b0a0c5d431
It tints all fragments, ignores lighting. Useful for some features like feedback (damage color, ...).
3371 lines
134 KiB
C
3371 lines
134 KiB
C
/**********************************************************************************************
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*
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* rlgl - raylib OpenGL abstraction layer
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*
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* raylib now uses OpenGL 1.1 style functions (rlVertex) that are mapped to selected OpenGL version:
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* OpenGL 1.1 - Direct map rl* -> gl*
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* OpenGL 3.3 - Vertex data is stored in VAOs, call rlglDraw() to render
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* OpenGL ES 2 - Vertex data is stored in VBOs or VAOs (when available), call rlglDraw() to render
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*
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* Copyright (c) 2014 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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#include "rlgl.h"
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#include <stdio.h> // Standard input / output lib
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#include <stdlib.h> // Declares malloc() and free() for memory management, rand()
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#include <string.h> // Declares strcmp(), strlen(), strtok()
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#ifndef RLGL_STANDALONE
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#include "raymath.h" // Required for Vector3 and Matrix functions
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#endif
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#if defined(GRAPHICS_API_OPENGL_11)
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#ifdef __APPLE__ // OpenGL include for OSX
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#include <OpenGL/gl.h>
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#else
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#include <GL/gl.h> // Basic OpenGL include
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#endif
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#endif
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#if defined(GRAPHICS_API_OPENGL_33)
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#ifdef __APPLE__ // OpenGL include for OSX
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#include <OpenGL/gl3.h>
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#else
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//#define GLEW_STATIC
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//#include <GL/glew.h> // GLEW header, includes OpenGL headers
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#include "glad.h" // glad header, includes OpenGL headers
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#endif
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#endif
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#if defined(GRAPHICS_API_OPENGL_ES2)
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#include <EGL/egl.h>
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#endif
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#if defined(RLGL_STANDALONE)
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#include <stdarg.h> // Used for functions with variable number of parameters (TraceLog())
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#endif
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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#define MATRIX_STACK_SIZE 16 // Matrix stack max size
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#define MAX_DRAWS_BY_TEXTURE 256 // Draws are organized by texture changes
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#define TEMP_VERTEX_BUFFER_SIZE 4096 // Temporal Vertex Buffer (required for vertex-transformations)
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// NOTE: Every vertex are 3 floats (12 bytes)
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#define MAX_LIGHTS 8 // Max lights supported by standard shader
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#ifndef GL_SHADING_LANGUAGE_VERSION
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#define GL_SHADING_LANGUAGE_VERSION 0x8B8C
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#endif
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#ifndef GL_COMPRESSED_RGB_S3TC_DXT1_EXT
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#define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0
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#endif
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#ifndef GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
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#define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
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#endif
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#ifndef GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
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#define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
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#endif
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#ifndef GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
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#define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
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#endif
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#ifndef GL_ETC1_RGB8_OES
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#define GL_ETC1_RGB8_OES 0x8D64
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#endif
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#ifndef GL_COMPRESSED_RGB8_ETC2
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#define GL_COMPRESSED_RGB8_ETC2 0x9274
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#endif
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#ifndef GL_COMPRESSED_RGBA8_ETC2_EAC
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#define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278
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#endif
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#ifndef GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG
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#define GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00
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#endif
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#ifndef GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG
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#define GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02
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#endif
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#ifndef GL_COMPRESSED_RGBA_ASTC_4x4_KHR
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#define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93b0
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#endif
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#ifndef GL_COMPRESSED_RGBA_ASTC_8x8_KHR
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#define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93b7
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#endif
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#if defined(GRAPHICS_API_OPENGL_11)
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#define GL_UNSIGNED_SHORT_5_6_5 0x8363
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#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
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#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
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#endif
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// Default vertex attribute names on shader to set location points
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#define DEFAULT_ATTRIB_POSITION_NAME "vertexPosition" // shader-location = 0
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#define DEFAULT_ATTRIB_TEXCOORD_NAME "vertexTexCoord" // shader-location = 1
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#define DEFAULT_ATTRIB_NORMAL_NAME "vertexNormal" // shader-location = 2
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#define DEFAULT_ATTRIB_COLOR_NAME "vertexColor" // shader-location = 3
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#define DEFAULT_ATTRIB_TANGENT_NAME "vertexTangent" // shader-location = 4
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#define DEFAULT_ATTRIB_TEXCOORD2_NAME "vertexTexCoord2" // shader-location = 5
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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// Dynamic vertex buffers (position + texcoords + colors + indices arrays)
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typedef struct {
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int vCounter; // vertex position counter to process (and draw) from full buffer
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int tcCounter; // vertex texcoord counter to process (and draw) from full buffer
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int cCounter; // vertex color counter to process (and draw) from full buffer
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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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unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
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#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
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unsigned int *indices; // vertex indices (in case vertex data comes indexed) (6 indices per quad)
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#elif defined(GRAPHICS_API_OPENGL_ES2)
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unsigned short *indices; // vertex indices (in case vertex data comes indexed) (6 indices per quad)
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// NOTE: 6*2 byte = 12 byte, not alignment problem!
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#endif
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unsigned int vaoId; // OpenGL Vertex Array Object id
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unsigned int vboId[4]; // OpenGL Vertex Buffer Objects id (4 types of vertex data)
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} DynamicBuffer;
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// Draw call type
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// NOTE: Used to track required draw-calls, organized by texture
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typedef struct {
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GLuint textureId;
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int vertexCount;
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// TODO: Store draw state -> blending mode, shader
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} DrawCall;
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#if defined(RLGL_STANDALONE)
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typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType;
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#endif
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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static Matrix stack[MATRIX_STACK_SIZE];
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static int stackCounter = 0;
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static Matrix modelview;
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static Matrix projection;
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static Matrix *currentMatrix;
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static int currentMatrixMode;
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static DrawMode currentDrawMode;
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static float currentDepth = -1.0f;
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static DynamicBuffer lines;
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static DynamicBuffer triangles;
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static DynamicBuffer quads;
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// Default buffers draw calls
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static DrawCall *draws;
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static int drawsCounter;
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// Temp vertex buffer to be used with rlTranslate, rlRotate, rlScale
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static Vector3 *tempBuffer;
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static int tempBufferCount = 0;
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static bool useTempBuffer = false;
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// Shader Programs
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static Shader defaultShader;
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static Shader standardShader;
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static Shader currentShader; // By default, defaultShader
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// Flags for supported extensions
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static bool vaoSupported = false; // VAO support (OpenGL ES2 could not support VAO extension)
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// Compressed textures support flags
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static bool texCompETC1Supported = false; // ETC1 texture compression support
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static bool texCompETC2Supported = false; // ETC2/EAC texture compression support
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static bool texCompPVRTSupported = false; // PVR texture compression support
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static bool texCompASTCSupported = false; // ASTC texture compression support
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// Lighting data
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static Light lights[MAX_LIGHTS]; // Lights pool
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static int lightsCount; // Counts current enabled physic objects
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#endif
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// Compressed textures support flags
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static bool texCompDXTSupported = false; // DDS texture compression support
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static bool npotSupported = false; // NPOT textures full support
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#if defined(GRAPHICS_API_OPENGL_ES2)
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// NOTE: VAO functionality is exposed through extensions (OES)
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static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays;
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static PFNGLBINDVERTEXARRAYOESPROC glBindVertexArray;
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static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays;
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//static PFNGLISVERTEXARRAYOESPROC glIsVertexArray; // NOTE: Fails in WebGL, omitted
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#endif
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static int blendMode = 0;
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// White texture useful for plain color polys (required by shader)
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// NOTE: It's required in shapes and models modules!
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unsigned int whiteTexture;
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//----------------------------------------------------------------------------------
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// Module specific Functions Declaration
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//----------------------------------------------------------------------------------
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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static void LoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int compressedFormat);
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static unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr); // Load custom shader strings and return program id
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static Shader LoadDefaultShader(void); // Load default shader (just vertex positioning and texture coloring)
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static Shader LoadStandardShader(void); // Load standard shader (support materials and lighting)
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static void LoadDefaultShaderLocations(Shader *shader); // Bind default shader locations (attributes and uniforms)
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static void UnloadDefaultShader(void); // Unload default shader
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static void UnloadStandardShader(void); // Unload standard shader
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static void LoadDefaultBuffers(void); // Load default internal buffers (lines, triangles, quads)
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static void UpdateDefaultBuffers(void); // Update default internal buffers (VAOs/VBOs) with vertex data
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static void DrawDefaultBuffers(void); // Draw default internal buffers vertex data
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static void UnloadDefaultBuffers(void); // Unload default internal buffers vertex data from CPU and GPU
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static void SetShaderLights(Shader shader); // Sets shader uniform values for lights array
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static char *ReadTextFile(const char *fileName);
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#endif
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#if defined(GRAPHICS_API_OPENGL_11)
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static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight);
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static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight);
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#endif
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#if defined(RLGL_STANDALONE)
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static void TraceLog(int msgType, const char *text, ...);
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float *MatrixToFloat(Matrix mat); // Converts Matrix to float array
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#endif
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//----------------------------------------------------------------------------------
