1 compressed texture format not supported");
|
|
return id;
|
|
}
|
|
|
|
if ((!texCompETC2Supported) && ((format == COMPRESSED_ETC2_RGB) || (format == COMPRESSED_ETC2_EAC_RGBA)))
|
|
{
|
|
TraceLog(LOG_WARNING, "ETC2 compressed texture format not supported");
|
|
return id;
|
|
}
|
|
|
|
if ((!texCompPVRTSupported) && ((format == COMPRESSED_PVRT_RGB) || (format == COMPRESSED_PVRT_RGBA)))
|
|
{
|
|
TraceLog(LOG_WARNING, "PVRT compressed texture format not supported");
|
|
return id;
|
|
}
|
|
|
|
if ((!texCompASTCSupported) && ((format == COMPRESSED_ASTC_4x4_RGBA) || (format == COMPRESSED_ASTC_8x8_RGBA)))
|
|
{
|
|
TraceLog(LOG_WARNING, "ASTC compressed texture format not supported");
|
|
return id;
|
|
}
|
|
#endif
|
|
#endif // defined(GRAPHICS_API_OPENGL_11)
|
|
|
|
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
|
|
|
glGenTextures(1, &id); // Generate Pointer to the texture
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
//glActiveTexture(GL_TEXTURE0); // If not defined, using GL_TEXTURE0 by default (shader texture)
|
|
#endif
|
|
|
|
glBindTexture(GL_TEXTURE_2D, id);
|
|
|
|
int mipWidth = width;
|
|
int mipHeight = height;
|
|
int mipOffset = 0; // Mipmap data offset
|
|
|
|
TraceLog(LOG_DEBUG, "Load texture from data memory address: 0x%x", data);
|
|
|
|
// Load the different mipmap levels
|
|
for (int i = 0; i < mipmapCount; i++)
|
|
{
|
|
unsigned int mipSize = GetPixelDataSize(mipWidth, mipHeight, format);
|
|
|
|
unsigned int glInternalFormat, glFormat, glType;
|
|
rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
|
|
|
|
TraceLog(LOG_DEBUG, "Load mipmap level %i (%i x %i), size: %i, offset: %i", i, mipWidth, mipHeight, mipSize, mipOffset);
|
|
|
|
if (glInternalFormat != -1)
|
|
{
|
|
if (format < COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, glFormat, glType, (unsigned char *)data + mipOffset);
|
|
#if !defined(GRAPHICS_API_OPENGL_11)
|
|
else glCompressedTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, mipSize, (unsigned char *)data + mipOffset);
|
|
#endif
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_33)
|
|
if (format == UNCOMPRESSED_GRAYSCALE)
|
|
{
|
|
GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
|
|
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
|
}
|
|
else if (format == UNCOMPRESSED_GRAY_ALPHA)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_21)
|
|
GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA };
|
|
#elif defined(GRAPHICS_API_OPENGL_33)
|
|
GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
|
|
#endif
|
|
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
mipWidth /= 2;
|
|
mipHeight /= 2;
|
|
mipOffset += mipSize;
|
|
|
|
// Security check for NPOT textures
|
|
if (mipWidth < 1) mipWidth = 1;
|
|
if (mipHeight < 1) mipHeight = 1;
|
|
}
|
|
|
|
// 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
|
|
if (texNPOTSupported)
|
|
{
|
|
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
|
|
}
|
|
else
|
|
{
|
|
// NOTE: If using negative texture coordinates (LoadOBJ()), it does not work!
|
|
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); // Alternative: GL_LINEAR
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Alternative: GL_LINEAR
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_33)
|
|
if (mipmapCount > 1)
|
|
{
|
|
// Activate Trilinear filtering if mipmaps are available
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
|
}
|
|
#endif
|
|
|
|
// At this point we have the texture loaded in GPU and texture parameters configured
|
|
|
|
// NOTE: If mipmaps were not in data, they are not generated automatically
|
|
|
|
// Unbind current texture
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
if (id > 0) TraceLog(LOG_INFO, "[TEX ID %i] Texture created successfully (%ix%i - %i mipmaps)", id, width, height, mipmapCount);
|
|
else TraceLog(LOG_WARNING, "Texture could not be created");
|
|
|
|
return id;
|
|
}
|
|
|
|
// Load depth texture/renderbuffer (to be attached to fbo)
|
|
// WARNING: OpenGL ES 2.0 requires GL_OES_depth_texture/WEBGL_depth_texture extensions
|
|
unsigned int rlLoadTextureDepth(int width, int height, int bits, bool useRenderBuffer)
|
|
{
|
|
unsigned int id = 0;
|
|
unsigned int glInternalFormat = GL_DEPTH_COMPONENT16;
|
|
|
|
if ((bits != 16) && (bits != 24) && (bits != 32)) bits = 16;
|
|
|
|
if (bits == 24)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33)
|
|
glInternalFormat = GL_DEPTH_COMPONENT24;
|
|
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
|
if (maxDepthBits >= 24) glInternalFormat = GL_DEPTH_COMPONENT24_OES;
|
|
#endif
|
|
}
|
|
|
|
if (bits == 32)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33)
|
|
glInternalFormat = GL_DEPTH_COMPONENT32;
|
|
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
|
if (maxDepthBits == 32) glInternalFormat = GL_DEPTH_COMPONENT32_OES;
|
|
#endif
|
|
}
|
|
|
|
if (!useRenderBuffer && texDepthSupported)
|
|
{
|
|
glGenTextures(1, &id);
|
|
glBindTexture(GL_TEXTURE_2D, id);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, glInternalFormat, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
}
|
|
else
|
|
{
|
|
// Create the renderbuffer that will serve as the depth attachment for the framebuffer
|
|
// NOTE: A renderbuffer is simpler than a texture and could offer better performance on embedded devices
|
|
glGenRenderbuffers(1, &id);
|
|
glBindRenderbuffer(GL_RENDERBUFFER, id);
|
|
glRenderbufferStorage(GL_RENDERBUFFER, glInternalFormat, width, height);
|
|
|
|
glBindRenderbuffer(GL_RENDERBUFFER, 0);
|
|
}
|
|
|
|
return id;
|
|
}
|
|
|
|
// Load texture cubemap
|
|
// NOTE: Cubemap data is expected to be 6 images in a single column,
|
|
// expected the following convention: +X, -X, +Y, -Y, +Z, -Z
|
|
unsigned int rlLoadTextureCubemap(void *data, int size, int format)
|
|
{
|
|
unsigned int cubemapId = 0;
|
|
unsigned int dataSize = GetPixelDataSize(size, size, format);
|
|
|
|
glGenTextures(1, &cubemapId);
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapId);
|
|
|
|
unsigned int glInternalFormat, glFormat, glType;
|
|
rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
|
|
|
|
// Load cubemap faces
|
|
for (unsigned int i = 0; i < 6; i++)
|
|
{
|
|
if (glInternalFormat != -1)
|
|
{
|
|
if (format < COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, glFormat, glType, (unsigned char *)data + i*dataSize);
|
|
#if !defined(GRAPHICS_API_OPENGL_11)
|
|
else glCompressedTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, dataSize, (unsigned char *)data + i*dataSize);
|
|
#endif
|
|
#if defined(GRAPHICS_API_OPENGL_33)
|
|
if (format == UNCOMPRESSED_GRAYSCALE)
|
|
{
|
|
GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
|
|
glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
|
}
|
|
else if (format == UNCOMPRESSED_GRAY_ALPHA)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_21)
|
|
GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA };
|
|
#elif defined(GRAPHICS_API_OPENGL_33)
|
|
GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
|
|
#endif
|
|
glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
|
|
// Set cubemap texture sampling parameters
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
#if defined(GRAPHICS_API_OPENGL_33)
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); // Flag not supported on OpenGL ES 2.0
|
|
#endif
|
|
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
|
|
|
|
return cubemapId;
|
|
}
|
|
|
|
// Update already loaded texture in GPU with new data
|
|
// NOTE: We don't know safely if internal texture format is the expected one...
|
|
void rlUpdateTexture(unsigned int id, int width, int height, int format, const void *data)
|
|
{
|
|
glBindTexture(GL_TEXTURE_2D, id);
|
|
|
|
unsigned int glInternalFormat, glFormat, glType;
|
|
rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
|
|
|
|
if ((glInternalFormat != -1) && (format < COMPRESSED_DXT1_RGB))
|
|
{
|
|
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, glFormat, glType, (unsigned char *)data);
|
|
}
|
|
else TraceLog(LOG_WARNING, "Texture format updating not supported");
|
|
}
|
|
|
|
// Get OpenGL internal formats and data type from raylib PixelFormat
|
|
void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType)
|
|
{
|
|
*glInternalFormat = -1;
|
|
*glFormat = -1;
|
|
*glType = -1;
|
|
|
|
switch (format)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_21) || 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
|
|
case UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_UNSIGNED_BYTE; break;
|
|
case UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_LUMINANCE_ALPHA; *glFormat = GL_LUMINANCE_ALPHA; *glType = GL_UNSIGNED_BYTE; break;
|
|
case UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break;
|
|
case UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break;
|
|
case UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break;
|
|
case UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break;
|
|
case UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break;
|
|
#if !defined(GRAPHICS_API_OPENGL_11)
|
|
case UNCOMPRESSED_R32: if (texFloatSupported) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
|
|
case UNCOMPRESSED_R32G32B32: if (texFloatSupported) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
|
|
case UNCOMPRESSED_R32G32B32A32: if (texFloatSupported) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
|
|
#endif
|
|
#elif defined(GRAPHICS_API_OPENGL_33)
|
|
case UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_R8; *glFormat = GL_RED; *glType = GL_UNSIGNED_BYTE; break;
|
|
case UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_RG8; *glFormat = GL_RG; *glType = GL_UNSIGNED_BYTE; break;
|
|
case UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB565; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break;
|
|
case UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB8; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break;
|
|
case UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGB5_A1; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break;
|
|
case UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA4; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break;
|
|
case UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA8; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break;
|
|
case UNCOMPRESSED_R32: if (texFloatSupported) *glInternalFormat = GL_R32F; *glFormat = GL_RED; *glType = GL_FLOAT; break;
|
|
case UNCOMPRESSED_R32G32B32: if (texFloatSupported) *glInternalFormat = GL_RGB32F; *glFormat = GL_RGB; *glType = GL_FLOAT; break;
|
|
case UNCOMPRESSED_R32G32B32A32: if (texFloatSupported) *glInternalFormat = GL_RGBA32F; *glFormat = GL_RGBA; *glType = GL_FLOAT; break;
|
|
#endif
|
|
#if !defined(GRAPHICS_API_OPENGL_11)
|
|
case COMPRESSED_DXT1_RGB: if (texCompDXTSupported) *glInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break;
|
|
case COMPRESSED_DXT1_RGBA: if (texCompDXTSupported) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break;
|
|
case COMPRESSED_DXT3_RGBA: if (texCompDXTSupported) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break;
|
|
case COMPRESSED_DXT5_RGBA: if (texCompDXTSupported) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break;
|
|
case COMPRESSED_ETC1_RGB: if (texCompETC1Supported) *glInternalFormat = GL_ETC1_RGB8_OES; break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3
|
|
case COMPRESSED_ETC2_RGB: if (texCompETC2Supported) *glInternalFormat = GL_COMPRESSED_RGB8_ETC2; break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
|
|
case COMPRESSED_ETC2_EAC_RGBA: if (texCompETC2Supported) *glInternalFormat = GL_COMPRESSED_RGBA8_ETC2_EAC; break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
|
|
case COMPRESSED_PVRT_RGB: if (texCompPVRTSupported) *glInternalFormat = GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU
|
|
case COMPRESSED_PVRT_RGBA: if (texCompPVRTSupported) *glInternalFormat = GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU
|
|
case COMPRESSED_ASTC_4x4_RGBA: if (texCompASTCSupported) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_4x4_KHR; break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
|
|
case COMPRESSED_ASTC_8x8_RGBA: if (texCompASTCSupported) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_8x8_KHR; break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
|
|
#endif
|
|
default: TraceLog(LOG_WARNING, "Texture format not supported"); break;
|
|
}
|
|
}
|
|
|
|
// Unload texture from GPU memory
|
|
void rlUnloadTexture(unsigned int id)
|
|
{
|
|
if (id > 0) glDeleteTextures(1, &id);
|
|
}
|
|
|
|
// Load a texture to be used for rendering (fbo with default color and depth attachments)
|
|
// NOTE: If colorFormat or depthBits are no supported, no attachment is done
|
|
RenderTexture2D rlLoadRenderTexture(int width, int height, int format, int depthBits, bool useDepthTexture)
|
|
{
|
|
RenderTexture2D target = { 0 };
|
|
|
|
if (useDepthTexture && texDepthSupported) target.depthTexture = true;
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
// Create the framebuffer object
|
|
glGenFramebuffers(1, &target.id);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, target.id);
|
|
|
|
// Create fbo color texture attachment
|
|
//-----------------------------------------------------------------------------------------------------
|
|
if ((format != -1) && (format < COMPRESSED_DXT1_RGB))
|
|
{
|
|
// WARNING: Some texture formats are not supported for fbo color attachment
|
|
target.texture.id = rlLoadTexture(NULL, width, height, format, 1);
|
|
target.texture.width = width;
|
|
target.texture.height = height;
|
|
target.texture.format = format;
|
|
target.texture.mipmaps = 1;
|
|
}
|
|
//-----------------------------------------------------------------------------------------------------
|
|
|
|
// Create fbo depth renderbuffer/texture
|
|
//-----------------------------------------------------------------------------------------------------
|
|
if (depthBits > 0)
|
|
{
|
|
target.depth.id = rlLoadTextureDepth(width, height, depthBits, !useDepthTexture);
|
|
target.depth.width = width;
|
|
target.depth.height = height;
|
|
target.depth.format = 19; //DEPTH_COMPONENT_24BIT ?