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// Module Functions Definition - Matrix operations
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//----------------------------------------------------------------------------------
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#if defined(GRAPHICS_API_OPENGL_11)
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// Fallback to OpenGL 1.1 function calls
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//---------------------------------------
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void rlMatrixMode(int mode)
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{
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switch (mode)
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{
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case RL_PROJECTION: glMatrixMode(GL_PROJECTION); break;
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case RL_MODELVIEW: glMatrixMode(GL_MODELVIEW); break;
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case RL_TEXTURE: glMatrixMode(GL_TEXTURE); break;
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default: break;
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}
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}
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void rlFrustum(double left, double right, double bottom, double top, double near, double far)
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{
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glFrustum(left, right, bottom, top, near, far);
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}
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void rlOrtho(double left, double right, double bottom, double top, double near, double far)
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{
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glOrtho(left, right, bottom, top, near, far);
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}
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void rlPushMatrix(void) { glPushMatrix(); }
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void rlPopMatrix(void) { glPopMatrix(); }
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void rlLoadIdentity(void) { glLoadIdentity(); }
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void rlTranslatef(float x, float y, float z) { glTranslatef(x, y, z); }
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void rlRotatef(float angleDeg, float x, float y, float z) { glRotatef(angleDeg, x, y, z); }
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void rlScalef(float x, float y, float z) { glScalef(x, y, z); }
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void rlMultMatrixf(float *mat) { glMultMatrixf(mat); }
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#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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// Choose the current matrix to be transformed
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void rlMatrixMode(int mode)
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{
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if (mode == RL_PROJECTION) currentMatrix = &projection;
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else if (mode == RL_MODELVIEW) currentMatrix = &modelview;
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//else if (mode == RL_TEXTURE) // Not supported
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currentMatrixMode = mode;
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}
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// Push the current matrix to stack
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void rlPushMatrix(void)
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{
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if (stackCounter == MATRIX_STACK_SIZE - 1)
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{
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TraceLog(ERROR, "Stack Buffer Overflow (MAX %i Matrix)", MATRIX_STACK_SIZE);
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}
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stack[stackCounter] = *currentMatrix;
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rlLoadIdentity();
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stackCounter++;
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if (currentMatrixMode == RL_MODELVIEW) useTempBuffer = true;
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}
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// Pop lattest inserted matrix from stack
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void rlPopMatrix(void)
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{
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if (stackCounter > 0)
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{
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Matrix mat = stack[stackCounter - 1];
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*currentMatrix = mat;
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stackCounter--;
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}
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}
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// Reset current matrix to identity matrix
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void rlLoadIdentity(void)
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{
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*currentMatrix = MatrixIdentity();
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}
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// Multiply the current matrix by a translation matrix
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void rlTranslatef(float x, float y, float z)
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{
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Matrix matTranslation = MatrixTranslate(x, y, z);
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MatrixTranspose(&matTranslation);
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*currentMatrix = MatrixMultiply(*currentMatrix, matTranslation);
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}
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// Multiply the current matrix by a rotation matrix
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void rlRotatef(float angleDeg, float x, float y, float z)
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{
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Matrix matRotation = MatrixIdentity();
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Vector3 axis = (Vector3){ x, y, z };
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VectorNormalize(&axis);
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matRotation = MatrixRotate(axis, angleDeg*DEG2RAD);
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MatrixTranspose(&matRotation);
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*currentMatrix = MatrixMultiply(*currentMatrix, matRotation);
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}
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// Multiply the current matrix by a scaling matrix
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void rlScalef(float x, float y, float z)
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{
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Matrix matScale = MatrixScale(x, y, z);
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MatrixTranspose(&matScale);
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*currentMatrix = MatrixMultiply(*currentMatrix, matScale);
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}
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// Multiply the current matrix by another matrix
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void rlMultMatrixf(float *m)
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{
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// Matrix creation from array
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Matrix mat = { m[0], m[1], m[2], m[3],
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m[4], m[5], m[6], m[7],
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m[8], m[9], m[10], m[11],
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m[12], m[13], m[14], m[15] };
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*currentMatrix = MatrixMultiply(*currentMatrix, mat);
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}
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// Multiply the current matrix by a perspective matrix generated by parameters
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void rlFrustum(double left, double right, double bottom, double top, double near, double far)
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{
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Matrix matPerps = MatrixFrustum(left, right, bottom, top, near, far);
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MatrixTranspose(&matPerps);
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*currentMatrix = MatrixMultiply(*currentMatrix, matPerps);
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}
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// Multiply the current matrix by an orthographic matrix generated by parameters
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void rlOrtho(double left, double right, double bottom, double top, double near, double far)
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{
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Matrix matOrtho = MatrixOrtho(left, right, bottom, top, near, far);
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MatrixTranspose(&matOrtho);
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*currentMatrix = MatrixMultiply(*currentMatrix, matOrtho);
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}
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#endif
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// Set the viewport area (trasnformation from normalized device coordinates to window coordinates)
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void rlViewport(int x, int y, int width, int height)
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{
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glViewport(x, y, width, height);
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}
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//----------------------------------------------------------------------------------
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// Module Functions Definition - Vertex level operations
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//----------------------------------------------------------------------------------
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#if defined(GRAPHICS_API_OPENGL_11)
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// Fallback to OpenGL 1.1 function calls
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//---------------------------------------
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void rlBegin(int mode)
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{
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switch (mode)
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{
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case RL_LINES: glBegin(GL_LINES); break;
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case RL_TRIANGLES: glBegin(GL_TRIANGLES); break;
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case RL_QUADS: glBegin(GL_QUADS); break;
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default: break;
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}
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}
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void rlEnd() { glEnd(); }
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void rlVertex2i(int x, int y) { glVertex2i(x, y); }
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void rlVertex2f(float x, float y) { glVertex2f(x, y); }
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void rlVertex3f(float x, float y, float z) { glVertex3f(x, y, z); }
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void rlTexCoord2f(float x, float y) { glTexCoord2f(x, y); }
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void rlNormal3f(float x, float y, float z) { glNormal3f(x, y, z); }
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void rlColor4ub(byte r, byte g, byte b, byte a) { glColor4ub(r, g, b, a); }
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void rlColor3f(float x, float y, float z) { glColor3f(x, y, z); }
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void rlColor4f(float x, float y, float z, float w) { glColor4f(x, y, z, w); }
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#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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// Initialize drawing mode (how to organize vertex)
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void rlBegin(int mode)
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{
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// Draw mode can only be RL_LINES, RL_TRIANGLES and RL_QUADS
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currentDrawMode = mode;
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}
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// Finish vertex providing
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void rlEnd(void)
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{
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if (useTempBuffer)
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{
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// NOTE: In this case, *currentMatrix is already transposed because transposing has been applied
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// independently to translation-scale-rotation matrices -> t(M1 x M2) = t(M2) x t(M1)
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// This way, rlTranslatef(), rlRotatef()... behaviour is the same than OpenGL 1.1
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// Apply transformation matrix to all temp vertices
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for (int i = 0; i < tempBufferCount; i++) VectorTransform(&tempBuffer[i], *currentMatrix);
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// Deactivate tempBuffer usage to allow rlVertex3f do its job
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useTempBuffer = false;
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|
// Copy all transformed vertices to right VAO
|
|
for (int i = 0; i < tempBufferCount; i++) rlVertex3f(tempBuffer[i].x, tempBuffer[i].y, tempBuffer[i].z);
|
|
|
|
// Reset temp buffer
|
|
tempBufferCount = 0;
|
|
}
|
|
|
|
// Make sure vertexCount is the same for vertices-texcoords-normals-colors
|
|
// NOTE: In OpenGL 1.1, one glColor call can be made for all the subsequent glVertex calls.
|
|
switch (currentDrawMode)
|
|
{
|
|
case RL_LINES:
|
|
{
|
|
if (lines.vCounter != lines.cCounter)
|
|
{
|
|
int addColors = lines.vCounter - lines.cCounter;
|
|
|
|
for (int i = 0; i < addColors; i++)
|
|
{
|
|
lines.colors[4*lines.cCounter] = lines.colors[4*lines.cCounter - 4];
|
|
lines.colors[4*lines.cCounter + 1] = lines.colors[4*lines.cCounter - 3];
|
|
lines.colors[4*lines.cCounter + 2] = lines.colors[4*lines.cCounter - 2];
|
|
lines.colors[4*lines.cCounter + 3] = lines.colors[4*lines.cCounter - 1];
|
|
|
|
lines.cCounter++;
|
|
}
|
|
}
|
|
} break;
|
|
case RL_TRIANGLES:
|
|
{
|
|
if (triangles.vCounter != triangles.cCounter)
|
|
{
|
|
int addColors = triangles.vCounter - triangles.cCounter;
|
|
|
|
for (int i = 0; i < addColors; i++)
|
|
{
|
|
triangles.colors[4*triangles.cCounter] = triangles.colors[4*triangles.cCounter - 4];
|
|
triangles.colors[4*triangles.cCounter + 1] = triangles.colors[4*triangles.cCounter - 3];
|
|
triangles.colors[4*triangles.cCounter + 2] = triangles.colors[4*triangles.cCounter - 2];
|
|
triangles.colors[4*triangles.cCounter + 3] = triangles.colors[4*triangles.cCounter - 1];
|
|
|
|
triangles.cCounter++;
|
|
}
|
|
}
|
|
} break;
|
|
case RL_QUADS:
|
|
{
|
|
// Make sure colors count match vertex count
|
|
if (quads.vCounter != quads.cCounter)
|
|
{
|
|
int addColors = quads.vCounter - quads.cCounter;
|
|
|
|
for (int i = 0; i < addColors; i++)
|
|
{
|
|
quads.colors[4*quads.cCounter] = quads.colors[4*quads.cCounter - 4];
|
|
quads.colors[4*quads.cCounter + 1] = quads.colors[4*quads.cCounter - 3];
|
|
quads.colors[4*quads.cCounter + 2] = quads.colors[4*quads.cCounter - 2];
|
|
quads.colors[4*quads.cCounter + 3] = quads.colors[4*quads.cCounter - 1];
|
|
|
|
quads.cCounter++;
|
|
}
|
|
}
|
|
|
|
// Make sure texcoords count match vertex count
|
|
if (quads.vCounter != quads.tcCounter)
|
|
{
|
|
int addTexCoords = quads.vCounter - quads.tcCounter;
|
|
|
|
for (int i = 0; i < addTexCoords; i++)
|
|
{
|
|
quads.texcoords[2*quads.tcCounter] = 0.0f;
|
|
quads.texcoords[2*quads.tcCounter + 1] = 0.0f;
|
|
|
|
quads.tcCounter++;
|
|
}
|
|
}
|
|
|
|
// TODO: Make sure normals count match vertex count... if normals support is added in a future... :P
|
|
|
|
} break;
|
|
default: break;
|
|
}
|
|
|
|
// 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);
|
|
}
|
|
|
|
// Define one vertex (position)
|
|
void rlVertex3f(float x, float y, float z)
|
|
{
|
|
if (useTempBuffer)
|
|
{
|
|
tempBuffer[tempBufferCount].x = x;
|
|
tempBuffer[tempBufferCount].y = y;
|
|
tempBuffer[tempBufferCount].z = z;
|
|
tempBufferCount++;
|
|
}
|
|
else
|
|
{
|
|
switch (currentDrawMode)
|
|
{
|
|
case RL_LINES:
|
|
{
|
|
// Verify that MAX_LINES_BATCH limit not reached
|
|
if (lines.vCounter / 2 < MAX_LINES_BATCH)
|
|
{
|
|
lines.vertices[3*lines.vCounter] = x;
|
|
lines.vertices[3*lines.vCounter + 1] = y;
|
|
lines.vertices[3*lines.vCounter + 2] = z;
|
|
|
|
lines.vCounter++;
|
|
}
|
|
else TraceLog(ERROR, "MAX_LINES_BATCH overflow");
|
|
|
|
} break;
|
|
case RL_TRIANGLES:
|
|
{
|
|
// Verify that MAX_TRIANGLES_BATCH limit not reached
|
|
if (triangles.vCounter / 3 < MAX_TRIANGLES_BATCH)
|
|
{
|
|
triangles.vertices[3*triangles.vCounter] = x;
|
|
triangles.vertices[3*triangles.vCounter + 1] = y;
|
|
triangles.vertices[3*triangles.vCounter + 2] = z;
|
|
|
|
triangles.vCounter++;
|
|
}
|
|
else TraceLog(ERROR, "MAX_TRIANGLES_BATCH overflow");
|
|
|
|
} break;
|
|
case RL_QUADS:
|
|
{
|
|
// Verify that MAX_QUADS_BATCH limit not reached
|
|
if (quads.vCounter / 4 < MAX_QUADS_BATCH)
|
|
{
|
|
quads.vertices[3*quads.vCounter] = x;
|
|
quads.vertices[3*quads.vCounter + 1] = y;
|
|
quads.vertices[3*quads.vCounter + 2] = z;
|
|
|
|
quads.vCounter++;
|
|
|
|
draws[drawsCounter - 1].vertexCount++;
|
|
}
|
|
else TraceLog(ERROR, "MAX_QUADS_BATCH overflow");
|
|
|
|
} break;
|
|
default: break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// 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)
|
|
{
|
|
if (currentDrawMode == RL_QUADS)
|
|
{
|
|
quads.texcoords[2*quads.tcCounter] = x;
|
|
quads.texcoords[2*quads.tcCounter + 1] = y;
|
|
|
|
quads.tcCounter++;
|
|
}
|
|
}
|
|
|
|
// Define one vertex (normal)
|
|
// NOTE: Normals limited to TRIANGLES only ?