|
|
target.depth.mipmaps = 1;
|
|
}
|
|
//-----------------------------------------------------------------------------------------------------
|
|
|
|
// Attach color texture and depth renderbuffer to FBO
|
|
//-----------------------------------------------------------------------------------------------------
|
|
rlRenderTextureAttach(target, target.texture.id, 0); // COLOR attachment
|
|
rlRenderTextureAttach(target, target.depth.id, 1); // DEPTH attachment
|
|
//-----------------------------------------------------------------------------------------------------
|
|
|
|
// Check if fbo is complete with attachments (valid)
|
|
//-----------------------------------------------------------------------------------------------------
|
|
if (rlRenderTextureComplete(target)) TraceLog(LOG_INFO, "[FBO ID %i] Framebuffer object created successfully", target.id);
|
|
//-----------------------------------------------------------------------------------------------------
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
#endif
|
|
|
|
return target;
|
|
}
|
|
|
|
// Attach color buffer texture to an fbo (unloads previous attachment)
|
|
// NOTE: Attach type: 0-Color, 1-Depth renderbuffer, 2-Depth texture
|
|
void rlRenderTextureAttach(RenderTexture2D target, unsigned int id, int attachType)
|
|
{
|
|
glBindFramebuffer(GL_FRAMEBUFFER, target.id);
|
|
|
|
if (attachType == 0) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, id, 0);
|
|
else if (attachType == 1)
|
|
{
|
|
if (target.depthTexture) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, id, 0);
|
|
else glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, id);
|
|
}
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
}
|
|
|
|
// Verify render texture is complete
|
|
bool rlRenderTextureComplete(RenderTexture target)
|
|
{
|
|
glBindFramebuffer(GL_FRAMEBUFFER, target.id);
|
|
|
|
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
|
|
|
if (status != GL_FRAMEBUFFER_COMPLETE)
|
|
{
|
|
switch (status)
|
|
{
|
|
case GL_FRAMEBUFFER_UNSUPPORTED: TraceLog(LOG_WARNING, "Framebuffer is unsupported"); break;
|
|
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TraceLog(LOG_WARNING, "Framebuffer has incomplete attachment"); break;
|
|
#if defined(GRAPHICS_API_OPENGL_ES2)
|
|
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: TraceLog(LOG_WARNING, "Framebuffer has incomplete dimensions"); break;
|
|
#endif
|
|
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TraceLog(LOG_WARNING, "Framebuffer has a missing attachment"); break;
|
|
default: break;
|
|
}
|
|
}
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
return (status == GL_FRAMEBUFFER_COMPLETE);
|
|
}
|
|
|
|
// Generate mipmap data for selected texture
|
|
void rlGenerateMipmaps(Texture2D *texture)
|
|
{
|
|
glBindTexture(GL_TEXTURE_2D, texture->id);
|
|
|
|
// Check if texture is power-of-two (POT)
|
|
bool texIsPOT = false;
|
|
|
|
if (((texture->width > 0) && ((texture->width & (texture->width - 1)) == 0)) &&
|
|
((texture->height > 0) && ((texture->height & (texture->height - 1)) == 0))) texIsPOT = true;
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_11)
|
|
if (texIsPOT)
|
|
{
|
|
// WARNING: Manual mipmap generation only works for RGBA 32bit textures!
|
|
if (texture->format == UNCOMPRESSED_R8G8B8A8)
|
|
{
|
|
// Retrieve texture data from VRAM
|
|
void *data = rlReadTexturePixels(*texture);
|
|
|
|
// NOTE: data size is reallocated to fit mipmaps data
|
|
// NOTE: CPU mipmap generation only supports RGBA 32bit data
|
|
int mipmapCount = GenerateMipmaps(data, texture->width, texture->height);
|
|
|
|
int size = texture->width*texture->height*4;
|
|
int offset = size;
|
|
|
|
int mipWidth = texture->width/2;
|
|
int mipHeight = texture->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, (unsigned char *)data + offset);
|
|
|
|
size = mipWidth*mipHeight*4;
|
|
offset += size;
|
|
|
|
mipWidth /= 2;
|
|
mipHeight /= 2;
|
|
}
|
|
|
|
texture->mipmaps = mipmapCount + 1;
|
|
free(data); // Once mipmaps have been generated and data has been uploaded to GPU VRAM, we can discard RAM data
|
|
|
|
TraceLog(LOG_WARNING, "[TEX ID %i] Mipmaps [%i] generated manually on CPU side", texture->id, texture->mipmaps);
|
|
}
|
|
else TraceLog(LOG_WARNING, "[TEX ID %i] Mipmaps could not be generated for texture format", texture->id);
|
|
}
|
|
#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
if ((texIsPOT) || (texNPOTSupported))
|
|
{
|
|
//glHint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE); // Hint for mipmaps generation algorythm: GL_FASTEST, GL_NICEST, GL_DONT_CARE
|
|
glGenerateMipmap(GL_TEXTURE_2D); // Generate mipmaps automatically
|
|
TraceLog(LOG_INFO, "[TEX ID %i] Mipmaps generated automatically", texture->id);
|
|
|
|
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
|
|
|
|
#define MIN(a,b) (((a)<(b))?(a):(b))
|
|
#define MAX(a,b) (((a)>(b))?(a):(b))
|
|
|
|
texture->mipmaps = 1 + (int)floor(log(MAX(texture->width, texture->height))/log(2));
|
|
}
|
|
#endif
|
|
else TraceLog(LOG_WARNING, "[TEX ID %i] Mipmaps can not be generated", texture->id);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
}
|
|
|
|
// Upload vertex data into a VAO (if supported) and VBO
|
|
void rlLoadMesh(Mesh *mesh, bool dynamic)
|
|
{
|
|
if (mesh->vaoId > 0)
|
|
{
|
|
// Check if mesh has already been loaded in GPU
|
|
TraceLog(LOG_WARNING, "Trying to re-load an already loaded mesh");
|
|
return;
|
|
}
|
|
|
|
mesh->vaoId = 0; // Vertex Array Object
|
|
mesh->vboId[0] = 0; // Vertex positions VBO
|
|
mesh->vboId[1] = 0; // Vertex texcoords VBO
|
|
mesh->vboId[2] = 0; // Vertex normals VBO
|
|
mesh->vboId[3] = 0; // Vertex colors VBO
|
|
mesh->vboId[4] = 0; // Vertex tangents VBO
|
|
mesh->vboId[5] = 0; // Vertex texcoords2 VBO
|
|
mesh->vboId[6] = 0; // Vertex indices VBO
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
int drawHint = GL_STATIC_DRAW;
|
|
if (dynamic) drawHint = GL_DYNAMIC_DRAW;
|
|
|
|
if (vaoSupported)
|
|
{
|
|
// Initialize Quads VAO (Buffer A)
|
|
glGenVertexArrays(1, &mesh->vaoId);
|
|
glBindVertexArray(mesh->vaoId);
|
|
}
|
|
|
|
// NOTE: Attributes must be uploaded considering default locations points
|
|
|
|
// Enable vertex attributes: position (shader-location = 0)
|
|
glGenBuffers(1, &mesh->vboId[0]);
|
|
glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[0]);
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->vertices, drawHint);
|
|
glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0);
|
|
glEnableVertexAttribArray(0);
|
|
|
|
// Enable vertex attributes: texcoords (shader-location = 1)
|
|
glGenBuffers(1, &mesh->vboId[1]);
|
|
glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[1]);
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords, drawHint);
|
|
glVertexAttribPointer(1, 2, GL_FLOAT, 0, 0, 0);
|
|
glEnableVertexAttribArray(1);
|
|
|
|
// Enable vertex attributes: normals (shader-location = 2)
|
|
if (mesh->normals != NULL)
|
|
{
|
|
glGenBuffers(1, &mesh->vboId[2]);
|
|
glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[2]);
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->normals, drawHint);
|
|
glVertexAttribPointer(2, 3, GL_FLOAT, 0, 0, 0);
|
|
glEnableVertexAttribArray(2);
|
|
}
|
|
else
|
|
{
|
|
// Default color vertex attribute set to WHITE
|
|
glVertexAttrib3f(2, 1.0f, 1.0f, 1.0f);
|
|
glDisableVertexAttribArray(2);
|
|
}
|
|
|
|
// Default color vertex attribute (shader-location = 3)
|
|
if (mesh->colors != NULL)
|
|
{
|
|
glGenBuffers(1, &mesh->vboId[3]);
|
|
glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[3]);
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*mesh->vertexCount, mesh->colors, drawHint);
|
|
glVertexAttribPointer(3, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
|
|
glEnableVertexAttribArray(3);
|
|
}
|
|
else
|
|
{
|
|
// Default color vertex attribute set to WHITE
|
|
glVertexAttrib4f(3, 1.0f, 1.0f, 1.0f, 1.0f);
|
|
glDisableVertexAttribArray(3);
|
|
}
|
|
|
|
// Default tangent vertex attribute (shader-location = 4)
|
|
if (mesh->tangents != NULL)
|
|
{
|
|
glGenBuffers(1, &mesh->vboId[4]);
|
|
glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[4]);
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*mesh->vertexCount, mesh->tangents, drawHint);
|
|
glVertexAttribPointer(4, 4, GL_FLOAT, 0, 0, 0);
|
|
glEnableVertexAttribArray(4);
|
|
}
|
|
else
|
|
{
|
|
// Default tangents vertex attribute
|
|
glVertexAttrib4f(4, 0.0f, 0.0f, 0.0f, 0.0f);
|
|
glDisableVertexAttribArray(4);
|
|
}
|
|
|
|
// Default texcoord2 vertex attribute (shader-location = 5)
|
|
if (mesh->texcoords2 != NULL)
|
|
{
|
|
glGenBuffers(1, &mesh->vboId[5]);
|
|
glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[5]);
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords2, drawHint);
|
|
glVertexAttribPointer(5, 2, GL_FLOAT, 0, 0, 0);
|
|
glEnableVertexAttribArray(5);
|
|
}
|
|
else
|
|
{
|
|
// Default texcoord2 vertex attribute
|
|
glVertexAttrib2f(5, 0.0f, 0.0f);
|
|
glDisableVertexAttribArray(5);
|
|
}
|
|
|
|
if (mesh->indices != NULL)
|
|
{
|
|
glGenBuffers(1, &mesh->vboId[6]);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh->vboId[6]);
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned short)*mesh->triangleCount*3, mesh->indices, GL_STATIC_DRAW);
|
|
}
|
|
|
|
if (vaoSupported)
|
|
{
|
|
if (mesh->vaoId > 0) TraceLog(LOG_INFO, "[VAO ID %i] Mesh uploaded successfully to VRAM (GPU)", mesh->vaoId);
|
|
else TraceLog(LOG_WARNING, "Mesh could not be uploaded to VRAM (GPU)");
|
|
}
|
|
else
|
|
{
|
|
TraceLog(LOG_INFO, "[VBOs] Mesh uploaded successfully to VRAM (GPU)");
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// Update vertex data on GPU (upload new data to one buffer)
|
|
void rlUpdateMesh(Mesh mesh, int buffer, int numVertex)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
// Activate mesh VAO
|
|
if (vaoSupported) glBindVertexArray(mesh.vaoId);
|
|
|
|
switch (buffer)
|
|
{
|
|
case 0: // Update vertices (vertex position)
|
|
{
|
|
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
|
|
if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.vertices, GL_DYNAMIC_DRAW);
|
|
else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.vertices);
|
|
|
|
} break;
|
|
case 1: // Update texcoords (vertex texture coordinates)
|
|
{
|
|
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]);
|
|
if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*numVertex, mesh.texcoords, GL_DYNAMIC_DRAW);
|
|
else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*numVertex, mesh.texcoords);
|
|
|
|
} break;
|
|
case 2: // Update normals (vertex normals)
|
|
{
|
|
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]);
|
|
if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.normals, GL_DYNAMIC_DRAW);
|
|
else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.normals);
|
|
|
|
} break;
|
|
case 3: // Update colors (vertex colors)
|
|
{
|
|
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]);
|
|
if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*numVertex, mesh.colors, GL_DYNAMIC_DRAW);
|
|
else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*numVertex, mesh.colors);
|
|
|
|
} break;
|
|
case 4: // Update tangents (vertex tangents)
|
|
{
|
|
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]);
|
|
if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*numVertex, mesh.tangents, GL_DYNAMIC_DRAW);
|
|
else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*4*numVertex, mesh.tangents);
|
|
} break;
|
|
case 5: // Update texcoords2 (vertex second texture coordinates)
|
|
{
|
|
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]);
|
|
if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*numVertex, mesh.texcoords2, GL_DYNAMIC_DRAW);
|
|
else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*numVertex, mesh.texcoords2);
|
|
} break;
|
|
default: break;
|
|
}
|
|
|
|
// Unbind the current VAO
|
|
if (vaoSupported) glBindVertexArray(0);
|
|
|
|
// Another option would be using buffer mapping...
|
|
//mesh.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
|
|
// Now we can modify vertices
|
|
//glUnmapBuffer(GL_ARRAY_BUFFER);
|
|
#endif
|
|
}
|
|
|
|
// Draw a 3d mesh with material and transform
|
|
void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_11)
|
|
glEnable(GL_TEXTURE_2D);
|
|
glBindTexture(GL_TEXTURE_2D, material.maps[MAP_DIFFUSE].texture.id);
|
|
|
|
// 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
|
|
if (mesh.normals != NULL) glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array
|
|
if (mesh.colors != NULL) glEnableClientState(GL_COLOR_ARRAY); // Enable colors array
|
|
|
|
glVertexPointer(3, GL_FLOAT, 0, mesh.vertices); // Pointer to vertex coords array
|
|
glTexCoordPointer(2, GL_FLOAT, 0, mesh.texcoords); // Pointer to texture coords array
|
|
if (mesh.normals != NULL) glNormalPointer(GL_FLOAT, 0, mesh.normals); // Pointer to normals array
|
|
if (mesh.colors != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh.colors); // Pointer to colors array
|
|
|
|
rlPushMatrix();
|
|
rlMultMatrixf(MatrixToFloat(transform));
|
|
rlColor4ub(material.maps[MAP_DIFFUSE].color.r, material.maps[MAP_DIFFUSE].color.g, material.maps[MAP_DIFFUSE].color.b, material.maps[MAP_DIFFUSE].color.a);
|
|
|
|
if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, mesh.indices);
|
|
else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
|
|
rlPopMatrix();
|
|
|
|
glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array
|
|
if (mesh.normals != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array
|
|
if (mesh.colors != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable colors array
|
|
|
|
glDisable(GL_TEXTURE_2D);
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
#endif
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
// Bind shader program
|
|
glUseProgram(material.shader.id);
|
|
|
|
// Matrices and other values required by shader
|
|
//-----------------------------------------------------
|
|
// Calculate and send to shader model matrix (used by PBR shader)
|
|
if (material.shader.locs[LOC_MATRIX_MODEL] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_MODEL], transform);
|
|
|
|
// Upload to shader material.colDiffuse
|
|
if (material.shader.locs[LOC_COLOR_DIFFUSE] != -1)
|
|
glUniform4f(material.shader.locs[LOC_COLOR_DIFFUSE], (float)material.maps[MAP_DIFFUSE].color.r/255.0f,
|
|
(float)material.maps[MAP_DIFFUSE].color.g/255.0f,
|
|
(float)material.maps[MAP_DIFFUSE].color.b/255.0f,
|
|
(float)material.maps[MAP_DIFFUSE].color.a/255.0f);
|
|
|
|
// Upload to shader material.colSpecular (if available)
|
|
if (material.shader.locs[LOC_COLOR_SPECULAR] != -1)
|
|
glUniform4f(material.shader.locs[LOC_COLOR_SPECULAR], (float)material.maps[MAP_SPECULAR].color.r/255.0f,
|
|
(float)material.maps[MAP_SPECULAR].color.g/255.0f,
|
|
(float)material.maps[MAP_SPECULAR].color.b/255.0f,
|
|
(float)material.maps[MAP_SPECULAR].color.a/255.0f);
|
|
|
|
if (material.shader.locs[LOC_MATRIX_VIEW] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_VIEW], modelview);
|
|
if (material.shader.locs[LOC_MATRIX_PROJECTION] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_PROJECTION], projection);
|
|
|
|
// At this point the modelview matrix just contains the view matrix (camera)
|
|
// That's because BeginMode3D() 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
|
|
//-----------------------------------------------------
|
|
|
|
// Bind active texture maps (if available)
|
|
for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
|
|
{
|
|
if (material.maps[i].texture.id > 0)
|
|
{
|
|
glActiveTexture(GL_TEXTURE0 + i);
|
|
if ((i == MAP_IRRADIANCE) || (i == MAP_PREFILTER) || (i == MAP_CUBEMAP)) glBindTexture(GL_TEXTURE_CUBE_MAP, material.maps[i].texture.id);
|
|
else glBindTexture(GL_TEXTURE_2D, material.maps[i].texture.id);
|
|
|
|
glUniform1i(material.shader.locs[LOC_MAP_DIFFUSE + i], i);
|
|
}
|
|
}
|
|
|
|
// Bind vertex array objects (or VBOs)
|
|
if (vaoSupported) glBindVertexArray(mesh.vaoId);
|
|
else
|
|
{
|
|
// Bind mesh VBO data: vertex position (shader-location = 0)
|
|
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
|
|
glVertexAttribPointer(material.shader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
|
|
glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_POSITION]);
|
|
|
|
// Bind mesh VBO data: vertex texcoords (shader-location = 1)
|
|
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]);
|
|
glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
|
|
glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TEXCOORD01]);
|
|
|
|
// Bind mesh VBO data: vertex normals (shader-location = 2, if available)
|
|
if (material.shader.locs[LOC_VERTEX_NORMAL] != -1)
|
|
{
|
|
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]);
|
|
glVertexAttribPointer(material.shader.locs[LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0);
|
|
glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_NORMAL]);
|
|
}
|
|
|
|
// Bind mesh VBO data: vertex colors (shader-location = 3, if available)
|
|
if (material.shader.locs[LOC_VERTEX_COLOR] != -1)
|
|
{
|
|
if (mesh.vboId[3] != 0)
|
|
{
|
|
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]);
|
|
glVertexAttribPointer(material.shader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
|
|
glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_COLOR]);
|
|
}
|
|
else
|
|
{
|
|
// Set default value for unused attribute
|
|
// NOTE: Required when using default shader and no VAO support
|
|
glVertexAttrib4f(material.shader.locs[LOC_VERTEX_COLOR], 1.0f, 1.0f, 1.0f, 1.0f);
|
|
glDisableVertexAttribArray(material.shader.locs[LOC_VERTEX_COLOR]);
|
|
}
|
|
}
|
|
|
|
// Bind mesh VBO data: vertex tangents (shader-location = 4, if available)
|
|
if (material.shader.locs[LOC_VERTEX_TANGENT] != -1)
|
|
{
|
|
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]);
|
|
glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TANGENT], 4, GL_FLOAT, 0, 0, 0);
|
|
glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TANGENT]);
|
|
}
|
|
|
|
// Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available)
|
|
if (material.shader.locs[LOC_VERTEX_TEXCOORD02] != -1)
|
|
{
|
|
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]);
|
|
glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TEXCOORD02], 2, GL_FLOAT, 0, 0, 0);
|
|
glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TEXCOORD02]);
|
|
}
|
|
|
|
if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.vboId[6]);
|
|
}
|
|
|
|
int eyesCount = 1;
|
|
#if defined(SUPPORT_VR_SIMULATOR)
|
|
if (vrStereoRender) eyesCount = 2;
|
|
#endif
|
|
|
|
for (int eye = 0; eye < eyesCount; eye++)
|
|
{
|
|
if (eyesCount == 1) modelview = matModelView;
|
|
#if defined(SUPPORT_VR_SIMULATOR)
|
|
else SetStereoView(eye, matProjection, matModelView);
|
|
#endif
|
|
|
|
// 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.locs[LOC_MATRIX_MVP], 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);
|
|
}
|
|
|
|
// Unbind all binded texture maps
|
|
for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
|
|
{
|
|
glActiveTexture(GL_TEXTURE0 + i); // Set shader active texture
|
|
if ((i == MAP_IRRADIANCE) || (i == MAP_PREFILTER) || (i == MAP_CUBEMAP)) glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
|
|
else glBindTexture(GL_TEXTURE_2D, 0); // Unbind current active texture
|
|
}
|
|
|
|
// Unind vertex array objects (or VBOs)
|
|
if (vaoSupported) glBindVertexArray(0);
|
|
else
|
|
{
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
}
|
|
|
|
// Unbind shader program
|
|
glUseProgram(0);
|
|
|
|
// Restore projection/modelview matrices
|
|
// NOTE: In stereo rendering matrices are being modified to fit every eye
|
|
projection = matProjection;
|
|
modelview = matView;
|
|
#endif
|
|
}
|
|
|
|
// Unload mesh data from CPU and GPU
|
|
void rlUnloadMesh(Mesh *mesh)
|
|
{
|
|
if (mesh->vertices != NULL) free(mesh->vertices);
|
|
if (mesh->texcoords != NULL) free(mesh->texcoords);
|
|
if (mesh->normals != NULL) free(mesh->normals);
|
|
if (mesh->colors != NULL) free(mesh->colors);
|
|
if (mesh->tangents != NULL) free(mesh->tangents);
|
|
if (mesh->texcoords2 != NULL) free(mesh->texcoords2);
|
|
if (mesh->indices != NULL) free(mesh->indices);
|
|
|
|
if (mesh->baseVertices != NULL) free(mesh->baseVertices);
|
|
if (mesh->baseNormals != NULL) free(mesh->baseNormals);
|
|
if (mesh->weightBias != NULL) free(mesh->weightBias);
|
|
if (mesh->weightId != NULL) free(mesh->weightId);
|
|
|
|
rlDeleteBuffers(mesh->vboId[0]); // vertex
|
|
rlDeleteBuffers(mesh->vboId[1]); // texcoords
|
|
rlDeleteBuffers(mesh->vboId[2]); // normals
|
|
rlDeleteBuffers(mesh->vboId[3]); // colors
|
|
rlDeleteBuffers(mesh->vboId[4]); // tangents
|
|
rlDeleteBuffers(mesh->vboId[5]); // texcoords2
|
|
rlDeleteBuffers(mesh->vboId[6]); // indices
|
|
|
|
rlDeleteVertexArrays(mesh->vaoId);
|
|
}
|
|
|
|
// Read screen pixel data (color buffer)
|
|
unsigned char *rlReadScreenPixels(int width, int height)
|
|
{
|
|
unsigned char *screenData = (unsigned char *)calloc(width*height*4, sizeof(unsigned char));
|
|
|
|
// NOTE 1: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer
|
|
// NOTE 2: We are getting alpha channel! Be careful, it can be transparent if not cleared properly!
|
|
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[((height - 1) - y)*width*4 + x] = screenData[(y*width*4) + x]; // Flip line
|
|
|
|
// Set alpha component value to 255 (no trasparent image retrieval)
|
|
// NOTE: Alpha value has already been applied to RGB in framebuffer, we don't need it!
|
|
if (((x + 1)%4) == 0) imgData[((height - 1) - y)*width*4 + x] = 255;
|
|
}
|
|
}
|
|
|
|
free(screenData);
|
|
|
|
return imgData; // NOTE: image data should be freed
|
|
}
|
|
|
|
// Read texture pixel data
|
|
void *rlReadTexturePixels(Texture2D texture)
|
|
{
|
|
void *pixels = NULL;
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
|
|
glBindTexture(GL_TEXTURE_2D, texture.id);
|
|
|
|
// NOTE: Using texture.id, we can retrieve some texture info (but not on OpenGL ES 2.0)
|
|
// Possible texture info: GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE
|
|
//int width, height, format;
|
|
//glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
|
|
//glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
|
|
//glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format);
|
|
|
|
// NOTE: Each row written to or read from by OpenGL pixel operations like glGetTexImage are aligned to a 4 byte boundary by default, which may add some padding.
|
|
// Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting.
|
|
// GL_PACK_ALIGNMENT affects operations that read from OpenGL memory (glReadPixels, glGetTexImage, etc.)
|
|
// GL_UNPACK_ALIGNMENT affects operations that write to OpenGL memory (glTexImage, etc.)
|
|
glPixelStorei(GL_PACK_ALIGNMENT, 1);
|
|
|
|
unsigned int glInternalFormat, glFormat, glType;
|
|
rlGetGlTextureFormats(texture.format, &glInternalFormat, &glFormat, &glType);
|
|
unsigned int size = GetPixelDataSize(texture.width, texture.height, texture.format);
|
|
|
|
if ((glInternalFormat != -1) && (texture.format < COMPRESSED_DXT1_RGB))
|
|
{
|
|
pixels = (unsigned char *)malloc(size);
|
|
glGetTexImage(GL_TEXTURE_2D, 0, glFormat, glType, pixels);
|
|
}
|
|
else TraceLog(LOG_WARNING, "Texture data retrieval not suported for pixel format");
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
#endif
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_ES2)
|
|
// glGetTexImage() is not available on OpenGL ES 2.0
|
|
// Texture2D width and height are required on OpenGL ES 2.0. There is no way to get it from texture id.
|
|
// Two possible Options:
|
|
// 1 - Bind texture to color fbo attachment and glReadPixels()
|
|
// 2 - Create an fbo, activate it, render quad with texture, glReadPixels()
|
|
// We are using Option 1, just need to care for texture format on retrieval
|
|
// NOTE: This behaviour could be conditioned by graphic driver...
|
|
RenderTexture2D fbo = rlLoadRenderTexture(texture.width, texture.height, UNCOMPRESSED_R8G8B8A8, 16, false);
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, fbo.id);
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
// Attach our texture to FBO
|
|
// NOTE: Previoust attached texture is automatically detached
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.id, 0);
|
|
|
|
// Allocate enough memory to read back our texture data
|
|
pixels = (unsigned char *)malloc(GetPixelDataSize(texture.width, texture.height, texture.format));
|
|
|
|
// Get OpenGL internal formats and data type from our texture format
|
|
unsigned int glInternalFormat, glFormat, glType;
|
|
rlGetGlTextureFormats(texture.format, &glInternalFormat, &glFormat, &glType);
|
|
|
|
// NOTE: We read data as RGBA because FBO texture is configured as RGBA, despite binding a RGB texture...