|
|
void rlNormal3f(float x, float y, float z)
|
|
{
|
|
// TODO: Normals usage...
|
|
}
|
|
|
|
// Define one vertex (color)
|
|
void rlColor4ub(byte x, byte y, byte z, byte w)
|
|
{
|
|
switch (currentDrawMode)
|
|
{
|
|
case RL_LINES:
|
|
{
|
|
lines.colors[4*lines.cCounter] = x;
|
|
lines.colors[4*lines.cCounter + 1] = y;
|
|
lines.colors[4*lines.cCounter + 2] = z;
|
|
lines.colors[4*lines.cCounter + 3] = w;
|
|
|
|
lines.cCounter++;
|
|
|
|
} break;
|
|
case RL_TRIANGLES:
|
|
{
|
|
triangles.colors[4*triangles.cCounter] = x;
|
|
triangles.colors[4*triangles.cCounter + 1] = y;
|
|
triangles.colors[4*triangles.cCounter + 2] = z;
|
|
triangles.colors[4*triangles.cCounter + 3] = w;
|
|
|
|
triangles.cCounter++;
|
|
|
|
} break;
|
|
case RL_QUADS:
|
|
{
|
|
quads.colors[4*quads.cCounter] = x;
|
|
quads.colors[4*quads.cCounter + 1] = y;
|
|
quads.colors[4*quads.cCounter + 2] = z;
|
|
quads.colors[4*quads.cCounter + 3] = w;
|
|
|
|
quads.cCounter++;
|
|
|
|
} break;
|
|
default: break;
|
|
}
|
|
}
|
|
|
|
// Define one vertex (color)
|
|
void rlColor4f(float r, float g, float b, float a)
|
|
{
|
|
rlColor4ub((byte)(r*255), (byte)(g*255), (byte)(b*255), (byte)(a*255));
|
|
}
|
|
|
|
// Define one vertex (color)
|
|
void rlColor3f(float x, float y, float z)
|
|
{
|
|
rlColor4ub((byte)(x*255), (byte)(y*255), (byte)(z*255), 255);
|
|
}
|
|
|
|
#endif
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Module Functions Definition - OpenGL equivalent functions (common to 1.1, 3.3+, ES2)
|
|
//----------------------------------------------------------------------------------
|
|
|
|
// Enable texture usage
|
|
void rlEnableTexture(unsigned int id)
|
|
{
|
|
#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++;
|
|
|
|
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);
|
|
#endif
|
|
}
|
|
|
|
// 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.id != 0) glDeleteFramebuffers(1, &target.id);
|
|
if (target.texture.id != 0) glDeleteTextures(1, &target.texture.id);
|
|
if (target.depth.id != 0) glDeleteTextures(1, &target.depth.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(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(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...
|
|
}
|
|
|
|
// Returns current OpenGL version
|
|
int rlGetVersion(void)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_11)
|
|
return OPENGL_11;
|
|
#elif defined(GRAPHICS_API_OPENGL_33)
|
|
return OPENGL_33;
|
|
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
|
return OPENGL_ES_20;
|
|
#endif
|
|
}
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Module Functions Definition - rlgl Functions
|
|
//----------------------------------------------------------------------------------
|
|
|
|
// Init OpenGL 3.3+ required data
|
|
void rlglInit(void)
|
|
{
|
|
// Check OpenGL information and capabilities
|
|
//------------------------------------------------------------------------------
|
|
|
|
// Print current OpenGL and GLSL version
|
|
TraceLog(INFO, "GPU: Vendor: %s", glGetString(GL_VENDOR));
|
|
TraceLog(INFO, "GPU: Renderer: %s", glGetString(GL_RENDERER));
|
|
TraceLog(INFO, "GPU: Version: %s", glGetString(GL_VERSION));
|
|
TraceLog(INFO, "GPU: GLSL: %s", glGetString(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(INFO, "GL_MAX_TEXTURE_SIZE: %i", maxTexSize);
|
|
|
|
//GL_MAX_TEXTURE_IMAGE_UNITS
|
|
//GL_MAX_VIEWPORT_DIMS
|
|
|
|
//int numAuxBuffers;
|
|
//glGetIntegerv(GL_AUX_BUFFERS, &numAuxBuffers);
|
|
//TraceLog(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(INFO, "Supported compressed format: 0x%x", format[i]);
|
|
|
|
// NOTE: We don't need that much data on screen... right now...
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_11)
|
|
//TraceLog(INFO, "OpenGL 1.1 (or driver default) profile initialized");
|
|
#endif
|
|
|
|
#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;
|
|
npotSupported = true;
|
|
|
|
// NOTE: We don't need to check again supported extensions but we do (in case GLEW is replaced sometime)
|
|
// We get a list of available extensions and we check for some of them (compressed textures)
|
|
glGetIntegerv(GL_NUM_EXTENSIONS, &numExt);
|
|
const char *extList[numExt];
|
|
|
|
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 value
|
|
// If not duplicated, it fails in some systems (Raspberry Pi)
|
|
// Equivalent to function: char *strdup(const char *str)
|
|
char *extensionsDup;
|
|
size_t len = strlen(extensions) + 1;
|
|
void *newstr = malloc(len);
|
|
if (newstr == NULL) extensionsDup = NULL;
|
|
extensionsDup = (char *)memcpy(newstr, extensions, len);
|
|
|
|
// NOTE: String could be splitted using strtok() function (string.h)
|
|
// NOTE: strtok() modifies the received string, it can not be const
|
|
|
|
char *extList[512]; // Allocate 512 strings pointers (2 KB)
|
|
|
|
extList[numExt] = strtok(extensionsDup, " ");
|
|
|
|
while (extList[numExt] != NULL)
|
|
{
|
|
numExt++;
|
|
extList[numExt] = strtok(NULL, " ");
|
|
}
|
|
|
|
free(extensionsDup); // Duplicated string must be deallocated
|
|
|
|
numExt -= 1;
|
|
#endif
|
|
|
|
TraceLog(INFO, "Number of supported extensions: %i", numExt);
|
|
|
|
// Show supported extensions
|
|
//for (int i = 0; i < numExt; i++) TraceLog(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) npotSupported = true;
|
|
#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;
|
|
}
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_ES2)
|
|
if (vaoSupported) TraceLog(INFO, "[EXTENSION] VAO extension detected, VAO functions initialized successfully");
|
|
else TraceLog(WARNING, "[EXTENSION] VAO extension not found, VAO usage not supported");
|
|
|
|
if (npotSupported) TraceLog(INFO, "[EXTENSION] NPOT textures extension detected, full NPOT textures supported");
|
|
else TraceLog(WARNING, "[EXTENSION] NPOT textures extension not found, limited NPOT support (no-mipmaps, no-repeat)");
|
|
#endif
|
|
|
|
if (texCompDXTSupported) TraceLog(INFO, "[EXTENSION] DXT compressed textures supported");
|
|
if (texCompETC1Supported) TraceLog(INFO, "[EXTENSION] ETC1 compressed textures supported");
|
|
if (texCompETC2Supported) TraceLog(INFO, "[EXTENSION] ETC2/EAC compressed textures supported");
|
|
if (texCompPVRTSupported) TraceLog(INFO, "[EXTENSION] PVRT compressed textures supported");
|
|
if (texCompASTCSupported) TraceLog(INFO, "[EXTENSION] ASTC compressed textures supported");
|
|
|
|
// Initialize buffers, default shaders and default textures
|
|
//----------------------------------------------------------
|
|
|
|
// Set default draw mode
|
|
currentDrawMode = RL_TRIANGLES;
|
|
|
|
// Reset projection and modelview matrices
|
|
projection = MatrixIdentity();
|
|
modelview = MatrixIdentity();
|
|
currentMatrix = &modelview;
|
|
|
|
// Initialize matrix stack
|
|
for (int i = 0; i < MATRIX_STACK_SIZE; i++) stack[i] = MatrixIdentity();
|
|
|
|
// Create default white texture for plain colors (required by shader)
|
|
unsigned char pixels[4] = { 255, 255, 255, 255 }; // 1 pixel RGBA (4 bytes)
|
|
|
|
whiteTexture = rlglLoadTexture(pixels, 1, 1, UNCOMPRESSED_R8G8B8A8, 1);
|
|
|
|
if (whiteTexture != 0) TraceLog(INFO, "[TEX ID %i] Base white texture loaded successfully", whiteTexture);
|
|
else TraceLog(WARNING, "Base white texture could not be loaded");
|
|
|
|
// Init default Shader (customized for GL 3.3 and ES2)
|
|
defaultShader = LoadDefaultShader();
|
|
standardShader = LoadStandardShader();
|
|
currentShader = defaultShader;
|
|
|
|
LoadDefaultBuffers(); // Initialize default vertex arrays buffers (lines, triangles, quads)
|
|
|
|
// Init temp vertex buffer, used when transformation required (translate, rotate, scale)
|
|
tempBuffer = (Vector3 *)malloc(sizeof(Vector3)*TEMP_VERTEX_BUFFER_SIZE);
|
|
|
|
for (int i = 0; i < TEMP_VERTEX_BUFFER_SIZE; i++) tempBuffer[i] = VectorZero();
|
|
|
|
// Init draw calls tracking system
|
|
draws = (DrawCall *)malloc(sizeof(DrawCall)*MAX_DRAWS_BY_TEXTURE);
|
|
|
|
for (int i = 0; i < MAX_DRAWS_BY_TEXTURE; i++)
|
|
{
|
|
draws[i].textureId = 0;
|
|
draws[i].vertexCount = 0;
|
|
}
|
|
|
|
drawsCounter = 1;
|
|
draws[drawsCounter - 1].textureId = whiteTexture;
|
|
#endif
|
|
}
|
|
|
|
// Vertex Buffer Object deinitialization (memory free)
|
|
void rlglClose(void)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
UnloadDefaultShader();
|
|
UnloadStandardShader();
|
|
UnloadDefaultBuffers();
|
|
|
|
// Delete default white texture
|
|
glDeleteTextures(1, &whiteTexture);
|
|
TraceLog(INFO, "[TEX ID %i] Unloaded texture data (base white texture) from VRAM", whiteTexture);
|
|
|
|
free(draws);
|
|
#endif
|
|
}
|
|
|
|
// Drawing batches: triangles, quads, lines
|
|
void rlglDraw(void)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
/*
|
|
for (int i = 0; i < modelsCount; i++)
|
|
{
|
|
rlglDrawMesh(models[i]->mesh, models[i]->material, models[i]->transform);
|
|
}
|
|
*/
|
|
// NOTE: Default buffers always drawn at the end
|
|
UpdateDefaultBuffers();
|
|
DrawDefaultBuffers();
|
|
#endif
|
|
}
|
|
|
|
// Initialize Graphics Device (OpenGL stuff)
|
|
// NOTE: Stores global variables screenWidth and screenHeight
|
|
void rlglInitGraphics(int offsetX, int offsetY, int width, int height)
|
|
{
|
|
// NOTE: Required! viewport must be recalculated if screen resized!