|
|
glReadPixels(0, 0, texture.width, texture.height, glFormat, glType, pixels);
|
|
|
|
// Re-attach internal FBO color texture before deleting it
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbo.texture.id, 0);
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
// Clean up temporal fbo
|
|
rlDeleteRenderTextures(fbo);
|
|
#endif
|
|
|
|
return pixels;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Module Functions Definition - Shaders Functions
|
|
// NOTE: Those functions are exposed directly to the user in raylib.h
|
|
//----------------------------------------------------------------------------------
|
|
|
|
// Get default internal texture (white texture)
|
|
Texture2D GetTextureDefault(void)
|
|
{
|
|
Texture2D texture = { 0 };
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
texture.id = defaultTextureId;
|
|
texture.width = 1;
|
|
texture.height = 1;
|
|
texture.mipmaps = 1;
|
|
texture.format = UNCOMPRESSED_R8G8B8A8;
|
|
#endif
|
|
return texture;
|
|
}
|
|
|
|
// Get default shader
|
|
Shader GetShaderDefault(void)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
return defaultShader;
|
|
#else
|
|
Shader shader = { 0 };
|
|
return shader;
|
|
#endif
|
|
}
|
|
|
|
// Load text data from file
|
|
// NOTE: text chars array should be freed manually
|
|
char *LoadText(const char *fileName)
|
|
{
|
|
FILE *textFile = NULL;
|
|
char *text = NULL;
|
|
|
|
if (fileName != NULL)
|
|
{
|
|
textFile = fopen(fileName,"rt");
|
|
|
|
if (textFile != NULL)
|
|
{
|
|
fseek(textFile, 0, SEEK_END);
|
|
int size = ftell(textFile);
|
|
fseek(textFile, 0, SEEK_SET);
|
|
|
|
if (size > 0)
|
|
{
|
|
text = (char *)malloc(sizeof(char)*(size + 1));
|
|
int count = fread(text, sizeof(char), size, textFile);
|
|
text[count] = '\0';
|
|
}
|
|
|
|
fclose(textFile);
|
|
}
|
|
else TraceLog(LOG_WARNING, "[%s] Text file could not be opened", fileName);
|
|
}
|
|
|
|
return text;
|
|
}
|
|
|
|
// Load shader from files and bind default locations
|
|
// NOTE: If shader string is NULL, using default vertex/fragment shaders
|
|
Shader LoadShader(const char *vsFileName, const char *fsFileName)
|
|
{
|
|
Shader shader = { 0 };
|
|
|
|
char *vShaderStr = NULL;
|
|
char *fShaderStr = NULL;
|
|
|
|
if (vsFileName != NULL) vShaderStr = LoadText(vsFileName);
|
|
if (fsFileName != NULL) fShaderStr = LoadText(fsFileName);
|
|
|
|
shader = LoadShaderCode(vShaderStr, fShaderStr);
|
|
|
|
if (vShaderStr != NULL) free(vShaderStr);
|
|
if (fShaderStr != NULL) free(fShaderStr);
|
|
|
|
return shader;
|
|
}
|
|
|
|
// Load shader from code strings
|
|
// NOTE: If shader string is NULL, using default vertex/fragment shaders
|
|
Shader LoadShaderCode(char *vsCode, char *fsCode)
|
|
{
|
|
Shader shader = { 0 };
|
|
|
|
// NOTE: All locations must be reseted to -1 (no location)
|
|
for (int i = 0; i < MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1;
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
unsigned int vertexShaderId = defaultVShaderId;
|
|
unsigned int fragmentShaderId = defaultFShaderId;
|
|
|
|
if (vsCode != NULL) vertexShaderId = CompileShader(vsCode, GL_VERTEX_SHADER);
|
|
if (fsCode != NULL) fragmentShaderId = CompileShader(fsCode, GL_FRAGMENT_SHADER);
|
|
|
|
if ((vertexShaderId == defaultVShaderId) && (fragmentShaderId == defaultFShaderId)) shader = defaultShader;
|
|
else
|
|
{
|
|
shader.id = LoadShaderProgram(vertexShaderId, fragmentShaderId);
|
|
|
|
if (vertexShaderId != defaultVShaderId) glDeleteShader(vertexShaderId);
|
|
if (fragmentShaderId != defaultFShaderId) glDeleteShader(fragmentShaderId);
|
|
|
|
if (shader.id == 0)
|
|
{
|
|
TraceLog(LOG_WARNING, "Custom shader could not be loaded");
|
|
shader = defaultShader;
|
|
}
|
|
|
|
// After shader loading, we TRY to set default location names
|
|
if (shader.id > 0) SetShaderDefaultLocations(&shader);
|
|
}
|
|
|
|
// Get available shader uniforms
|
|
// NOTE: This information is useful for debug...
|
|
int uniformCount = -1;
|
|
|
|
glGetProgramiv(shader.id, GL_ACTIVE_UNIFORMS, &uniformCount);
|
|
|
|
for(int i = 0; i < uniformCount; i++)
|
|
{
|
|
int namelen = -1;
|
|
int num = -1;
|
|
char name[256]; // Assume no variable names longer than 256
|
|
GLenum type = GL_ZERO;
|
|
|
|
// Get the name of the uniforms
|
|
glGetActiveUniform(shader.id, i,sizeof(name) - 1, &namelen, &num, &type, name);
|
|
|
|
name[namelen] = 0;
|
|
|
|
// Get the location of the named uniform
|
|
unsigned int location = glGetUniformLocation(shader.id, name);
|
|
|
|
TraceLog(LOG_DEBUG, "[SHDR ID %i] Active uniform [%s] set at location: %i", shader.id, name, location);
|
|
}
|
|
#endif
|
|
|
|
return shader;
|
|
}
|
|
|
|
// Unload shader from GPU memory (VRAM)
|
|
void UnloadShader(Shader shader)
|
|
{
|
|
if (shader.id > 0)
|
|
{
|
|
rlDeleteShader(shader.id);
|
|
TraceLog(LOG_INFO, "[SHDR ID %i] Unloaded shader program data", shader.id);
|
|
}
|
|
}
|
|
|
|
// Begin custom shader mode
|
|
void BeginShaderMode(Shader shader)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
if (currentShader.id != shader.id)
|
|
{
|
|
rlglDraw();
|
|
currentShader = shader;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// End custom shader mode (returns to default shader)
|
|
void EndShaderMode(void)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
BeginShaderMode(defaultShader);
|
|
#endif
|
|
}
|
|
|
|
// Get shader uniform location
|
|
int GetShaderLocation(Shader shader, const char *uniformName)
|
|
{
|
|
int location = -1;
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
location = glGetUniformLocation(shader.id, uniformName);
|
|
|
|
if (location == -1) TraceLog(LOG_WARNING, "[SHDR ID %i][%s] Shader uniform could not be found", shader.id, uniformName);
|
|
else TraceLog(LOG_INFO, "[SHDR ID %i][%s] Shader uniform set at location: %i", shader.id, uniformName, location);
|
|
#endif
|
|
return location;
|
|
}
|
|
|
|
// Set shader uniform value
|
|
void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType)
|
|
{
|
|
SetShaderValueV(shader, uniformLoc, value, uniformType, 1);
|
|
}
|
|
|
|
// Set shader uniform value vector
|
|
void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
glUseProgram(shader.id);
|
|
|
|
switch (uniformType)
|
|
{
|
|
case UNIFORM_FLOAT: glUniform1fv(uniformLoc, count, (float *)value); break;
|
|
case UNIFORM_VEC2: glUniform2fv(uniformLoc, count, (float *)value); break;
|
|
case UNIFORM_VEC3: glUniform3fv(uniformLoc, count, (float *)value); break;
|
|
case UNIFORM_VEC4: glUniform4fv(uniformLoc, count, (float *)value); break;
|
|
case UNIFORM_INT: glUniform1iv(uniformLoc, count, (int *)value); break;
|
|
case UNIFORM_IVEC2: glUniform2iv(uniformLoc, count, (int *)value); break;
|
|
case UNIFORM_IVEC3: glUniform3iv(uniformLoc, count, (int *)value); break;
|
|
case UNIFORM_IVEC4: glUniform4iv(uniformLoc, count, (int *)value); break;
|
|
case UNIFORM_SAMPLER2D: glUniform1iv(uniformLoc, count, (int *)value); break;
|
|
default: TraceLog(LOG_WARNING, "Shader uniform could not be set data type not recognized");
|
|
}
|
|
|
|
//glUseProgram(0); // Avoid reseting current shader program, in case other uniforms are set
|
|
#endif
|
|
}
|
|
|
|
|
|
// Set shader uniform value (matrix 4x4)
|
|
void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
glUseProgram(shader.id);
|
|
|
|
glUniformMatrix4fv(uniformLoc, 1, false, MatrixToFloat(mat));
|
|
|
|
//glUseProgram(0);
|
|
#endif
|
|
}
|
|
|
|
// Set a custom projection matrix (replaces internal projection matrix)
|
|
void SetMatrixProjection(Matrix proj)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
projection = proj;
|
|
#endif
|
|
}
|
|
|
|
// Set a custom modelview matrix (replaces internal modelview matrix)
|
|
void SetMatrixModelview(Matrix view)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
modelview = view;
|
|
#endif
|
|
}
|
|
|
|
// Return internal modelview matrix
|
|
Matrix GetMatrixModelview()
|
|
{
|
|
Matrix matrix = MatrixIdentity();
|
|
#if defined(GRAPHICS_API_OPENGL_11)
|
|
float mat[16];
|
|
glGetFloatv(GL_MODELVIEW_MATRIX, mat);
|
|
#else
|
|
matrix = modelview;
|
|
#endif
|
|
return matrix;
|
|
}
|
|
|
|
// Generate cubemap texture from HDR texture
|
|
// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24
|
|
Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size)
|
|
{
|
|
Texture2D cubemap = { 0 };
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
// NOTE: SetShaderDefaultLocations() already setups locations for projection and view Matrix in shader
|
|
// Other locations should be setup externally in shader before calling the function
|
|
|
|
// Set up depth face culling and cubemap seamless
|
|
glDisable(GL_CULL_FACE);
|
|
#if defined(GRAPHICS_API_OPENGL_33)
|
|
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); // Flag not supported on OpenGL ES 2.0
|
|
#endif
|
|
|
|
// Setup framebuffer
|
|
unsigned int fbo, rbo;
|
|
glGenFramebuffers(1, &fbo);
|
|
glGenRenderbuffers(1, &rbo);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
|
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
|
|
#if defined(GRAPHICS_API_OPENGL_33)
|
|
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size);
|
|
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
|
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, size, size);
|
|
#endif
|
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo);
|
|
|
|
// Set up cubemap to render and attach to framebuffer
|
|
// NOTE: Faces are stored as 32 bit floating point values
|
|
glGenTextures(1, &cubemap.id);
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id);
|
|
for (unsigned int i = 0; i < 6; i++)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33)
|
|
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB32F, size, size, 0, GL_RGB, GL_FLOAT, NULL);
|
|
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
|
if (texFloatSupported) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, size, size, 0, GL_RGB, GL_FLOAT, NULL);
|
|
#endif
|
|
}
|
|
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
#if defined(GRAPHICS_API_OPENGL_33)
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); // Flag not supported on OpenGL ES 2.0
|
|
#endif
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
|
// Create projection and different views for each face
|
|
Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0);
|
|
Matrix fboViews[6] = {
|
|
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
|
|
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
|
|
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
|
|
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
|
|
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
|
|
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
|
|
};
|
|
|
|
// Convert HDR equirectangular environment map to cubemap equivalent
|
|
glUseProgram(shader.id);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, skyHDR.id);
|
|
SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection);
|
|
|
|
// Note: don't forget to configure the viewport to the capture dimensions
|
|
glViewport(0, 0, size, size);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
|
|
|
for (int i = 0; i < 6; i++)
|
|
{
|
|
SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]);
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, cubemap.id, 0);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
GenDrawCube();
|
|
}
|
|
|
|
// Unbind framebuffer and textures
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
// Reset viewport dimensions to default
|
|
glViewport(0, 0, screenWidth, screenHeight);
|
|
//glEnable(GL_CULL_FACE);
|
|
|
|
// NOTE: Texture2D is a GL_TEXTURE_CUBE_MAP, not a GL_TEXTURE_2D!
|
|
cubemap.width = size;
|
|
cubemap.height = size;
|
|
cubemap.mipmaps = 1;
|
|
cubemap.format = UNCOMPRESSED_R32G32B32;
|
|
#endif
|
|
return cubemap;
|
|
}
|
|
|
|
// Generate irradiance texture using cubemap data
|
|
// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24
|
|
Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size)
|
|
{
|
|
Texture2D irradiance = { 0 };
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2)
|
|
// NOTE: SetShaderDefaultLocations() already setups locations for projection and view Matrix in shader
|
|
// Other locations should be setup externally in shader before calling the function
|
|
|
|
// Setup framebuffer
|
|
unsigned int fbo, rbo;
|
|
glGenFramebuffers(1, &fbo);
|
|
glGenRenderbuffers(1, &rbo);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
|
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
|
|
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size);
|
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo);
|
|
|
|
// Create an irradiance cubemap, and re-scale capture FBO to irradiance scale
|
|
glGenTextures(1, &irradiance.id);
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, irradiance.id);
|
|
for (unsigned int i = 0; i < 6; i++)
|
|
{
|
|
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, size, size, 0, GL_RGB, GL_FLOAT, NULL);
|
|
}
|
|
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
|
// Create projection (transposed) and different views for each face
|
|
Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0);
|
|
Matrix fboViews[6] = {
|
|
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
|
|
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
|
|
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
|
|
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
|
|
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
|
|
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
|
|
};
|
|
|
|
// Solve diffuse integral by convolution to create an irradiance cubemap
|
|
glUseProgram(shader.id);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id);
|
|
SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection);
|
|
|
|
// Note: don't forget to configure the viewport to the capture dimensions
|
|
glViewport(0, 0, size, size);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
|
|
|
for (int i = 0; i < 6; i++)
|
|
{
|
|
SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]);
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, irradiance.id, 0);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
GenDrawCube();
|
|
}
|
|
|
|
// Unbind framebuffer and textures
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
// Reset viewport dimensions to default
|
|
glViewport(0, 0, screenWidth, screenHeight);
|
|
|
|
irradiance.width = size;
|
|
irradiance.height = size;
|
|
irradiance.mipmaps = 1;
|
|
//irradiance.format = UNCOMPRESSED_R16G16B16;
|
|
#endif
|
|
return irradiance;
|
|
}
|
|
|
|
// Generate prefilter texture using cubemap data
|
|
// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24
|
|
Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size)
|
|
{
|
|
Texture2D prefilter = { 0 };
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2)
|
|
// NOTE: SetShaderDefaultLocations() already setups locations for projection and view Matrix in shader
|
|
// Other locations should be setup externally in shader before calling the function
|
|
// TODO: Locations should be taken out of this function... too shader dependant...