|
|
glViewport(offsetX/2, offsetY/2, width - offsetX, height - offsetY); // Set viewport width and height
|
|
|
|
// NOTE: Don't confuse glViewport with the transformation matrix
|
|
// NOTE: glViewport just defines the area of the context that you will actually draw to.
|
|
|
|
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color (black)
|
|
//glClearDepth(1.0f); // Clear depth buffer (default)
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers, depth buffer is used for 3D
|
|
|
|
glDisable(GL_DEPTH_TEST); // Disable depth testing for 2D (only used for 3D)
|
|
glDepthFunc(GL_LEQUAL); // Type of depth testing to apply
|
|
|
|
glEnable(GL_BLEND); // Enable color blending (required to work with transparencies)
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Color blending function (how colors are mixed)
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_11)
|
|
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Improve quality of color and texture coordinate interpolation (Deprecated in OGL 3.0)
|
|
// Other options: GL_FASTEST, GL_DONT_CARE (default)
|
|
#endif
|
|
|
|
rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
|
|
rlLoadIdentity(); // Reset current matrix (PROJECTION)
|
|
|
|
rlOrtho(0, width - offsetX, height - offsetY, 0, 0.0f, 1.0f); // Config orthographic mode: top-left corner --> (0,0)
|
|
|
|
rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
|
|
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
|
|
|
|
// NOTE: All shapes/models triangles are drawn CCW
|
|
|
|
glEnable(GL_CULL_FACE); // Enable backface culling (Disabled by default)
|
|
//glCullFace(GL_BACK); // Cull the Back face (default)
|
|
//glFrontFace(GL_CCW); // Front face are defined counter clockwise (default)
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_11)
|
|
glShadeModel(GL_SMOOTH); // Smooth shading between vertex (vertex colors interpolation) (Deprecated on OpenGL 3.3+)
|
|
// Possible options: GL_SMOOTH (Color interpolation) or GL_FLAT (no interpolation)
|
|
#endif
|
|
|
|
TraceLog(INFO, "OpenGL graphic device initialized successfully");
|
|
}
|
|
|
|
// Get world coordinates from screen coordinates
|
|
Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view)
|
|
{
|
|
Vector3 result = { 0.0f, 0.0f, 0.0f };
|
|
|
|
// Calculate unproject matrix (multiply projection matrix and view matrix) and invert it
|
|
Matrix matProjView = MatrixMultiply(proj, view);
|
|
MatrixInvert(&matProjView);
|
|
|
|
// Create quaternion from source point
|
|
Quaternion quat = { source.x, source.y, source.z, 1.0f };
|
|
|
|
// Multiply quat point by unproject matrix
|
|
QuaternionTransform(&quat, matProjView);
|
|
|
|
// 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 rlglLoadTexture(void *data, int width, int height, int textureFormat, int mipmapCount)
|
|
{
|
|
glBindTexture(GL_TEXTURE_2D, 0); // Free any old binding
|
|
|
|
GLuint id = 0;
|
|
|
|
// Check texture format support by OpenGL 1.1 (compressed textures not supported)
|
|
if ((rlGetVersion() == OPENGL_11) && (textureFormat >= 8))
|
|
{
|
|
TraceLog(WARNING, "OpenGL 1.1 does not support GPU compressed texture formats");
|
|
return id;
|
|
}
|
|
|
|
if ((!texCompDXTSupported) && ((textureFormat == COMPRESSED_DXT1_RGB) || (textureFormat == COMPRESSED_DXT1_RGBA) ||
|
|
(textureFormat == COMPRESSED_DXT3_RGBA) || (textureFormat == COMPRESSED_DXT5_RGBA)))
|
|
{
|
|
TraceLog(WARNING, "DXT compressed texture format not supported");
|
|
return id;
|
|
}
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
if ((!texCompETC1Supported) && (textureFormat == COMPRESSED_ETC1_RGB))
|
|
{
|
|
TraceLog(WARNING, "ETC1 compressed texture format not supported");
|
|
return id;
|
|
}
|
|
|
|
if ((!texCompETC2Supported) && ((textureFormat == COMPRESSED_ETC2_RGB) || (textureFormat == COMPRESSED_ETC2_EAC_RGBA)))
|
|
{
|
|
TraceLog(WARNING, "ETC2 compressed texture format not supported");
|
|
return id;
|
|
}
|
|
|
|
if ((!texCompPVRTSupported) && ((textureFormat == COMPRESSED_PVRT_RGB) || (textureFormat == COMPRESSED_PVRT_RGBA)))
|
|
{
|
|
TraceLog(WARNING, "PVRT compressed texture format not supported");
|
|
return id;
|
|
}
|
|
|
|
if ((!texCompASTCSupported) && ((textureFormat == COMPRESSED_ASTC_4x4_RGBA) || (textureFormat == COMPRESSED_ASTC_8x8_RGBA)))
|
|
{
|
|
TraceLog(WARNING, "ASTC compressed texture format not supported");
|
|
return id;
|
|
}
|
|
#endif
|
|
|
|
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);
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_33)
|
|
// NOTE: We define internal (GPU) format as GL_RGBA8 (probably BGRA8 in practice, driver takes care)
|
|
// NOTE: On embedded systems, we let the driver choose the best internal format
|
|
|
|
// Support for multiple color modes (16bit color modes and grayscale)
|
|
// (sized)internalFormat format type
|
|
// GL_R GL_RED GL_UNSIGNED_BYTE
|
|
// GL_RGB565 GL_RGB GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT_5_6_5
|
|
// GL_RGB5_A1 GL_RGBA GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT_5_5_5_1
|
|
// GL_RGBA4 GL_RGBA GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT_4_4_4_4
|
|
// GL_RGBA8 GL_RGBA GL_UNSIGNED_BYTE
|
|
// GL_RGB8 GL_RGB GL_UNSIGNED_BYTE
|
|
|
|
switch (textureFormat)
|
|
{
|
|
case UNCOMPRESSED_GRAYSCALE:
|
|
{
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, width, height, 0, GL_RED, GL_UNSIGNED_BYTE, (unsigned char *)data);
|
|
|
|
// With swizzleMask we define how a one channel texture will be mapped to RGBA
|
|
// Required GL >= 3.3 or EXT_texture_swizzle/ARB_texture_swizzle
|
|
GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
|
|
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
|
|
|
TraceLog(INFO, "[TEX ID %i] Grayscale texture loaded and swizzled", id);
|
|
} break;
|
|
case UNCOMPRESSED_GRAY_ALPHA:
|
|
{
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, width, height, 0, GL_RG, GL_UNSIGNED_BYTE, (unsigned char *)data);
|
|
|
|
GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
|
|
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
|
} break;
|
|
|
|
case UNCOMPRESSED_R5G6B5: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB565, width, height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, (unsigned short *)data); break;
|
|
case UNCOMPRESSED_R8G8B8: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
|
|
case UNCOMPRESSED_R5G5B5A1: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5_A1, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, (unsigned short *)data); break;
|
|
case UNCOMPRESSED_R4G4B4A4: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA4, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned short *)data); break;
|
|
case UNCOMPRESSED_R8G8B8A8: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
|
|
case COMPRESSED_DXT1_RGB: if (texCompDXTSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGB_S3TC_DXT1_EXT); break;
|
|
case COMPRESSED_DXT1_RGBA: if (texCompDXTSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT); break;
|
|
case COMPRESSED_DXT3_RGBA: if (texCompDXTSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT); break;
|
|
case COMPRESSED_DXT5_RGBA: if (texCompDXTSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT); break;
|
|
case COMPRESSED_ETC1_RGB: if (texCompETC1Supported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_ETC1_RGB8_OES); break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3
|
|
case COMPRESSED_ETC2_RGB: if (texCompETC2Supported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGB8_ETC2); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
|
|
case COMPRESSED_ETC2_EAC_RGBA: if (texCompETC2Supported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA8_ETC2_EAC); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
|
|
case COMPRESSED_PVRT_RGB: if (texCompPVRTSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG); break; // NOTE: Requires PowerVR GPU
|
|
case COMPRESSED_PVRT_RGBA: if (texCompPVRTSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG); break; // NOTE: Requires PowerVR GPU
|
|
case COMPRESSED_ASTC_4x4_RGBA: if (texCompASTCSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_ASTC_4x4_KHR); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
|
|
case COMPRESSED_ASTC_8x8_RGBA: if (texCompASTCSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_ASTC_8x8_KHR); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
|
|
default: TraceLog(WARNING, "Texture format not recognized"); break;
|
|
}
|
|
#elif defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
// NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA
|
|
switch (textureFormat)
|
|
{
|
|
case UNCOMPRESSED_GRAYSCALE: glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, width, height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
|
|
case UNCOMPRESSED_GRAY_ALPHA: glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, width, height, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
|
|
case UNCOMPRESSED_R5G6B5: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, (unsigned short *)data); break;
|
|
case UNCOMPRESSED_R8G8B8: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
|
|
case UNCOMPRESSED_R5G5B5A1: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, (unsigned short *)data); break;
|
|
case UNCOMPRESSED_R4G4B4A4: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned short *)data); break;
|
|
case UNCOMPRESSED_R8G8B8A8: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
|
|
#if defined(GRAPHICS_API_OPENGL_ES2)
|
|
case COMPRESSED_DXT1_RGB: if (texCompDXTSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGB_S3TC_DXT1_EXT); break;
|
|
case COMPRESSED_DXT1_RGBA: if (texCompDXTSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT); break;
|
|
case COMPRESSED_DXT3_RGBA: if (texCompDXTSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT); break; // NOTE: Not supported by WebGL
|
|
case COMPRESSED_DXT5_RGBA: if (texCompDXTSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT); break; // NOTE: Not supported by WebGL
|
|
case COMPRESSED_ETC1_RGB: if (texCompETC1Supported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_ETC1_RGB8_OES); break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3
|
|
case COMPRESSED_ETC2_RGB: if (texCompETC2Supported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGB8_ETC2); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
|
|
case COMPRESSED_ETC2_EAC_RGBA: if (texCompETC2Supported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA8_ETC2_EAC); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
|
|
case COMPRESSED_PVRT_RGB: if (texCompPVRTSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG); break; // NOTE: Requires PowerVR GPU
|
|
case COMPRESSED_PVRT_RGBA: if (texCompPVRTSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG); break; // NOTE: Requires PowerVR GPU
|
|
case COMPRESSED_ASTC_4x4_RGBA: if (texCompASTCSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_ASTC_4x4_KHR); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
|
|
case COMPRESSED_ASTC_8x8_RGBA: if (texCompASTCSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_ASTC_8x8_KHR); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
|
|
#endif
|
|
default: TraceLog(WARNING, "Texture format not supported"); break;
|
|
}
|
|
#endif
|
|
|
|
// 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 (npotSupported)
|
|
{
|
|
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)
|
|
{
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // Activate Trilinear filtering for mipmaps (must be available)
|
|
}
|
|
#endif
|
|
|
|
// At this point we have the texture loaded in GPU 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(INFO, "[TEX ID %i] Texture created successfully (%ix%i)", id, width, height);
|
|
else TraceLog(WARNING, "Texture could not be created");
|
|
|
|
return id;
|
|
}
|
|
|
|
// Load a texture to be used for rendering (fbo with color and depth attachments)
|
|
RenderTexture2D rlglLoadRenderTexture(int width, int height)
|
|
{
|
|
RenderTexture2D target;
|
|
|
|
target.id = 0;
|
|
|
|
target.texture.id = 0;
|
|
target.texture.width = width;
|
|
target.texture.height = height;
|
|
target.texture.format = UNCOMPRESSED_R8G8B8;
|
|
target.texture.mipmaps = 1;
|
|
|
|
target.depth.id = 0;
|
|
target.depth.width = width;
|
|
target.depth.height = height;
|
|
target.depth.format = 19; //DEPTH_COMPONENT_24BIT
|
|
target.depth.mipmaps = 1;
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
// Create the texture that will serve as the color attachment for the framebuffer
|
|
glGenTextures(1, &target.texture.id);
|
|
glBindTexture(GL_TEXTURE_2D, target.texture.id);
|
|
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);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_33)
|
|
#define USE_DEPTH_TEXTURE
|
|
#else
|
|
#define USE_DEPTH_RENDERBUFFER
|
|
#endif
|
|
|
|
#if defined(USE_DEPTH_RENDERBUFFER)
|
|
// Create the renderbuffer that will serve as the depth attachment for the framebuffer.