|
|
int roughnessLoc = GetShaderLocation(shader, "roughness");
|
|
|
|
// Setup framebuffer
|
|
unsigned int fbo, rbo;
|
|
glGenFramebuffers(1, &fbo);
|
|
glGenRenderbuffers(1, &rbo);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
|
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
|
|
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size);
|
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo);
|
|
|
|
// Create a prefiltered HDR environment map
|
|
glGenTextures(1, &prefilter.id);
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, prefilter.id);
|
|
for (unsigned int i = 0; i < 6; i++)
|
|
{
|
|
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, size, size, 0, GL_RGB, GL_FLOAT, NULL);
|
|
}
|
|
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
|
// Generate mipmaps for the prefiltered HDR texture
|
|
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
|
|
|
|
// Create projection (transposed) and different views for each face
|
|
Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0);
|
|
Matrix fboViews[6] = {
|
|
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
|
|
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
|
|
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
|
|
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
|
|
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
|
|
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
|
|
};
|
|
|
|
// Prefilter HDR and store data into mipmap levels
|
|
glUseProgram(shader.id);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id);
|
|
SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection);
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
|
|
|
#define MAX_MIPMAP_LEVELS 5 // Max number of prefilter texture mipmaps
|
|
|
|
for (int mip = 0; mip < MAX_MIPMAP_LEVELS; mip++)
|
|
{
|
|
// Resize framebuffer according to mip-level size.
|
|
unsigned int mipWidth = size*(int)powf(0.5f, (float)mip);
|
|
unsigned int mipHeight = size*(int)powf(0.5f, (float)mip);
|
|
|
|
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
|
|
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, mipWidth, mipHeight);
|
|
glViewport(0, 0, mipWidth, mipHeight);
|
|
|
|
float roughness = (float)mip/(float)(MAX_MIPMAP_LEVELS - 1);
|
|
glUniform1f(roughnessLoc, roughness);
|
|
|
|
for (int i = 0; i < 6; i++)
|
|
{
|
|
SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]);
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, prefilter.id, mip);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
GenDrawCube();
|
|
}
|
|
}
|
|
|
|
// Unbind framebuffer and textures
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
// Reset viewport dimensions to default
|
|
glViewport(0, 0, screenWidth, screenHeight);
|
|
|
|
prefilter.width = size;
|
|
prefilter.height = size;
|
|
//prefilter.mipmaps = 1 + (int)floor(log(size)/log(2));
|
|
//prefilter.format = UNCOMPRESSED_R16G16B16;
|
|
#endif
|
|
return prefilter;
|
|
}
|
|
|
|
// Generate BRDF texture using cubemap data
|
|
// NOTE: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24
|
|
// TODO: Review implementation: https://github.com/HectorMF/BRDFGenerator
|
|
Texture2D GenTextureBRDF(Shader shader, int size)
|
|
{
|
|
Texture2D brdf = { 0 };
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
// Generate BRDF convolution texture
|
|
glGenTextures(1, &brdf.id);
|
|
glBindTexture(GL_TEXTURE_2D, brdf.id);
|
|
#if defined(GRAPHICS_API_OPENGL_33)
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, size, size, 0, GL_RGB, GL_FLOAT, NULL);
|
|
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
|
if (texFloatSupported) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, size, size, 0, GL_RGB, GL_FLOAT, NULL);
|
|
#endif
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
|
// Render BRDF LUT into a quad using FBO
|
|
unsigned int fbo, rbo;
|
|
glGenFramebuffers(1, &fbo);
|
|
glGenRenderbuffers(1, &rbo);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
|
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
|
|
#if defined(GRAPHICS_API_OPENGL_33)
|
|
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size);
|
|
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
|
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, size, size);
|
|
#endif
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, brdf.id, 0);
|
|
|
|
glViewport(0, 0, size, size);
|
|
glUseProgram(shader.id);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
GenDrawQuad();
|
|
|
|
// Unbind framebuffer and textures
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
// Unload framebuffer but keep color texture
|
|
glDeleteRenderbuffers(1, &rbo);
|
|
glDeleteFramebuffers(1, &fbo);
|
|
|
|
// Reset viewport dimensions to default
|
|
glViewport(0, 0, screenWidth, screenHeight);
|
|
|
|
brdf.width = size;
|
|
brdf.height = size;
|
|
brdf.mipmaps = 1;
|
|
brdf.format = UNCOMPRESSED_R32G32B32;
|
|
#endif
|
|
return brdf;
|
|
}
|
|
|
|
// Begin blending mode (alpha, additive, multiplied)
|
|
// NOTE: Only 3 blending modes supported, default blend mode is alpha
|
|
void BeginBlendMode(int mode)
|
|
{
|
|
if ((blendMode != mode) && (mode < 3))
|
|
{
|
|
rlglDraw();
|
|
|
|
switch (mode)
|
|
{
|
|
case BLEND_ALPHA: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); break;
|
|
case BLEND_ADDITIVE: glBlendFunc(GL_SRC_ALPHA, GL_ONE); break; // Alternative: glBlendFunc(GL_ONE, GL_ONE);
|
|
case BLEND_MULTIPLIED: glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); break;
|
|
default: break;
|
|
}
|
|
|
|
blendMode = mode;
|
|
}
|
|
}
|
|
|
|
// End blending mode (reset to default: alpha blending)
|
|
void EndBlendMode(void)
|
|
{
|
|
BeginBlendMode(BLEND_ALPHA);
|
|
}
|
|
|
|
// Begin scissor mode (define screen area for following drawing)
|
|
// NOTE: Scissor rec refers to bottom-left corner, we change it to upper-left
|
|
void BeginScissorMode(int x, int y, int width, int height)
|
|
{
|
|
rlglDraw(); // Force drawing elements
|
|
|
|
glEnable(GL_SCISSOR_TEST);
|
|
glScissor(x, screenHeight - (y + height), width, height);
|
|
}
|
|
|
|
// End scissor mode
|
|
void EndScissorMode(void)
|
|
{
|
|
rlglDraw(); // Force drawing elements
|
|
|
|
glDisable(GL_SCISSOR_TEST);
|
|
}
|
|
|
|
#if defined(SUPPORT_VR_SIMULATOR)
|
|
// Get VR device information for some standard devices
|
|
VrDeviceInfo GetVrDeviceInfo(int vrDeviceType)
|
|
{
|
|
VrDeviceInfo hmd = { 0 }; // Current VR device info
|
|
|
|
switch (vrDeviceType)
|
|
{
|
|
case HMD_DEFAULT_DEVICE:
|
|
case HMD_OCULUS_RIFT_CV1:
|
|
{
|
|
// Oculus Rift CV1 parameters
|
|
// NOTE: CV1 represents a complete HMD redesign compared to previous versions,
|
|
// new Fresnel-hybrid-asymmetric lenses have been added and, consequently,
|
|
// previous parameters (DK2) and distortion shader (DK2) doesn't work any more.
|
|
// I just defined a set of parameters for simulator that approximate to CV1 stereo rendering
|
|
// but result is not the same obtained with Oculus PC SDK.
|
|
hmd.hResolution = 2160; // HMD horizontal resolution in pixels
|
|
hmd.vResolution = 1200; // HMD vertical resolution in pixels
|
|
hmd.hScreenSize = 0.133793f; // HMD horizontal size in meters
|
|
hmd.vScreenSize = 0.0669f; // HMD vertical size in meters
|
|
hmd.vScreenCenter = 0.04678f; // HMD screen center in meters
|
|
hmd.eyeToScreenDistance = 0.041f; // HMD distance between eye and display in meters
|
|
hmd.lensSeparationDistance = 0.07f; // HMD lens separation distance in meters
|
|
hmd.interpupillaryDistance = 0.07f; // HMD IPD (distance between pupils) in meters
|
|
hmd.lensDistortionValues[0] = 1.0f; // HMD lens distortion constant parameter 0
|
|
hmd.lensDistortionValues[1] = 0.22f; // HMD lens distortion constant parameter 1
|
|
hmd.lensDistortionValues[2] = 0.24f; // HMD lens distortion constant parameter 2
|
|
hmd.lensDistortionValues[3] = 0.0f; // HMD lens distortion constant parameter 3
|
|
hmd.chromaAbCorrection[0] = 0.996f; // HMD chromatic aberration correction parameter 0
|
|
hmd.chromaAbCorrection[1] = -0.004f; // HMD chromatic aberration correction parameter 1
|
|
hmd.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2
|
|
hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3
|
|
|
|
TraceLog(LOG_INFO, "Initializing VR Simulator (Oculus Rift CV1)");
|
|
} break;
|
|
case HMD_OCULUS_RIFT_DK2:
|
|
{
|
|
// Oculus Rift DK2 parameters
|
|
hmd.hResolution = 1280; // HMD horizontal resolution in pixels
|
|
hmd.vResolution = 800; // HMD vertical resolution in pixels
|
|
hmd.hScreenSize = 0.14976f; // HMD horizontal size in meters
|
|
hmd.vScreenSize = 0.09356f; // HMD vertical size in meters
|
|
hmd.vScreenCenter = 0.04678f; // HMD screen center in meters
|
|
hmd.eyeToScreenDistance = 0.041f; // HMD distance between eye and display in meters
|
|
hmd.lensSeparationDistance = 0.0635f; // HMD lens separation distance in meters
|
|
hmd.interpupillaryDistance = 0.064f; // HMD IPD (distance between pupils) in meters
|
|
hmd.lensDistortionValues[0] = 1.0f; // HMD lens distortion constant parameter 0
|
|
hmd.lensDistortionValues[1] = 0.22f; // HMD lens distortion constant parameter 1
|
|
hmd.lensDistortionValues[2] = 0.24f; // HMD lens distortion constant parameter 2
|
|
hmd.lensDistortionValues[3] = 0.0f; // HMD lens distortion constant parameter 3
|
|
hmd.chromaAbCorrection[0] = 0.996f; // HMD chromatic aberration correction parameter 0
|
|
hmd.chromaAbCorrection[1] = -0.004f; // HMD chromatic aberration correction parameter 1
|
|
hmd.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2
|
|
hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3
|
|
|
|
TraceLog(LOG_INFO, "Initializing VR Simulator (Oculus Rift DK2)");
|
|
} break;
|
|
case HMD_OCULUS_GO:
|
|
{
|
|
// TODO: Provide device display and lens parameters
|
|
}
|
|
case HMD_VALVE_HTC_VIVE:
|
|
{
|
|
// TODO: Provide device display and lens parameters
|
|
}
|
|
case HMD_SONY_PSVR:
|
|
{
|
|
// TODO: Provide device display and lens parameters
|
|
}
|
|
default: break;
|
|
}
|
|
|
|
return hmd;
|
|
}
|
|
|
|
// Init VR simulator for selected device parameters
|
|
// NOTE: It modifies the global variable: VrStereoConfig vrConfig
|
|
void InitVrSimulator(VrDeviceInfo info)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
Shader distortion = { 0 };
|
|
|
|
#if defined(SUPPORT_DISTORTION_SHADER)
|
|
// Load distortion shader
|
|
distortion = LoadShaderCode(NULL, distortionFShaderStr);
|
|
if (distortion.id > 0) SetShaderDefaultLocations(&distortion);
|
|
#endif
|
|
|
|
// Set VR configutarion parameters, including distortion shader
|
|
vrConfig = SetStereoConfig(info, distortion);
|
|
|
|
vrSimulatorReady = true;
|
|
#endif
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_11)
|
|
TraceLog(LOG_WARNING, "VR Simulator not supported on OpenGL 1.1");
|
|
#endif
|
|
}
|
|
|
|
// Update VR tracking (position and orientation) and camera
|
|
// NOTE: Camera (position, target, up) gets update with head tracking information
|
|
void UpdateVrTracking(Camera *camera)
|
|
{
|
|
// TODO: Simulate 1st person camera system
|
|
}
|
|
|
|
// Close VR simulator for current device
|
|
void CloseVrSimulator(void)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
if (vrSimulatorReady)
|
|
{
|
|
rlDeleteRenderTextures(vrConfig.stereoFbo); // Unload stereo framebuffer and texture
|
|
#if defined(SUPPORT_DISTORTION_SHADER)
|
|
UnloadShader(vrConfig.distortionShader); // Unload distortion shader
|
|
#endif
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// Detect if VR simulator is running
|
|
bool IsVrSimulatorReady(void)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
return vrSimulatorReady;
|
|
#else
|
|
return false;
|
|
#endif
|
|
}
|
|
|
|
// Enable/Disable VR experience (device or simulator)
|
|
void ToggleVrMode(void)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
vrSimulatorReady = !vrSimulatorReady;
|
|
|
|
if (!vrSimulatorReady)
|
|
{
|
|
vrStereoRender = false;
|
|
|
|
// Reset viewport and default projection-modelview matrices
|
|
rlViewport(0, 0, screenWidth, screenHeight);
|
|
projection = MatrixOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0);
|
|
modelview = MatrixIdentity();
|
|
}
|
|
else vrStereoRender = true;
|
|
#endif
|
|
}
|
|
|
|
// Begin Oculus drawing configuration
|
|