|
|
glGenRenderbuffers(1, &target.depth.id);
|
|
glBindRenderbuffer(GL_RENDERBUFFER, target.depth.id);
|
|
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height); // GL_DEPTH_COMPONENT24 not supported on Android
|
|
#elif defined(USE_DEPTH_TEXTURE)
|
|
// NOTE: We can also use a texture for depth buffer (GL_ARB_depth_texture/GL_OES_depth_texture extension required)
|
|
// A renderbuffer is simpler than a texture and could offer better performance on embedded devices
|
|
glGenTextures(1, &target.depth.id);
|
|
glBindTexture(GL_TEXTURE_2D, target.depth.id);
|
|
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_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
#endif
|
|
|
|
// Create the framebuffer object
|
|
glGenFramebuffers(1, &target.id);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, target.id);
|
|
|
|
// Attach color texture and depth renderbuffer to FBO
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, target.texture.id, 0);
|
|
#if defined(USE_DEPTH_RENDERBUFFER)
|
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, target.depth.id);
|
|
#elif defined(USE_DEPTH_TEXTURE)
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, target.depth.id, 0);
|
|
#endif
|
|
|
|
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
|
|
|
if (status != GL_FRAMEBUFFER_COMPLETE)
|
|
{
|
|
TraceLog(WARNING, "Framebuffer object could not be created...");
|
|
|
|
switch (status)
|
|
{
|
|
case GL_FRAMEBUFFER_UNSUPPORTED: TraceLog(WARNING, "Framebuffer is unsupported"); break;
|
|
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TraceLog(WARNING, "Framebuffer incomplete attachment"); break;
|
|
#if defined(GRAPHICS_API_OPENGL_ES2)
|
|
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: TraceLog(WARNING, "Framebuffer incomplete dimensions"); break;
|
|
#endif
|
|
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TraceLog(WARNING, "Framebuffer incomplete missing attachment"); break;
|
|
default: break;
|
|
}
|
|
|
|
glDeleteTextures(1, &target.texture.id);
|
|
glDeleteTextures(1, &target.depth.id);
|
|
glDeleteFramebuffers(1, &target.id);
|
|
}
|
|
else TraceLog(INFO, "[FBO ID %i] Framebuffer object created successfully", target.id);
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
#endif
|
|
|
|
return target;
|
|
}
|
|
|
|
// Update already loaded texture in GPU with new data
|
|
void rlglUpdateTexture(unsigned int id, int width, int height, int format, void *data)
|
|
{
|
|
glBindTexture(GL_TEXTURE_2D, id);
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_33)
|
|
switch (format)
|
|
{
|
|
case UNCOMPRESSED_GRAYSCALE: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RED, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
|
|
case UNCOMPRESSED_GRAY_ALPHA: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RG, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
|
|
case UNCOMPRESSED_R5G6B5: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, (unsigned short *)data); break;
|
|
case UNCOMPRESSED_R8G8B8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
|
|
case UNCOMPRESSED_R5G5B5A1: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, (unsigned short *)data); break;
|
|
case UNCOMPRESSED_R4G4B4A4: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned short *)data); break;
|
|
case UNCOMPRESSED_R8G8B8A8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
|
|
default: TraceLog(WARNING, "Texture format updating not supported"); break;
|
|
}
|
|
#elif defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
// NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA
|
|
switch (format)
|
|
{
|
|
case UNCOMPRESSED_GRAYSCALE: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_LUMINANCE, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
|
|
case UNCOMPRESSED_GRAY_ALPHA: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
|
|
case UNCOMPRESSED_R5G6B5: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, (unsigned short *)data); break;
|
|
case UNCOMPRESSED_R8G8B8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
|
|
case UNCOMPRESSED_R5G5B5A1: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, (unsigned short *)data); break;
|
|
case UNCOMPRESSED_R4G4B4A4: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned short *)data); break;
|
|
case UNCOMPRESSED_R8G8B8A8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
|
|
default: TraceLog(WARNING, "Texture format updating not supported"); break;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// Generate mipmap data for selected texture
|
|
void rlglGenerateMipmaps(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 ((texIsPOT) || (npotSupported))
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_11)
|
|
// Compute required mipmaps
|
|
void *data = rlglReadTexturePixels(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; // RGBA 32bit only
|
|
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, data + offset);
|
|
|
|
size = mipWidth*mipHeight*4;
|
|
offset += size;
|
|
|
|
mipWidth /= 2;
|
|
mipHeight /= 2;
|
|
}
|
|
|
|
TraceLog(WARNING, "[TEX ID %i] Mipmaps generated manually on CPU side", texture.id);
|
|
|
|
// NOTE: Once mipmaps have been generated and data has been uploaded to GPU VRAM, we can discard RAM data
|
|
free(data);
|
|
|
|
#endif
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
glGenerateMipmap(GL_TEXTURE_2D); // Generate mipmaps automatically
|
|
TraceLog(INFO, "[TEX ID %i] Mipmaps generated automatically", texture.id);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // Activate Trilinear filtering for mipmaps (must be available)
|
|
#endif
|
|
}
|
|
else TraceLog(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 rlglLoadMesh(Mesh *mesh, bool dynamic)
|
|
{
|
|
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
|
|
|
|
int drawHint = GL_STATIC_DRAW;
|
|
if (dynamic) drawHint = GL_DYNAMIC_DRAW;
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
GLuint vaoId = 0; // Vertex Array Objects (VAO)
|
|
GLuint vboId[7]; // Vertex Buffer Objects (VBOs)
|
|
|
|
if (vaoSupported)
|
|
{
|
|
// Initialize Quads VAO (Buffer A)
|
|
glGenVertexArrays(1, &vaoId);
|
|
glBindVertexArray(vaoId);
|
|
}
|
|
|
|
// NOTE: Attributes must be uploaded considering default locations points
|
|
|
|
// Enable vertex attributes: position (shader-location = 0)
|
|
glGenBuffers(1, &vboId[0]);
|
|
glBindBuffer(GL_ARRAY_BUFFER, 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, &vboId[1]);
|
|
glBindBuffer(GL_ARRAY_BUFFER, 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, &vboId[2]);
|
|
glBindBuffer(GL_ARRAY_BUFFER, 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, &vboId[3]);
|
|
glBindBuffer(GL_ARRAY_BUFFER, 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, &vboId[4]);
|
|
glBindBuffer(GL_ARRAY_BUFFER, vboId[4]);
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->tangents, drawHint);
|
|
glVertexAttribPointer(4, 3, GL_FLOAT, 0, 0, 0);
|
|
glEnableVertexAttribArray(4);
|
|
}
|
|
else
|
|
{
|
|
// Default tangents vertex attribute
|
|
glVertexAttrib3f(4, 0.0f, 0.0f, 0.0f);
|
|
glDisableVertexAttribArray(4);
|
|
}
|
|
|
|
// Default texcoord2 vertex attribute (shader-location = 5)
|
|
if (mesh->texcoords2 != NULL)
|
|
{
|
|
glGenBuffers(1, &vboId[5]);
|
|
glBindBuffer(GL_ARRAY_BUFFER, 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 tangents vertex attribute
|
|
glVertexAttrib2f(5, 0.0f, 0.0f);
|
|
glDisableVertexAttribArray(5);
|
|
}
|
|
|
|
if (mesh->indices != NULL)
|
|
{
|
|
glGenBuffers(1, &vboId[6]);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboId[6]);
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned short)*mesh->triangleCount*3, mesh->indices, GL_STATIC_DRAW);
|
|
}
|
|
|
|
|
|
mesh->vboId[0] = vboId[0]; // Vertex position VBO
|
|
mesh->vboId[1] = vboId[1]; // Texcoords VBO
|
|
mesh->vboId[2] = vboId[2]; // Normals VBO
|
|
mesh->vboId[3] = vboId[3]; // Colors VBO
|
|
mesh->vboId[4] = vboId[4]; // Tangents VBO
|
|
mesh->vboId[5] = vboId[5]; // Texcoords2 VBO
|
|
mesh->vboId[6] = vboId[6]; // Indices VBO
|
|
|
|
if (vaoSupported)
|
|
{
|
|
if (vaoId > 0)
|
|
{
|
|
mesh->vaoId = vaoId;
|
|
TraceLog(INFO, "[VAO ID %i] Mesh uploaded successfully to VRAM (GPU)", mesh->vaoId);
|
|
}
|
|
else TraceLog(WARNING, "Mesh could not be uploaded to VRAM (GPU)");
|
|
}
|
|
else
|
|
{
|
|
TraceLog(INFO, "[VBOs] Mesh uploaded successfully to VRAM (GPU)");
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// Update vertex data on GPU (upload new data to one buffer)
|
|
void rlglUpdateMesh(Mesh mesh, int buffer, int numVertex)
|
|
{
|
|
// 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[0]);
|
|
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[2]);
|
|
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[0]);
|
|
if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.tangents, GL_DYNAMIC_DRAW);
|
|
else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.tangents);
|
|
} break;
|
|
case 5: // Update texcoords2 (vertex second texture coordinates)
|
|
{
|
|
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]);
|
|
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);
|
|
}
|
|
|
|
// Draw a 3d mesh with material and transform
|
|
void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_11)
|
|
glEnable(GL_TEXTURE_2D);
|
|
glBindTexture(GL_TEXTURE_2D, material.texDiffuse.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.colDiffuse.r, material.colDiffuse.g, material.colDiffuse.b, material.colDiffuse.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)
|
|
glUseProgram(material.shader.id);
|
|
|
|
// At this point the modelview matrix just contains the view matrix (camera)
|
|
// That's because Begin3dMode() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix()
|
|
Matrix matView = modelview; // View matrix (camera)
|
|
Matrix matProjection = projection; // Projection matrix (perspective)