void BeginVrDrawing(void)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
if (vrSimulatorReady)
|
|
{
|
|
// Setup framebuffer for stereo rendering
|
|
rlEnableRenderTexture(vrConfig.stereoFbo.id);
|
|
|
|
// NOTE: If your application is configured to treat the texture as a linear format (e.g. GL_RGBA)
|
|
// and performs linear-to-gamma conversion in GLSL or does not care about gamma-correction, then:
|
|
// - Require OculusBuffer format to be OVR_FORMAT_R8G8B8A8_UNORM_SRGB
|
|
// - Do NOT enable GL_FRAMEBUFFER_SRGB
|
|
//glEnable(GL_FRAMEBUFFER_SRGB);
|
|
|
|
//glViewport(0, 0, buffer.width, buffer.height); // Useful if rendering to separate framebuffers (every eye)
|
|
rlClearScreenBuffers(); // Clear current framebuffer(s)
|
|
|
|
vrStereoRender = true;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// End Oculus drawing process (and desktop mirror)
|
|
void EndVrDrawing(void)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
if (vrSimulatorReady)
|
|
{
|
|
vrStereoRender = false; // Disable stereo render
|
|
|
|
rlDisableRenderTexture(); // Unbind current framebuffer
|
|
|
|
rlClearScreenBuffers(); // Clear current framebuffer
|
|
|
|
// Set viewport to default framebuffer size (screen size)
|
|
rlViewport(0, 0, screenWidth, screenHeight);
|
|
|
|
// Let rlgl reconfigure internal matrices
|
|
rlMatrixMode(RL_PROJECTION); // Enable internal projection matrix
|
|
rlLoadIdentity(); // Reset internal projection matrix
|
|
rlOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0); // Recalculate internal projection matrix
|
|
rlMatrixMode(RL_MODELVIEW); // Enable internal modelview matrix
|
|
rlLoadIdentity(); // Reset internal modelview matrix
|
|
|
|
#if defined(SUPPORT_DISTORTION_SHADER)
|
|
// Draw RenderTexture (stereoFbo) using distortion shader
|
|
currentShader = vrConfig.distortionShader;
|
|
#else
|
|
currentShader = GetShaderDefault();
|
|
#endif
|
|
rlEnableTexture(vrConfig.stereoFbo.texture.id);
|
|
|
|
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-right corner for texture and quad
|
|
rlTexCoord2f(0.0f, 0.0f);
|
|
rlVertex2f(0.0f, (float)vrConfig.stereoFbo.texture.height);
|
|
|
|
// Top-right corner for texture and quad
|
|
rlTexCoord2f(1.0f, 0.0f);
|
|
rlVertex2f( (float)vrConfig.stereoFbo.texture.width, (float)vrConfig.stereoFbo.texture.height);
|
|
|
|
// Top-left corner for texture and quad
|
|
rlTexCoord2f(1.0f, 1.0f);
|
|
rlVertex2f( (float)vrConfig.stereoFbo.texture.width, 0.0f);
|
|
rlEnd();
|
|
rlPopMatrix();
|
|
|
|
rlDisableTexture();
|
|
|
|
// Update and draw render texture fbo with distortion to backbuffer
|
|
UpdateBuffersDefault();
|
|
DrawBuffersDefault();
|
|
|
|
// Restore defaultShader
|
|
currentShader = defaultShader;
|
|
|
|
// Reset viewport and default projection-modelview matrices
|
|
rlViewport(0, 0, screenWidth, screenHeight);
|
|
projection = MatrixOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0);
|
|
modelview = MatrixIdentity();
|
|
|
|
rlDisableDepthTest();
|
|
}
|
|
#endif
|
|
}
|
|
#endif // SUPPORT_VR_SIMULATOR
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Module specific Functions Definition
|
|
//----------------------------------------------------------------------------------
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
// Compile custom shader and return shader id
|
|
static unsigned int CompileShader(const char *shaderStr, int type)
|
|
{
|
|
unsigned int shader = glCreateShader(type);
|
|
glShaderSource(shader, 1, &shaderStr, NULL);
|
|
|
|
GLint success = 0;
|
|
glCompileShader(shader);
|
|
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
|
|
|
|
if (success != GL_TRUE)
|
|
{
|
|
TraceLog(LOG_WARNING, "[SHDR ID %i] Failed to compile shader...", shader);
|
|
int maxLength = 0;
|
|
int length;
|
|
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
|
|
|
|
#if defined(_MSC_VER)
|
|
char *log = malloc(maxLength);
|
|
#else
|
|
char log[maxLength];
|
|
#endif
|
|
glGetShaderInfoLog(shader, maxLength, &length, log);
|
|
|
|
TraceLog(LOG_INFO, "%s", log);
|
|
|
|
#if defined(_MSC_VER)
|
|
free(log);
|
|
#endif
|
|
}
|
|
else TraceLog(LOG_INFO, "[SHDR ID %i] Shader compiled successfully", shader);
|
|
|
|
return shader;
|
|
}
|
|
|
|
// Load custom shader strings and return program id
|
|
static unsigned int LoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId)
|
|
{
|
|
unsigned int program = 0;
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
GLint success = 0;
|
|
program = glCreateProgram();
|
|
|
|
glAttachShader(program, vShaderId);
|
|
glAttachShader(program, fShaderId);
|
|
|
|
// NOTE: Default attribute shader locations must be binded before linking
|
|
glBindAttribLocation(program, 0, DEFAULT_ATTRIB_POSITION_NAME);
|
|
glBindAttribLocation(program, 1, DEFAULT_ATTRIB_TEXCOORD_NAME);
|
|
glBindAttribLocation(program, 2, DEFAULT_ATTRIB_NORMAL_NAME);
|
|
glBindAttribLocation(program, 3, DEFAULT_ATTRIB_COLOR_NAME);
|
|
glBindAttribLocation(program, 4, DEFAULT_ATTRIB_TANGENT_NAME);
|
|
glBindAttribLocation(program, 5, DEFAULT_ATTRIB_TEXCOORD2_NAME);
|
|
|
|
// NOTE: If some attrib name is no found on the shader, it locations becomes -1
|
|
|
|
glLinkProgram(program);
|
|
|
|
// NOTE: All uniform variables are intitialised to 0 when a program links
|
|
|
|
glGetProgramiv(program, GL_LINK_STATUS, &success);
|
|
|
|
if (success == GL_FALSE)
|
|
{
|
|
TraceLog(LOG_WARNING, "[SHDR ID %i] Failed to link shader program...", program);
|
|
|
|
int maxLength = 0;
|
|
int length;
|
|
|
|
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
|
|
|
|
#if defined(_MSC_VER)
|
|
char *log = malloc(maxLength);
|
|
#else
|
|
char log[maxLength];
|
|
#endif
|
|
glGetProgramInfoLog(program, maxLength, &length, log);
|
|
|
|
TraceLog(LOG_INFO, "%s", log);
|
|
|
|
#if defined(_MSC_VER)
|
|
free(log);
|
|
#endif
|
|
glDeleteProgram(program);
|
|
|
|
program = 0;
|
|
}
|
|
else TraceLog(LOG_INFO, "[SHDR ID %i] Shader program loaded successfully", program);
|
|
#endif
|
|
return program;
|
|
}
|
|
|
|
|
|
// Load default shader (just vertex positioning and texture coloring)
|
|
// NOTE: This shader program is used for internal buffers
|
|
static Shader LoadShaderDefault(void)
|
|
{
|
|
Shader shader = { 0 };
|
|
|
|
// NOTE: All locations must be reseted to -1 (no location)
|
|
for (int i = 0; i < MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1;
|
|
|
|
// Vertex shader directly defined, no external file required
|
|
char defaultVShaderStr[] =
|
|
#if defined(GRAPHICS_API_OPENGL_21)
|
|
"#version 120 \n"
|
|
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
|
"#version 100 \n"
|
|
#endif
|
|
#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
|
|
"attribute vec3 vertexPosition; \n"
|
|
"attribute vec2 vertexTexCoord; \n"
|
|
"attribute vec4 vertexColor; \n"
|
|
"varying vec2 fragTexCoord; \n"
|
|
"varying vec4 fragColor; \n"
|
|
#elif defined(GRAPHICS_API_OPENGL_33)
|
|
"#version 330 \n"
|
|
"in vec3 vertexPosition; \n"
|
|
"in vec2 vertexTexCoord; \n"
|
|
"in vec4 vertexColor; \n"
|
|
"out vec2 fragTexCoord; \n"
|
|
"out vec4 fragColor; \n"
|
|
#endif
|
|
"uniform mat4 mvp; \n"
|
|
"void main() \n"
|
|
"{ \n"
|
|
" fragTexCoord = vertexTexCoord; \n"
|
|
" fragColor = vertexColor; \n"
|
|
" gl_Position = mvp*vec4(vertexPosition, 1.0); \n"
|
|
"} \n";
|
|
|
|
// Fragment shader directly defined, no external file required
|
|
char defaultFShaderStr[] =
|
|
#if defined(GRAPHICS_API_OPENGL_21)
|
|
"#version 120 \n"
|
|
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
|
"#version 100 \n"
|
|
"precision mediump float; \n" // precision required for OpenGL ES2 (WebGL)
|
|
#endif
|
|
#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
|
|
"varying vec2 fragTexCoord; \n"
|
|
"varying vec4 fragColor; \n"
|
|
#elif defined(GRAPHICS_API_OPENGL_33)
|
|
"#version 330 \n"
|
|
"in vec2 fragTexCoord; \n"
|
|
"in vec4 fragColor; \n"
|
|
"out vec4 finalColor; \n"
|
|
#endif
|
|
"uniform sampler2D texture0; \n"
|
|
"uniform vec4 colDiffuse; \n"
|
|
"void main() \n"
|
|
"{ \n"
|
|
#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
|
|
" vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0
|
|
" gl_FragColor = texelColor*colDiffuse*fragColor; \n"
|
|
#elif defined(GRAPHICS_API_OPENGL_33)
|
|
" vec4 texelColor = texture(texture0, fragTexCoord); \n"
|
|
" finalColor = texelColor*colDiffuse*fragColor; \n"
|
|
#endif
|
|
"} \n";
|
|
|
|
// NOTE: Compiled vertex/fragment shaders are kept for re-use
|
|
defaultVShaderId = CompileShader(defaultVShaderStr, GL_VERTEX_SHADER); // Compile default vertex shader
|
|
defaultFShaderId = CompileShader(defaultFShaderStr, GL_FRAGMENT_SHADER); // Compile default fragment shader
|
|
|
|
shader.id = LoadShaderProgram(defaultVShaderId, defaultFShaderId);
|
|
|
|
if (shader.id > 0)
|
|
{
|
|
TraceLog(LOG_INFO, "[SHDR ID %i] Default shader loaded successfully", shader.id);
|
|
|
|
// Set default shader locations: attributes locations
|
|
shader.locs[LOC_VERTEX_POSITION] = glGetAttribLocation(shader.id, "vertexPosition");
|
|
shader.locs[LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(shader.id, "vertexTexCoord");
|
|
shader.locs[LOC_VERTEX_COLOR] = glGetAttribLocation(shader.id, "vertexColor");
|
|
|
|
// Set default shader locations: uniform locations
|
|
shader.locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader.id, "mvp");
|
|
shader.locs[LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader.id, "colDiffuse");
|
|
shader.locs[LOC_MAP_DIFFUSE] = glGetUniformLocation(shader.id, "texture0");
|
|
|
|
// NOTE: We could also use below function but in case DEFAULT_ATTRIB_* points are
|
|
// changed for external custom shaders, we just use direct bindings above
|
|
//SetShaderDefaultLocations(&shader);
|
|
}
|
|
else TraceLog(LOG_WARNING, "[SHDR ID %i] Default shader could not be loaded", shader.id);
|
|
|
|
return shader;
|
|
}
|
|
|
|
// Get location handlers to for shader attributes and uniforms
|
|
// NOTE: If any location is not found, loc point becomes -1
|
|
static void SetShaderDefaultLocations(Shader *shader)
|
|
{
|
|
// NOTE: Default shader attrib locations have been fixed before linking:
|
|
// vertex position location = 0
|
|
// vertex texcoord location = 1
|
|
// vertex normal location = 2
|
|
// vertex color location = 3
|
|
// vertex tangent location = 4
|
|
// vertex texcoord2 location = 5
|
|
|
|
// Get handles to GLSL input attibute locations
|
|
shader->locs[LOC_VERTEX_POSITION] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_POSITION_NAME);
|
|
shader->locs[LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD_NAME);
|
|
shader->locs[LOC_VERTEX_TEXCOORD02] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD2_NAME);
|
|
shader->locs[LOC_VERTEX_NORMAL] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_NORMAL_NAME);
|
|
shader->locs[LOC_VERTEX_TANGENT] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TANGENT_NAME);
|
|
shader->locs[LOC_VERTEX_COLOR] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_COLOR_NAME);
|
|
|
|
// Get handles to GLSL uniform locations (vertex shader)
|
|
shader->locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader->id, "mvp");
|
|
shader->locs[LOC_MATRIX_PROJECTION] = glGetUniformLocation(shader->id, "projection");
|
|
shader->locs[LOC_MATRIX_VIEW] = glGetUniformLocation(shader->id, "view");
|
|
|
|
// Get handles to GLSL uniform locations (fragment shader)
|
|
shader->locs[LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader->id, "colDiffuse");
|
|
shader->locs[LOC_MAP_DIFFUSE] = glGetUniformLocation(shader->id, "texture0");
|
|
shader->locs[LOC_MAP_SPECULAR] = glGetUniformLocation(shader->id, "texture1");
|
|
shader->locs[LOC_MAP_NORMAL] = glGetUniformLocation(shader->id, "texture2");
|
|
}
|
|
|
|
// Unload default shader
|
|
static void UnloadShaderDefault(void)
|
|
{
|
|
glUseProgram(0);
|
|
|
|
glDetachShader(defaultShader.id, defaultVShaderId);
|
|
glDetachShader(defaultShader.id, defaultFShaderId);
|
|
glDeleteShader(defaultVShaderId);
|
|
glDeleteShader(defaultFShaderId);
|
|
|
|
glDeleteProgram(defaultShader.id);
|
|
}
|
|
|
|
// Load default internal buffers
|
|
static void LoadBuffersDefault(void)
|
|
{
|
|
// Initialize CPU (RAM) arrays (vertex position, texcoord, color data and indexes)
|
|