|
|
|
|
// Calculate model-view matrix combining matModel and matView
|
|
Matrix matModelView = MatrixMultiply(transform, matView); // Transform to camera-space coordinates
|
|
|
|
// Calculate model-view-projection matrix (MVP)
|
|
Matrix matMVP = MatrixMultiply(matModelView, matProjection); // Transform to screen-space coordinates
|
|
|
|
// Send combined model-view-projection matrix to shader
|
|
glUniformMatrix4fv(material.shader.mvpLoc, 1, false, MatrixToFloat(matMVP));
|
|
|
|
// Upload to shader material.colDiffuse
|
|
float vColorDiffuse[4] = { (float)material.colDiffuse.r/255, (float)material.colDiffuse.g/255, (float)material.colDiffuse.b/255, (float)material.colDiffuse.a/255 };
|
|
glUniform4fv(material.shader.tintColorLoc, 1, vColorDiffuse);
|
|
|
|
// Check if using standard shader to get location points
|
|
// NOTE: standard shader specific locations are got at render time to keep Shader struct as simple as possible (with just default shader locations)
|
|
if (material.shader.id == standardShader.id)
|
|
{
|
|
// Send model transformations matrix to shader
|
|
glUniformMatrix4fv(glGetUniformLocation(material.shader.id, "modelMatrix"), 1, false, MatrixToFloat(transform));
|
|
|
|
// Send view transformation matrix to shader. View matrix 8, 9 and 10 are view direction vector axis values (target - position)
|
|
glUniform3f(glGetUniformLocation(material.shader.id, "viewDir"), matView.m8, matView.m9, matView.m10);
|
|
|
|
// Setup shader uniforms for lights
|
|
SetShaderLights(material.shader);
|
|
|
|
// Upload to shader material.colSpecular
|
|
glUniform4f(glGetUniformLocation(material.shader.id, "colTint"), (float)material.colTint.r/255, (float)material.colTint.g/255, (float)material.colTint.b/255, (float)material.colTint.a/255);
|
|
|
|
// Upload to shader material.colAmbient
|
|
glUniform4f(glGetUniformLocation(material.shader.id, "colAmbient"), (float)material.colAmbient.r/255, (float)material.colAmbient.g/255, (float)material.colAmbient.b/255, (float)material.colAmbient.a/255);
|
|
|
|
// Upload to shader material.colSpecular
|
|
glUniform4f(glGetUniformLocation(material.shader.id, "colSpecular"), (float)material.colSpecular.r/255, (float)material.colSpecular.g/255, (float)material.colSpecular.b/255, (float)material.colSpecular.a/255);
|
|
|
|
// Upload to shader glossiness
|
|
glUniform1f(glGetUniformLocation(material.shader.id, "glossiness"), material.glossiness);
|
|
}
|
|
|
|
// Set shader textures (diffuse, normal, specular)
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, material.texDiffuse.id);
|
|
glUniform1i(material.shader.mapTexture0Loc, 0); // Diffuse texture fits in active texture unit 0
|
|
|
|
if ((material.texNormal.id != 0) && (material.shader.mapTexture1Loc != -1))
|
|
{
|
|
// Upload to shader specular map flag
|
|
glUniform1i(glGetUniformLocation(material.shader.id, "useNormal"), 1);
|
|
|
|
glActiveTexture(GL_TEXTURE1);
|
|
glBindTexture(GL_TEXTURE_2D, material.texNormal.id);
|
|
glUniform1i(material.shader.mapTexture1Loc, 1); // Normal texture fits in active texture unit 1
|
|
}
|
|
|
|
if ((material.texSpecular.id != 0) && (material.shader.mapTexture2Loc != -1))
|
|
{
|
|
// Upload to shader specular map flag
|
|
glUniform1i(glGetUniformLocation(material.shader.id, "useSpecular"), 1);
|
|
|
|
glActiveTexture(GL_TEXTURE2);
|
|
glBindTexture(GL_TEXTURE_2D, material.texSpecular.id);
|
|
glUniform1i(material.shader.mapTexture2Loc, 2); // Specular texture fits in active texture unit 2
|
|
}
|
|
|
|
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.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
|
|
glEnableVertexAttribArray(material.shader.vertexLoc);
|
|
|
|
// Bind mesh VBO data: vertex texcoords (shader-location = 1)
|
|
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]);
|
|
glVertexAttribPointer(material.shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
|
|
glEnableVertexAttribArray(material.shader.texcoordLoc);
|
|
|
|
// Bind mesh VBO data: vertex normals (shader-location = 2, if available)
|
|
if (material.shader.normalLoc != -1)
|
|
{
|
|
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]);
|
|
glVertexAttribPointer(material.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
|
|
glEnableVertexAttribArray(material.shader.normalLoc);
|
|
}
|
|
|
|
// Bind mesh VBO data: vertex colors (shader-location = 3, if available) , tangents, texcoords2 (if available)
|
|
if (material.shader.colorLoc != -1)
|
|
{
|
|
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]);
|
|
glVertexAttribPointer(material.shader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
|
|
glEnableVertexAttribArray(material.shader.colorLoc);
|
|
}
|
|
|
|
// Bind mesh VBO data: vertex tangents (shader-location = 4, if available)
|
|
if (material.shader.tangentLoc != -1)
|
|
{
|
|
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]);
|
|
glVertexAttribPointer(material.shader.tangentLoc, 3, GL_FLOAT, 0, 0, 0);
|
|
glEnableVertexAttribArray(material.shader.tangentLoc);
|
|
}
|
|
|
|
// Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available)
|
|
if (material.shader.texcoord2Loc != -1)
|
|
{
|
|
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]);
|
|
glVertexAttribPointer(material.shader.texcoord2Loc, 2, GL_FLOAT, 0, 0, 0);
|
|
glEnableVertexAttribArray(material.shader.texcoord2Loc);
|
|
}
|
|
|
|
if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]);
|
|
}
|
|
|
|
// Draw call!
|
|
if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, 0); // Indexed vertices draw
|
|
else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
|
|
|
|
if (material.texNormal.id != 0)
|
|
{
|
|
glActiveTexture(GL_TEXTURE1);
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
}
|
|
|
|
if (material.texSpecular.id != 0)
|
|
{
|
|
glActiveTexture(GL_TEXTURE2);
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
}
|
|
|
|
glActiveTexture(GL_TEXTURE0); // Set shader active texture to default 0
|
|
glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
|
|
|
|
if (vaoSupported) glBindVertexArray(0); // Unbind VAO
|
|
else
|
|
{
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind VBOs
|
|
if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
}
|
|
|
|
glUseProgram(0); // Unbind shader program
|
|
#endif
|
|
}
|
|
|
|
// Unload mesh data from CPU and GPU
|
|
void rlglUnloadMesh(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);
|
|
|
|
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 *rlglReadScreenPixels(int width, int height)
|
|
{
|
|
unsigned char *screenData = (unsigned char *)malloc(width*height*sizeof(unsigned char)*4);
|
|
|
|
// NOTE: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer
|
|
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, screenData);
|
|
|
|
// Flip image vertically!
|
|
unsigned char *imgData = (unsigned char *)malloc(width*height*sizeof(unsigned char)*4);
|
|
|
|
for (int y = height - 1; y >= 0; y--)
|
|
{
|
|
for (int x = 0; x < (width*4); x++)
|
|
{
|
|
// Flip line
|
|
imgData[((height - 1) - y)*width*4 + x] = screenData[(y*width*4) + x];
|
|
|
|
// 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
|
|
// NOTE: 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.
|
|
void *rlglReadTexturePixels(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)
|
|
/*
|
|
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);
|
|
// Other texture info: GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE
|
|
*/
|
|
|
|
int glFormat = 0, glType = 0;
|
|
|
|
unsigned int size = texture.width*texture.height;
|
|
|
|
// NOTE: GL_LUMINANCE and GL_LUMINANCE_ALPHA are removed since OpenGL 3.1
|
|
// Must be replaced by GL_RED and GL_RG on Core OpenGL 3.3
|
|
|
|
switch (texture.format)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_11)
|
|
case UNCOMPRESSED_GRAYSCALE: pixels = (unsigned char *)malloc(size); glFormat = GL_LUMINANCE; glType = GL_UNSIGNED_BYTE; break; // 8 bit per pixel (no alpha)
|
|
case UNCOMPRESSED_GRAY_ALPHA: pixels = (unsigned char *)malloc(size*2); glFormat = GL_LUMINANCE_ALPHA; glType = GL_UNSIGNED_BYTE; break; // 16 bpp (2 channels)
|
|
#elif defined(GRAPHICS_API_OPENGL_33)
|
|
case UNCOMPRESSED_GRAYSCALE: pixels = (unsigned char *)malloc(size); glFormat = GL_RED; glType = GL_UNSIGNED_BYTE; break;
|
|
case UNCOMPRESSED_GRAY_ALPHA: pixels = (unsigned char *)malloc(size*2); glFormat = GL_RG; glType = GL_UNSIGNED_BYTE; break;
|
|
#endif
|
|
case UNCOMPRESSED_R5G6B5: pixels = (unsigned short *)malloc(size); glFormat = GL_RGB; glType = GL_UNSIGNED_SHORT_5_6_5; break; // 16 bpp
|
|
case UNCOMPRESSED_R8G8B8: pixels = (unsigned char *)malloc(size*3); glFormat = GL_RGB; glType = GL_UNSIGNED_BYTE; break; // 24 bpp
|
|
case UNCOMPRESSED_R5G5B5A1: pixels = (unsigned short *)malloc(size); glFormat = GL_RGBA; glType = GL_UNSIGNED_SHORT_5_5_5_1; break; // 16 bpp (1 bit alpha)
|
|
case UNCOMPRESSED_R4G4B4A4: pixels = (unsigned short *)malloc(size); glFormat = GL_RGBA; glType = GL_UNSIGNED_SHORT_4_4_4_4; break; // 16 bpp (4 bit alpha)
|
|
case UNCOMPRESSED_R8G8B8A8: pixels = (unsigned char *)malloc(size*4); glFormat = GL_RGBA; glType = GL_UNSIGNED_BYTE; break; // 32 bpp
|
|
default: TraceLog(WARNING, "Texture data retrieval, format not suported"); break;
|
|
}
|
|
|
|
// 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);
|
|
|
|
glGetTexImage(GL_TEXTURE_2D, 0, glFormat, glType, pixels);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
#endif
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
RenderTexture2D fbo = rlglLoadRenderTexture(texture.width, texture.height);
|
|
|
|
// NOTE: Two possible Options:
|
|
// 1 - Bind texture to color fbo attachment and glReadPixels()
|
|
// 2 - Create an fbo, activate it, render quad with texture, glReadPixels()
|
|
|
|
#define GET_TEXTURE_FBO_OPTION_1 // It works
|
|
|
|
#if defined(GET_TEXTURE_FBO_OPTION_1)
|