//--------------------------------------------------------------------------------------------
|
|
for (int i = 0; i < MAX_BATCH_BUFFERING; i++)
|
|
{
|
|
vertexData[i].vertices = (float *)malloc(sizeof(float)*3*4*MAX_BATCH_ELEMENTS); // 3 float by vertex, 4 vertex by quad
|
|
vertexData[i].texcoords = (float *)malloc(sizeof(float)*2*4*MAX_BATCH_ELEMENTS); // 2 float by texcoord, 4 texcoord by quad
|
|
vertexData[i].colors = (unsigned char *)malloc(sizeof(unsigned char)*4*4*MAX_BATCH_ELEMENTS); // 4 float by color, 4 colors by quad
|
|
#if defined(GRAPHICS_API_OPENGL_33)
|
|
vertexData[i].indices = (unsigned int *)malloc(sizeof(unsigned int)*6*MAX_BATCH_ELEMENTS); // 6 int by quad (indices)
|
|
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
|
vertexData[i].indices = (unsigned short *)malloc(sizeof(unsigned short)*6*MAX_BATCH_ELEMENTS); // 6 int by quad (indices)
|
|
#endif
|
|
|
|
for (int j = 0; j < (3*4*MAX_BATCH_ELEMENTS); j++) vertexData[i].vertices[j] = 0.0f;
|
|
for (int j = 0; j < (2*4*MAX_BATCH_ELEMENTS); j++) vertexData[i].texcoords[j] = 0.0f;
|
|
for (int j = 0; j < (4*4*MAX_BATCH_ELEMENTS); j++) vertexData[i].colors[j] = 0;
|
|
|
|
int k = 0;
|
|
|
|
// Indices can be initialized right now
|
|
for (int j = 0; j < (6*MAX_BATCH_ELEMENTS); j += 6)
|
|
{
|
|
vertexData[i].indices[j] = 4*k;
|
|
vertexData[i].indices[j + 1] = 4*k + 1;
|
|
vertexData[i].indices[j + 2] = 4*k + 2;
|
|
vertexData[i].indices[j + 3] = 4*k;
|
|
vertexData[i].indices[j + 4] = 4*k + 2;
|
|
vertexData[i].indices[j + 5] = 4*k + 3;
|
|
|
|
k++;
|
|
}
|
|
|
|
vertexData[i].vCounter = 0;
|
|
vertexData[i].tcCounter = 0;
|
|
vertexData[i].cCounter = 0;
|
|
}
|
|
|
|
TraceLog(LOG_INFO, "Internal buffers initialized successfully (CPU)");
|
|
//--------------------------------------------------------------------------------------------
|
|
|
|
// Upload to GPU (VRAM) vertex data and initialize VAOs/VBOs
|
|
//--------------------------------------------------------------------------------------------
|
|
for (int i = 0; i < MAX_BATCH_BUFFERING; i++)
|
|
{
|
|
if (vaoSupported)
|
|
{
|
|
// Initialize Quads VAO
|
|
glGenVertexArrays(1, &vertexData[i].vaoId);
|
|
glBindVertexArray(vertexData[i].vaoId);
|
|
}
|
|
|
|
// Quads - Vertex buffers binding and attributes enable
|
|
// Vertex position buffer (shader-location = 0)
|
|
glGenBuffers(1, &vertexData[i].vboId[0]);
|
|
glBindBuffer(GL_ARRAY_BUFFER, vertexData[i].vboId[0]);
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_BATCH_ELEMENTS, vertexData[i].vertices, GL_DYNAMIC_DRAW);
|
|
glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]);
|
|
glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
|
|
|
|
// Vertex texcoord buffer (shader-location = 1)
|
|
glGenBuffers(1, &vertexData[i].vboId[1]);
|
|
glBindBuffer(GL_ARRAY_BUFFER, vertexData[i].vboId[1]);
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_BATCH_ELEMENTS, vertexData[i].texcoords, GL_DYNAMIC_DRAW);
|
|
glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_TEXCOORD01]);
|
|
glVertexAttribPointer(currentShader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
|
|
|
|
// Vertex color buffer (shader-location = 3)
|
|
glGenBuffers(1, &vertexData[i].vboId[2]);
|
|
glBindBuffer(GL_ARRAY_BUFFER, vertexData[i].vboId[2]);
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*4*MAX_BATCH_ELEMENTS, vertexData[i].colors, GL_DYNAMIC_DRAW);
|
|
glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]);
|
|
glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
|
|
|
|
// Fill index buffer
|
|
glGenBuffers(1, &vertexData[i].vboId[3]);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vertexData[i].vboId[3]);
|
|
#if defined(GRAPHICS_API_OPENGL_33)
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int)*6*MAX_BATCH_ELEMENTS, vertexData[i].indices, GL_STATIC_DRAW);
|
|
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(short)*6*MAX_BATCH_ELEMENTS, vertexData[i].indices, GL_STATIC_DRAW);
|
|
#endif
|
|
}
|
|
|
|
TraceLog(LOG_INFO, "Internal buffers uploaded successfully (GPU)");
|
|
|
|
// Unbind the current VAO
|
|
if (vaoSupported) glBindVertexArray(0);
|
|
//--------------------------------------------------------------------------------------------
|
|
}
|
|
|
|
// 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)
|
|
static void UpdateBuffersDefault(void)
|
|
{
|
|
// Update vertex buffers data
|
|
if (vertexData[currentBuffer].vCounter > 0)
|
|
{
|
|
// Activate elements VAO
|
|
if (vaoSupported) glBindVertexArray(vertexData[currentBuffer].vaoId);
|
|
|
|
// Vertex positions buffer
|
|
glBindBuffer(GL_ARRAY_BUFFER, vertexData[currentBuffer].vboId[0]);
|
|
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*vertexData[currentBuffer].vCounter, vertexData[currentBuffer].vertices);
|
|
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_BATCH_ELEMENTS, vertexData[currentBuffer].vertices, GL_DYNAMIC_DRAW); // Update all buffer
|
|
|
|
// Texture coordinates buffer
|
|
glBindBuffer(GL_ARRAY_BUFFER, vertexData[currentBuffer].vboId[1]);
|
|
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*vertexData[currentBuffer].vCounter, vertexData[currentBuffer].texcoords);
|
|
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_BATCH_ELEMENTS, vertexData[currentBuffer].texcoords, GL_DYNAMIC_DRAW); // Update all buffer
|
|
|
|
// Colors buffer
|
|
glBindBuffer(GL_ARRAY_BUFFER, vertexData[currentBuffer].vboId[2]);
|
|
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*vertexData[currentBuffer].vCounter, vertexData[currentBuffer].colors);
|
|
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*MAX_BATCH_ELEMENTS, vertexData[currentBuffer].colors, GL_DYNAMIC_DRAW); // Update all buffer
|
|
|
|
// NOTE: glMapBuffer() causes sync issue.
|
|
// If GPU is working with this buffer, glMapBuffer() will wait(stall) until GPU to finish its job.
|
|
// To avoid waiting (idle), you can call first glBufferData() with NULL pointer before glMapBuffer().
|
|
// If you do that, the previous data in PBO will be discarded and glMapBuffer() returns a new
|
|
// allocated pointer immediately even if GPU is still working with the previous data.
|
|
|
|
// Another option: map the buffer object into client's memory
|
|
// Probably this code could be moved somewhere else...
|
|
// vertexData[currentBuffer].vertices = (float *)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
|
|
// if(vertexData[currentBuffer].vertices)
|
|
// {
|
|
// Update vertex data
|
|
// }
|
|
// glUnmapBuffer(GL_ARRAY_BUFFER);
|
|
|
|
// Unbind the current VAO
|
|
if (vaoSupported) glBindVertexArray(0);
|
|
}
|
|
}
|
|
|
|
// Draw default internal buffers vertex data
|
|
static void DrawBuffersDefault(void)
|
|
{
|
|
Matrix matProjection = projection;
|
|
Matrix matModelView = modelview;
|
|
|
|
int eyesCount = 1;
|
|
#if defined(SUPPORT_VR_SIMULATOR)
|
|
if (vrStereoRender) eyesCount = 2;
|
|
#endif
|
|
|
|
for (int eye = 0; eye < eyesCount; eye++)
|
|
{
|
|
#if defined(SUPPORT_VR_SIMULATOR)
|
|
if (eyesCount == 2) SetStereoView(eye, matProjection, matModelView);
|
|
#endif
|
|
|
|
// Draw buffers
|
|
if (vertexData[currentBuffer].vCounter > 0)
|
|
{
|
|
// Set current shader and upload current MVP matrix
|
|
glUseProgram(currentShader.id);
|
|
|
|
// Create modelview-projection matrix
|
|
Matrix matMVP = MatrixMultiply(modelview, projection);
|
|
|
|
glUniformMatrix4fv(currentShader.locs[LOC_MATRIX_MVP], 1, false, MatrixToFloat(matMVP));
|
|
glUniform4f(currentShader.locs[LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f);
|
|
glUniform1i(currentShader.locs[LOC_MAP_DIFFUSE], 0);
|
|
|
|
// NOTE: Additional map textures not considered for default buffers drawing
|
|
|
|
int vertexOffset = 0;
|
|
|
|
if (vaoSupported) glBindVertexArray(vertexData[currentBuffer].vaoId);
|
|
else
|
|
{
|
|
// Bind vertex attrib: position (shader-location = 0)
|
|
glBindBuffer(GL_ARRAY_BUFFER, vertexData[currentBuffer].vboId[0]);
|
|
glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
|
|
glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]);
|
|
|
|
// Bind vertex attrib: texcoord (shader-location = 1)
|
|
glBindBuffer(GL_ARRAY_BUFFER, vertexData[currentBuffer].vboId[1]);
|
|
glVertexAttribPointer(currentShader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
|
|
glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_TEXCOORD01]);
|
|
|
|
// Bind vertex attrib: color (shader-location = 3)
|
|
glBindBuffer(GL_ARRAY_BUFFER, vertexData[currentBuffer].vboId[2]);
|
|
glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
|
|
glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]);
|
|
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vertexData[currentBuffer].vboId[3]);
|
|
}
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
|
|
for (int i = 0; i < drawsCounter; i++)
|
|
{
|
|
glBindTexture(GL_TEXTURE_2D, draws[i].textureId);
|
|
|
|
if ((draws[i].mode == RL_LINES) || (draws[i].mode == RL_TRIANGLES)) glDrawArrays(draws[i].mode, vertexOffset, draws[i].vertexCount);
|
|
else
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33)
|
|
// We need to define the number of indices to be processed: quadsCount*6
|
|
// 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, draws[i].vertexCount/4*6, GL_UNSIGNED_INT, (GLvoid *)(sizeof(GLuint)*vertexOffset/4*6));
|
|
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
|
glDrawElements(GL_TRIANGLES, draws[i].vertexCount/4*6, GL_UNSIGNED_SHORT, (GLvoid *)(sizeof(GLushort)*vertexOffset/4*6));
|
|
#endif
|
|
}
|
|
|
|
vertexOffset += draws[i].vertexCount;
|
|
}
|
|
|
|
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
|
|
}
|
|
|
|
// Reset vertex counters for next frame
|
|
vertexData[currentBuffer].vCounter = 0;
|
|
vertexData[currentBuffer].tcCounter = 0;
|
|
vertexData[currentBuffer].cCounter = 0;
|
|
|
|
// Reset depth for next draw
|
|
currentDepth = -1.0f;
|
|
|
|
// Restore projection/modelview matrices
|
|
projection = matProjection;
|
|
modelview = matModelView;
|
|
|
|
// Reset draws array
|
|
for (int i = 0; i < MAX_DRAWCALL_REGISTERED; i++)
|
|
{
|
|
draws[i].mode = RL_QUADS;
|
|
draws[i].vertexCount = 0;
|
|
draws[i].textureId = defaultTextureId;
|
|
}
|
|
|
|
drawsCounter = 1;
|
|
|
|
// Change to next buffer in the list
|
|
currentBuffer++;
|
|
if (currentBuffer >= MAX_BATCH_BUFFERING) currentBuffer = 0;
|
|
}
|
|
|
|
// Unload default internal buffers vertex data from CPU and GPU
|
|
static void UnloadBuffersDefault(void)
|
|
{
|
|
// Unbind everything
|
|
if (vaoSupported) glBindVertexArray(0);
|
|
glDisableVertexAttribArray(0);
|
|
glDisableVertexAttribArray(1);
|
|
glDisableVertexAttribArray(2);
|
|
glDisableVertexAttribArray(3);
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
|
|
for (int i = 0; i < MAX_BATCH_BUFFERING; i++)
|
|
{
|
|
// Delete VBOs from GPU (VRAM)
|
|
glDeleteBuffers(1, &vertexData[i].vboId[0]);
|
|
glDeleteBuffers(1, &vertexData[i].vboId[1]);
|
|
glDeleteBuffers(1, &vertexData[i].vboId[2]);
|
|
glDeleteBuffers(1, &vertexData[i].vboId[3]);
|
|
|
|
// Delete VAOs from GPU (VRAM)
|
|
if (vaoSupported) glDeleteVertexArrays(1, &vertexData[i].vaoId);
|
|
|
|
// Free vertex arrays memory from CPU (RAM)
|
|
free(vertexData[i].vertices);
|
|
free(vertexData[i].texcoords);
|
|
free(vertexData[i].colors);
|
|
free(vertexData[i].indices);
|
|
}
|
|
}
|
|
|
|
// Renders a 1x1 XY quad in NDC
|
|
static void GenDrawQuad(void)
|
|
{
|
|
unsigned int quadVAO = 0;
|
|
unsigned int quadVBO = 0;
|
|
|
|
float vertices[] = {
|
|
// Positions // Texture Coords
|
|
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
|
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
|
|
1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
|
|
1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
|
};
|
|
|
|
// Set up plane VAO
|
|
glGenVertexArrays(1, &quadVAO);
|
|
glGenBuffers(1, &quadVBO);
|
|
glBindVertexArray(quadVAO);
|
|
|
|
// Fill buffer
|
|
glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW);
|
|
|
|
// Link vertex attributes
|
|
glEnableVertexAttribArray(0);
|
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)0);
|
|
glEnableVertexAttribArray(1);
|
|
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)(3*sizeof(float)));
|
|
|
|
// Draw quad
|
|
glBindVertexArray(quadVAO);
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
glBindVertexArray(0);
|
|
|
|
glDeleteBuffers(1, &quadVBO);
|
|
glDeleteVertexArrays(1, &quadVAO);
|
|
}
|
|
|
|
// Renders a 1x1 3D cube in NDC
|
|
static void GenDrawCube(void)
|
|
{
|
|
unsigned int cubeVAO = 0;
|
|
unsigned int cubeVBO = 0;
|
|
|
|
float vertices[] = {
|
|
-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
|
|
1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
|
|
1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
|
|
1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
|
|
-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
|
|
-1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
|
|
-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
|
|
1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
|
|
1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
|
|
1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
|
|
-1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
|
|
-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
|
|
-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
|
-1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
|
|
-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
|
-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
|
-1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
|
|
-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
|
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
|
1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
|
1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
|
|
1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
|
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
|
1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
|
|
-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
|
|
1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
|
|
1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
|
1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
|
-1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
|
|
-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
|
|
-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
|
1.0f, 1.0f , 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
|
|
1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
|
|
1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
|
|
-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
|
-1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f
|
|
};
|
|
|
|
// Set up cube VAO
|
|
glGenVertexArrays(1, &cubeVAO);
|
|
glGenBuffers(1, &cubeVBO);
|
|
|
|
// Fill buffer
|
|
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
|
|
|
// Link vertex attributes
|
|
glBindVertexArray(cubeVAO);
|
|
glEnableVertexAttribArray(0);
|
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)0);
|
|
glEnableVertexAttribArray(1);
|
|
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(3*sizeof(float)));
|
|
glEnableVertexAttribArray(2);
|
|
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(6*sizeof(float)));
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
glBindVertexArray(0);
|
|
|
|
// Draw cube
|
|
glBindVertexArray(cubeVAO);
|
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
|
glBindVertexArray(0);
|
|
|
|
glDeleteBuffers(1, &cubeVBO);
|
|
glDeleteVertexArrays(1, &cubeVAO);
|
|
}
|
|
|
|
#if defined(SUPPORT_VR_SIMULATOR)
|
|
// Configure stereo rendering (including distortion shader) with HMD device parameters
|
|
static VrStereoConfig SetStereoConfig(VrDeviceInfo hmd, Shader distortion)
|
|
{
|
|
VrStereoConfig config = { 0 };
|
|
|
|
// Initialize framebuffer and textures for stereo rendering
|
|
// NOTE: Screen size should match HMD aspect ratio
|
|
config.stereoFbo = rlLoadRenderTexture(screenWidth, screenHeight, UNCOMPRESSED_R8G8B8A8, 24, false);
|
|
|
|
// Assign distortion shader
|
|
config.distortionShader = distortion;
|
|
|
|
// Compute aspect ratio
|
|
float aspect = ((float)hmd.hResolution*0.5f)/(float)hmd.vResolution;
|
|
|
|
// Compute lens parameters
|
|
float lensShift = (hmd.hScreenSize*0.25f - hmd.lensSeparationDistance*0.5f)/hmd.hScreenSize;
|
|
float leftLensCenter[2] = { 0.25f + lensShift, 0.5f };
|
|
float rightLensCenter[2] = { 0.75f - lensShift, 0.5f };
|
|
float leftScreenCenter[2] = { 0.25f, 0.5f };
|
|
float rightScreenCenter[2] = { 0.75f, 0.5f };
|
|
|
|
// Compute distortion scale parameters
|
|
// NOTE: To get lens max radius, lensShift must be normalized to [-1..1]
|
|
float lensRadius = (float)fabs(-1.0f - 4.0f*lensShift);
|
|
float lensRadiusSq = lensRadius*lensRadius;
|
|
float distortionScale = hmd.lensDistortionValues[0] +
|
|
hmd.lensDistortionValues[1]*lensRadiusSq +
|
|
hmd.lensDistortionValues[2]*lensRadiusSq*lensRadiusSq +
|
|
hmd.lensDistortionValues[3]*lensRadiusSq*lensRadiusSq*lensRadiusSq;
|
|
|
|
TraceLog(LOG_DEBUG, "VR: Distortion Scale: %f", distortionScale);
|
|
|
|
float normScreenWidth = 0.5f;
|
|
float normScreenHeight = 1.0f;
|
|
float scaleIn[2] = { 2.0f/normScreenWidth, 2.0f/normScreenHeight/aspect };
|
|
float scale[2] = { normScreenWidth*0.5f/distortionScale, normScreenHeight*0.5f*aspect/distortionScale };
|
|
|
|
TraceLog(LOG_DEBUG, "VR: Distortion Shader: LeftLensCenter = { %f, %f }", leftLensCenter[0], leftLensCenter[1]);
|
|
TraceLog(LOG_DEBUG, "VR: Distortion Shader: RightLensCenter = { %f, %f }", rightLensCenter[0], rightLensCenter[1]);
|
|
TraceLog(LOG_DEBUG, "VR: Distortion Shader: Scale = { %f, %f }", scale[0], scale[1]);
|
|
TraceLog(LOG_DEBUG, "VR: Distortion Shader: ScaleIn = { %f, %f }", scaleIn[0], scaleIn[1]);
|
|
|
|
// Fovy is normally computed with: 2*atan2(hmd.vScreenSize, 2*hmd.eyeToScreenDistance)
|
|
// ...but with lens distortion it is increased (see Oculus SDK Documentation)
|
|
//float fovy = 2.0f*atan2(hmd.vScreenSize*0.5f*distortionScale, hmd.eyeToScreenDistance); // Really need distortionScale?
|
|
float fovy = 2.0f*(float)atan2(hmd.vScreenSize*0.5f, hmd.eyeToScreenDistance);
|
|
|
|
// Compute camera projection matrices
|
|
float projOffset = 4.0f*lensShift; // Scaled to projection space coordinates [-1..1]
|
|
Matrix proj = MatrixPerspective(fovy, aspect, 0.01, 1000.0);
|
|
config.eyesProjection[0] = MatrixMultiply(proj, MatrixTranslate(projOffset, 0.0f, 0.0f));
|
|
config.eyesProjection[1] = MatrixMultiply(proj, MatrixTranslate(-projOffset, 0.0f, 0.0f));
|
|
|
|
// Compute camera transformation matrices
|
|
// NOTE: 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.
|
|
config.eyesViewOffset[0] = MatrixTranslate(-hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f);
|
|
config.eyesViewOffset[1] = MatrixTranslate(hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f);
|
|
|
|
// Compute eyes Viewports
|
|
//config.eyeViewportRight[0] = (int[4]){ 0, 0, hmd.hResolution/2, hmd.vResolution };
|
|
//config.eyeViewportLeft[0] = (int[4]){ hmd.hResolution/2, 0, hmd.hResolution/2, hmd.vResolution };
|
|
|
|
#if defined(SUPPORT_DISTORTION_SHADER)
|
|
// Update distortion shader with lens and distortion-scale parameters
|
|
SetShaderValue(config.distortionShader, GetShaderLocation(config.distortionShader, "leftLensCenter"), leftLensCenter, UNIFORM_VEC2);
|
|
SetShaderValue(config.distortionShader, GetShaderLocation(config.distortionShader, "rightLensCenter"), rightLensCenter, UNIFORM_VEC2);
|
|
SetShaderValue(config.distortionShader, GetShaderLocation(config.distortionShader, "leftScreenCenter"), leftScreenCenter, UNIFORM_VEC2);
|
|
SetShaderValue(config.distortionShader, GetShaderLocation(config.distortionShader, "rightScreenCenter"), rightScreenCenter, UNIFORM_VEC2);
|
|
|
|
SetShaderValue(config.distortionShader, GetShaderLocation(config.distortionShader, "scale"), scale, UNIFORM_VEC2);
|
|
SetShaderValue(config.distortionShader, GetShaderLocation(config.distortionShader, "scaleIn"), scaleIn, UNIFORM_VEC2);
|
|
SetShaderValue(config.distortionShader, GetShaderLocation(config.distortionShader, "hmdWarpParam"), hmd.lensDistortionValues, UNIFORM_VEC4);
|
|
SetShaderValue(config.distortionShader, GetShaderLocation(config.distortionShader, "chromaAbParam"), hmd.chromaAbCorrection, UNIFORM_VEC4);
|
|
#endif
|
|
|
|
return config;
|
|
}
|
|
|
|
// Set internal projection and modelview matrix depending on eyes tracking data
|
|
static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView)
|
|
{
|
|
Matrix eyeProjection = matProjection;
|
|
Matrix eyeModelView = matModelView;
|
|
|
|
// Setup viewport and projection/modelview matrices using tracking data
|
|
rlViewport(eye*screenWidth/2, 0, screenWidth/2, screenHeight);
|
|
|
|
// Apply view offset to modelview matrix
|
|
eyeModelView = MatrixMultiply(matModelView, vrConfig.eyesViewOffset[eye]);
|
|
|
|
// Set current eye projection matrix
|
|
eyeProjection = vrConfig.eyesProjection[eye];
|
|
|
|
SetMatrixModelview(eyeModelView);
|
|
SetMatrixProjection(eyeProjection);
|
|
}
|
|
#endif // defined(SUPPORT_VR_SIMULATOR)
|
|
|
|
#endif //defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_11)
|
|
// Mipmaps data is generated after image data
|
|
// NOTE: Only works with RGBA (4 bytes) 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...), RGBA only
|
|
|
|
// Count mipmap levels required
|
|
while ((width != 1) && (height != 1))
|
|
{
|
|
if (width != 1) width /= 2;
|
|
if (height != 1) height /= 2;
|
|
|
|
TraceLog(LOG_DEBUG, "Next mipmap size: %i x %i", width, height);
|
|
|
|
mipmapCount++;
|
|
|
|
size += (width*height*4); // Add mipmap size (in bytes)
|
|
}
|
|
|
|
TraceLog(LOG_DEBUG, "Total mipmaps required: %i", mipmapCount);
|
|
TraceLog(LOG_DEBUG, "Total size of data required: %i", size);
|
|
|
|
unsigned char *temp = realloc(data, size);
|
|
|
|
if (temp != NULL) data = temp;
|
|
else TraceLog(LOG_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
|
|
Color *image = (Color *)malloc(width*height*sizeof(Color));
|
|
Color *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(LOG_DEBUG, "Mipmap base (%ix%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 Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight)
|
|
{
|
|
int x2, y2;
|
|
Color prow, pcol;
|
|
|
|
int width = srcWidth/2;
|
|
int height = srcHeight/2;
|
|
|
|
Color *mipmap = (Color *)malloc(width*height*sizeof(Color));
|
|
|
|
// 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(LOG_DEBUG, "Mipmap generated successfully (%ix%i)", width, height);
|
|
|
|
return mipmap;
|
|
}
|
|
#endif
|
|
|
|
#if defined(RLGL_STANDALONE)
|
|
// Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG)
|
|
void TraceLog(int msgType, const char *text, ...)
|
|
{
|
|
va_list args;
|
|
va_start(args, text);
|
|
|
|
switch (msgType)
|
|
{
|
|
case LOG_INFO: fprintf(stdout, "INFO: "); break;
|
|
case LOG_ERROR: fprintf(stdout, "ERROR: "); break;
|
|
case LOG_WARNING: fprintf(stdout, "WARNING: "); break;
|
|
case LOG_DEBUG: fprintf(stdout, "DEBUG: "); break;
|
|
default: break;
|
|
}
|
|
|
|
vfprintf(stdout, text, args);
|
|
fprintf(stdout, "\n");
|
|
|
|
va_end(args);
|
|
|
|
if (msgType == LOG_ERROR) exit(1);
|
|
}
|
|
|
|
// Get pixel data size in bytes (image or texture)
|
|
// NOTE: Size depends on pixel format
|
|
int GetPixelDataSize(int width, int height, int format)
|
|
{
|
|
int dataSize = 0; // Size in bytes
|
|
int bpp = 0; // Bits per pixel
|
|
|
|
switch (format)
|
|
{
|
|
case UNCOMPRESSED_GRAYSCALE: bpp = 8; break;
|
|
case UNCOMPRESSED_GRAY_ALPHA:
|
|
case UNCOMPRESSED_R5G6B5:
|
|
case UNCOMPRESSED_R5G5B5A1:
|
|
case UNCOMPRESSED_R4G4B4A4: bpp = 16; break;
|
|
case UNCOMPRESSED_R8G8B8A8: bpp = 32; break;
|
|
case UNCOMPRESSED_R8G8B8: bpp = 24; break;
|
|
case UNCOMPRESSED_R32: bpp = 32; break;
|
|
case UNCOMPRESSED_R32G32B32: bpp = 32*3; break;
|
|
case UNCOMPRESSED_R32G32B32A32: bpp = 32*4; break;
|
|
case COMPRESSED_DXT1_RGB:
|
|
case COMPRESSED_DXT1_RGBA:
|
|
case COMPRESSED_ETC1_RGB:
|
|
case COMPRESSED_ETC2_RGB:
|
|
case COMPRESSED_PVRT_RGB:
|
|
case COMPRESSED_PVRT_RGBA: bpp = 4; break;
|
|
case COMPRESSED_DXT3_RGBA:
|
|
case COMPRESSED_DXT5_RGBA:
|
|
case COMPRESSED_ETC2_EAC_RGBA:
|
|
case COMPRESSED_ASTC_4x4_RGBA: bpp = 8; break;
|
|
case COMPRESSED_ASTC_8x8_RGBA: bpp = 2; break;
|
|
default: break;
|
|
}
|
|
|
|
dataSize = width*height*bpp/8; // Total data size in bytes
|
|
|
|
return dataSize;
|
|
}
|
|
#endif
|
|
|
|
#endif // RLGL_IMPLEMENTATION
|