|
glBindFramebuffer(GL_FRAMEBUFFER, fbo.id);
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
// Attach our texture to FBO -> Texture must be RGB
|
|
// NOTE: Previoust attached texture is automatically detached
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.id, 0);
|
|
|
|
pixels = (unsigned char *)malloc(texture.width*texture.height*4*sizeof(unsigned char));
|
|
|
|
// NOTE: Despite FBO color texture is RGB, we read data as RGBA... reading as RGB doesn't work... o__O
|
|
glReadPixels(0, 0, texture.width, texture.height, GL_RGBA, GL_UNSIGNED_BYTE, 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);
|
|
|
|
#elif defined(GET_TEXTURE_FBO_OPTION_2)
|
|
// Render texture to fbo
|
|
glBindFramebuffer(GL_FRAMEBUFFER, fbo.id);
|
|
|
|
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
|
glClearDepthf(1.0f);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
glViewport(0, 0, width, height);
|
|
//glMatrixMode(GL_PROJECTION);
|
|
//glLoadIdentity();
|
|
rlOrtho(0.0, width, height, 0.0, 0.0, 1.0);
|
|
//glMatrixMode(GL_MODELVIEW);
|
|
//glLoadIdentity();
|
|
//glDisable(GL_TEXTURE_2D);
|
|
//glDisable(GL_BLEND);
|
|
glEnable(GL_DEPTH_TEST);
|
|
|
|
Model quad;
|
|
//quad.mesh = GenMeshQuad(width, height);
|
|
quad.transform = MatrixIdentity();
|
|
quad.shader = defaultShader;
|
|
|
|
DrawModel(quad, (Vector3){ 0.0f, 0.0f, 0.0f }, 1.0f, WHITE);
|
|
|
|
pixels = (unsigned char *)malloc(texture.width*texture.height*3*sizeof(unsigned char));
|
|
|
|
glReadPixels(0, 0, texture.width, texture.height, GL_RGB, GL_UNSIGNED_BYTE, pixels);
|
|
|
|
// Bind framebuffer 0, which means render to back buffer
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
UnloadModel(quad);
|
|
#endif // GET_TEXTURE_FBO_OPTION
|
|
|
|
// 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 GetDefaultTexture(void)
|
|
{
|
|
Texture2D texture;
|
|
|
|
texture.id = whiteTexture;
|
|
texture.width = 1;
|
|
texture.height = 1;
|
|
texture.mipmaps = 1;
|
|
texture.format = UNCOMPRESSED_R8G8B8A8;
|
|
|
|
return texture;
|
|
}
|
|
|
|
// Load a custom shader and bind default locations
|
|
Shader LoadShader(char *vsFileName, char *fsFileName)
|
|
{
|
|
Shader shader = { 0 };
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
// Shaders loading from external text file
|
|
char *vShaderStr = ReadTextFile(vsFileName);
|
|
char *fShaderStr = ReadTextFile(fsFileName);
|
|
|
|
if ((vShaderStr != NULL) && (fShaderStr != NULL))
|
|
{
|
|
shader.id = LoadShaderProgram(vShaderStr, fShaderStr);
|
|
|
|
// After shader loading, we try to load default location names
|
|
if (shader.id != 0) LoadDefaultShaderLocations(&shader);
|
|
|
|
// Shader strings must be freed
|
|
free(vShaderStr);
|
|
free(fShaderStr);
|
|
}
|
|
|
|
if (shader.id == 0)
|
|
{
|
|
TraceLog(WARNING, "Custom shader could not be loaded");
|
|
shader = defaultShader;
|
|
}
|
|
#endif
|
|
|
|
return shader;
|
|
}
|
|
|
|
// Unload a custom shader from memory
|
|
void UnloadShader(Shader shader)
|
|
{
|
|
if (shader.id != 0)
|
|
{
|
|
rlDeleteShader(shader.id);
|
|
TraceLog(INFO, "[SHDR ID %i] Unloaded shader program data", shader.id);
|
|
}
|
|
}
|
|
|
|
// Set custom shader to be used on batch draw
|
|
void SetCustomShader(Shader shader)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
if (currentShader.id != shader.id)
|
|
{
|
|
rlglDraw();
|
|
currentShader = shader;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// Set default shader to be used in batch draw
|
|
void SetDefaultShader(void)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
SetCustomShader(defaultShader);
|
|
#endif
|
|
}
|
|
|
|
// Get default shader
|
|
Shader GetDefaultShader(void)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
return defaultShader;
|
|
#else
|
|
Shader shader = { 0 };
|
|
return shader;
|
|
#endif
|
|
}
|
|
|
|
// Get default shader
|
|
Shader GetStandardShader(void)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
return standardShader;
|
|
#else
|
|
Shader shader = { 0 };
|
|
return shader;
|
|
#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(WARNING, "[SHDR ID %i] Shader location for %s could not be found", shader.id, uniformName);
|
|
#endif
|
|
return location;
|
|
}
|
|
|
|
// Set shader uniform value (float)
|
|
void SetShaderValue(Shader shader, int uniformLoc, float *value, int size)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
glUseProgram(shader.id);
|
|
|
|
if (size == 1) glUniform1fv(uniformLoc, 1, value); // Shader uniform type: float
|
|
else if (size == 2) glUniform2fv(uniformLoc, 1, value); // Shader uniform type: vec2
|
|
else if (size == 3) glUniform3fv(uniformLoc, 1, value); // Shader uniform type: vec3
|
|
else if (size == 4) glUniform4fv(uniformLoc, 1, value); // Shader uniform type: vec4
|
|
else TraceLog(WARNING, "Shader value float array size not supported");
|
|
|
|
glUseProgram(0);
|
|
#endif
|
|
}
|
|
|
|
// Set shader uniform value (int)
|
|
void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size)
|
|
{
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
glUseProgram(shader.id);
|
|
|
|
if (size == 1) glUniform1iv(uniformLoc, 1, value); // Shader uniform type: int
|
|
else if (size == 2) glUniform2iv(uniformLoc, 1, value); // Shader uniform type: ivec2
|
|
else if (size == 3) glUniform3iv(uniformLoc, 1, value); // Shader uniform type: ivec3
|
|
else if (size == 4) glUniform4iv(uniformLoc, 1, value); // Shader uniform type: ivec4
|
|
else TraceLog(WARNING, "Shader value int array size not supported");
|
|
|
|
glUseProgram(0);
|
|
#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 blending mode (alpha, additive, multiplied)
|
|
// NOTE: Only 3 blending modes predefined
|
|
void SetBlendMode(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;
|
|
}
|
|
}
|
|
|
|
// Create a new light, initialize it and add to pool
|
|
Light CreateLight(int type, Vector3 position, Color diffuse)
|
|
{
|
|
// Allocate dynamic memory
|
|
Light light = (Light)malloc(sizeof(LightData));
|
|
|
|
// Initialize light values with generic values
|
|
light->id = lightsCount;
|
|
light->type = type;
|
|
light->enabled = true;
|
|
|
|
light->position = position;
|
|
light->target = (Vector3){ 0.0f, 0.0f, 0.0f };
|
|
light->intensity = 1.0f;
|
|
light->diffuse = diffuse;
|
|
|
|
// Add new light to the array
|
|
lights[lightsCount] = light;
|
|
|
|
// Increase enabled lights count
|
|
lightsCount++;
|
|
|
|
return light;
|
|
}
|
|
|
|
// Draw all created lights in 3D world
|
|
void DrawLights(void)
|
|
{
|
|
for (int i = 0; i < lightsCount; i++)
|
|
{
|
|
switch (lights[i]->type)
|
|
{
|
|
case LIGHT_POINT:
|
|
{
|
|
DrawSphereWires(lights[i]->position, 0.3f*lights[i]->intensity, 4, 8, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
|
|
Draw3DCircle(lights[i]->position, lights[i]->radius, 0.0f, (Vector3){ 0, 0, 0 }, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
|
|
Draw3DCircle(lights[i]->position, lights[i]->radius, 90.0f, (Vector3){ 1, 0, 0 }, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
|
|
Draw3DCircle(lights[i]->position, lights[i]->radius, 90.0f, (Vector3){ 0, 1, 0 }, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
|
|
} break;
|
|
case LIGHT_DIRECTIONAL:
|
|
{
|
|
Draw3DLine(lights[i]->position, lights[i]->target, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
|
|
DrawSphereWires(lights[i]->position, 0.3f*lights[i]->intensity, 4, 8, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
|
|
DrawCubeWires(lights[i]->target, 0.3f, 0.3f, 0.3f, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
|
|
} break;
|
|
case LIGHT_SPOT:
|
|
{
|
|
Draw3DLine(lights[i]->position, lights[i]->target, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
|
|
DrawCylinderWires(lights[i]->position, 0.0f, 0.3f*lights[i]->coneAngle/50, 0.6f, 5, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
|
|
DrawCubeWires(lights[i]->target, 0.3f, 0.3f, 0.3f, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
|
|
} break;
|
|
default: break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Destroy a light and take it out of the list
|
|
void DestroyLight(Light light)
|
|
{
|
|
// Free dynamic memory allocation
|
|
free(lights[light->id]);
|
|
|
|
// Remove *obj from the pointers array
|
|
for (int i = light->id; i < lightsCount; i++)
|
|
{
|
|
// Resort all the following pointers of the array
|
|
if ((i + 1) < lightsCount)
|
|
{
|
|
lights[i] = lights[i + 1];
|
|
lights[i]->id = lights[i + 1]->id;
|
|
}
|
|
else free(lights[i]);
|
|
}
|
|
|
|
// Decrease enabled physic objects count
|
|
lightsCount--;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Module specific Functions Definition
|
|
//----------------------------------------------------------------------------------
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
// Convert image data to OpenGL texture (returns OpenGL valid Id)
|
|
// NOTE: Expected compressed image data and POT image
|
|
static void LoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int compressedFormat)
|
|
{
|
|
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
|
|
|
int blockSize = 0; // Bytes every block
|
|
int offset = 0;
|
|
|
|
if ((compressedFormat == GL_COMPRESSED_RGB_S3TC_DXT1_EXT) ||
|
|
(compressedFormat == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT) ||
|
|
#if defined(GRAPHICS_API_OPENGL_ES2)
|
|
(compressedFormat == GL_ETC1_RGB8_OES) ||
|
|
#endif
|
|
(compressedFormat == GL_COMPRESSED_RGB8_ETC2)) blockSize = 8;
|
|
else blockSize = 16;
|
|
|
|
// Load the mipmap levels
|
|
for (int level = 0; level < mipmapCount && (width || height); level++)
|
|
{
|
|
unsigned int size = 0;
|
|
|
|
size = ((width + 3)/4)*((height + 3)/4)*blockSize;
|
|
|
|
glCompressedTexImage2D(GL_TEXTURE_2D, level, compressedFormat, width, height, 0, size, data + offset);
|
|
|
|
offset += size;
|
|
width /= 2;
|
|
height /= 2;
|
|
|
|
// Security check for NPOT textures
|
|
if (width < 1) width = 1;
|
|
if (height < 1) height = 1;
|
|
}
|
|
}
|
|
|
|
// Load custom shader strings and return program id
|
|
static unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr)
|
|
{
|
|
unsigned int program = 0;
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
GLuint vertexShader;
|
|
GLuint fragmentShader;
|
|
|
|
vertexShader = glCreateShader(GL_VERTEX_SHADER);
|
|
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
|
|
|
|
const char *pvs = vShaderStr;
|
|
const char *pfs = fShaderStr;
|
|
|
|
glShaderSource(vertexShader, 1, &pvs, NULL);
|
|
glShaderSource(fragmentShader, 1, &pfs, NULL);
|
|
|
|
GLint success = 0;
|
|
|
|
glCompileShader(vertexShader);
|
|
|
|
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
|
|
|
|
if (success != GL_TRUE)
|
|
{
|
|
TraceLog(WARNING, "[VSHDR ID %i] Failed to compile vertex shader...", vertexShader);
|
|
|
|
int maxLength = 0;
|
|
int length;
|
|
|
|
glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &maxLength);
|
|
|
|
char log[maxLength];
|
|
|
|
glGetShaderInfoLog(vertexShader, maxLength, &length, log);
|
|
|
|
TraceLog(INFO, "%s", log);
|
|
}
|
|
else TraceLog(INFO, "[VSHDR ID %i] Vertex shader compiled successfully", vertexShader);
|
|
|
|
glCompileShader(fragmentShader);
|
|
|
|
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
|
|
|
|
if (success != GL_TRUE)
|
|
{
|
|
TraceLog(WARNING, "[FSHDR ID %i] Failed to compile fragment shader...", fragmentShader);
|
|
|
|
int maxLength = 0;
|
|
int length;
|
|
|
|
glGetShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &maxLength);
|
|
|
|
char log[maxLength];
|
|
|
|
glGetShaderInfoLog(fragmentShader, maxLength, &length, log);
|
|
|
|
TraceLog(INFO, "%s", log);
|
|
}
|
|
else TraceLog(INFO, "[FSHDR ID %i] Fragment shader compiled successfully", fragmentShader);
|
|
|
|
program = glCreateProgram();
|
|
|
|
glAttachShader(program, vertexShader);
|
|
glAttachShader(program, fragmentShader);
|
|
|
|
// 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(WARNING, "[SHDR ID %i] Failed to link shader program...", program);
|
|
|
|
int maxLength = 0;
|
|
int length;
|
|
|
|
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
|
|
|
|
char log[maxLength];
|
|
|
|
glGetProgramInfoLog(program, maxLength, &length, log);
|
|
|
|
TraceLog(INFO, "%s", log);
|
|
|
|
glDeleteProgram(program);
|
|
|
|
program = 0;
|
|
}
|
|
else TraceLog(INFO, "[SHDR ID %i] Shader program loaded successfully", program);
|
|
|
|
glDeleteShader(vertexShader);
|
|
glDeleteShader(fragmentShader);
|
|
#endif
|
|
return program;
|
|
}
|
|
|
|
|
|
// Load default shader (just vertex positioning and texture coloring)
|
|
// NOTE: This shader program is used for batch buffers (lines, triangles, quads)
|
|
static Shader LoadDefaultShader(void)
|
|
{
|
|
Shader shader;
|
|
|
|
// Vertex shader directly defined, no external file required
|
|
#if defined(GRAPHICS_API_OPENGL_33)
|
|
char vShaderStr[] = "#version 330 \n"
|
|
"in vec3 vertexPosition; \n"
|
|
"in vec2 vertexTexCoord; \n"
|
|
"in vec4 vertexColor; \n"
|
|
"out vec2 fragTexCoord; \n"
|
|
"out vec4 fragColor; \n"
|
|
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
|
char vShaderStr[] = "#version 100 \n"
|
|
"attribute vec3 vertexPosition; \n"
|
|
"attribute vec2 vertexTexCoord; \n"
|
|
"attribute vec4 vertexColor; \n"
|
|
"varying vec2 fragTexCoord; \n"
|
|
"varying vec4 fragColor; \n"
|
|
#endif
|
|
"uniform mat4 mvpMatrix; \n"
|
|
"void main() \n"
|
|
"{ \n"
|
|
" fragTexCoord = vertexTexCoord; \n"
|
|
" fragColor = vertexColor; \n"
|
|
" gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); \n"
|
|
"} \n";
|
|
|
|
// Fragment shader directly defined, no external file required
|
|
#if defined(GRAPHICS_API_OPENGL_33)
|
|
char fShaderStr[] = "#version 330 \n"
|
|
"in vec2 fragTexCoord; \n"
|
|
"in vec4 fragColor; \n"
|
|
"out vec4 finalColor; \n"
|
|
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
|
char fShaderStr[] = "#version 100 \n"
|
|
"precision mediump float; \n" // precision required for OpenGL ES2 (WebGL)
|
|
"varying vec2 fragTexCoord; \n"
|
|
"varying vec4 fragColor; \n"
|
|
#endif
|
|
"uniform sampler2D texture0; \n"
|
|
"uniform vec4 colDiffuse; \n"
|
|
"void main() \n"
|
|
"{ \n"
|
|
#if defined(GRAPHICS_API_OPENGL_33)
|
|
" vec4 texelColor = texture(texture0, fragTexCoord); \n"
|
|
" finalColor = texelColor*colDiffuse*fragColor; \n"
|
|
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
|
" vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0
|
|
" gl_FragColor = texelColor*colDiffuse*fragColor; \n"
|
|
#endif
|
|
"} \n";
|
|
|
|
shader.id = LoadShaderProgram(vShaderStr, fShaderStr);
|
|
|
|
if (shader.id != 0) TraceLog(INFO, "[SHDR ID %i] Default shader loaded successfully", shader.id);
|
|
else TraceLog(WARNING, "[SHDR ID %i] Default shader could not be loaded", shader.id);
|
|
|
|
if (shader.id != 0) LoadDefaultShaderLocations(&shader);
|
|
|
|
return shader;
|
|
}
|
|
|
|
// Load standard shader
|
|
// NOTE: This shader supports:
|
|
// - Up to 3 different maps: diffuse, normal, specular
|
|
// - Material properties: colAmbient, colDiffuse, colSpecular, glossiness
|
|
// - Up to 8 lights: Point, Directional or Spot
|
|
static Shader LoadStandardShader(void)
|
|
{
|
|
// Load standard shader (TODO: rewrite as char pointers)
|
|
Shader shader = LoadShader("resources/shaders/standard.vs", "resources/shaders/standard.fs");
|
|
|
|
if (shader.id != 0) TraceLog(INFO, "[SHDR ID %i] Standard shader loaded successfully", shader.id);
|
|
else TraceLog(WARNING, "[SHDR ID %i] Standard shader could not be loaded", shader.id);
|
|
|
|
if (shader.id != 0) LoadDefaultShaderLocations(&shader);
|
|
|
|
return shader;
|
|
}
|
|
|
|
// Get location handlers to for shader attributes and uniforms
|
|
// NOTE: If any location is not found, loc point becomes -1
|
|
static void LoadDefaultShaderLocations(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->vertexLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_POSITION_NAME);
|
|
shader->texcoordLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD_NAME);
|
|
shader->texcoord2Loc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD2_NAME);
|
|
shader->normalLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_NORMAL_NAME);
|
|
shader->tangentLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TANGENT_NAME);
|
|
shader->colorLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_COLOR_NAME);
|
|
|
|
// Get handles to GLSL uniform locations (vertex shader)
|
|
shader->mvpLoc = glGetUniformLocation(shader->id, "mvpMatrix");
|
|
|
|
// Get handles to GLSL uniform locations (fragment shader)
|
|
shader->tintColorLoc = glGetUniformLocation(shader->id, "colDiffuse");
|
|
shader->mapTexture0Loc = glGetUniformLocation(shader->id, "texture0");
|
|
shader->mapTexture1Loc = glGetUniformLocation(shader->id, "texture1");
|
|
shader->mapTexture2Loc = glGetUniformLocation(shader->id, "texture2");
|
|
}
|
|
|
|
// Unload default shader
|
|
static void UnloadDefaultShader(void)
|
|
{
|
|
glUseProgram(0);
|
|
|
|
//glDetachShader(defaultShader, vertexShader);
|
|
//glDetachShader(defaultShader, fragmentShader);
|
|
//glDeleteShader(vertexShader); // Already deleted on shader compilation
|
|
//glDeleteShader(fragmentShader); // Already deleted on shader compilation
|
|
glDeleteProgram(defaultShader.id);
|
|
}
|
|
|
|
// Unload standard shader
|
|
static void UnloadStandardShader(void)
|
|
{
|
|
glUseProgram(0);
|
|
|
|
//glDetachShader(defaultShader, vertexShader);
|
|
//glDetachShader(defaultShader, fragmentShader);
|
|
//glDeleteShader(vertexShader); // Already deleted on shader compilation
|
|
//glDeleteShader(fragmentShader); // Already deleted on shader compilation
|
|
glDeleteProgram(standardShader.id);
|
|
}
|
|
|
|
|
|
// Load default internal buffers (lines, triangles, quads)
|
|
static void LoadDefaultBuffers(void)
|
|
{
|
|
// [CPU] Allocate and initialize float array buffers to store vertex data (lines, triangles, quads)
|
|
//--------------------------------------------------------------------------------------------
|
|
|
|
// Lines - Initialize arrays (vertex position and color data)
|
|
lines.vertices = (float *)malloc(sizeof(float)*3*2*MAX_LINES_BATCH); // 3 float by vertex, 2 vertex by line
|
|
lines.colors = (unsigned char *)malloc(sizeof(unsigned char)*4*2*MAX_LINES_BATCH); // 4 float by color, 2 colors by line
|
|
lines.texcoords = NULL;
|
|
lines.indices = NULL;
|
|
|
|
for (int i = 0; i < (3*2*MAX_LINES_BATCH); i++) lines.vertices[i] = 0.0f;
|
|
for (int i = 0; i < (4*2*MAX_LINES_BATCH); i++) lines.colors[i] = 0;
|
|
|
|
lines.vCounter = 0;
|
|
lines.cCounter = 0;
|
|
lines.tcCounter = 0;
|
|
|
|
// Triangles - Initialize arrays (vertex position and color data)
|
|
triangles.vertices = (float *)malloc(sizeof(float)*3*3*MAX_TRIANGLES_BATCH); // 3 float by vertex, 3 vertex by triangle
|
|
triangles.colors = (unsigned char *)malloc(sizeof(unsigned char)*4*3*MAX_TRIANGLES_BATCH); // 4 float by color, 3 colors by triangle
|
|
triangles.texcoords = NULL;
|
|
triangles.indices = NULL;
|
|
|
|
for (int i = 0; i < (3*3*MAX_TRIANGLES_BATCH); i++) triangles.vertices[i] = 0.0f;
|
|
for (int i = 0; i < (4*3*MAX_TRIANGLES_BATCH); i++) triangles.colors[i] = 0;
|
|
|
|
triangles.vCounter = 0;
|
|
triangles.cCounter = 0;
|
|
triangles.tcCounter = 0;
|
|
|
|
// Quads - Initialize arrays (vertex position, texcoord, color data and indexes)
|
|
quads.vertices = (float *)malloc(sizeof(float)*3*4*MAX_QUADS_BATCH); // 3 float by vertex, 4 vertex by quad
|
|
quads.texcoords = (float *)malloc(sizeof(float)*2*4*MAX_QUADS_BATCH); // 2 float by texcoord, 4 texcoord by quad
|
|
quads.colors = (unsigned char *)malloc(sizeof(unsigned char)*4*4*MAX_QUADS_BATCH); // 4 float by color, 4 colors by quad
|
|
#if defined(GRAPHICS_API_OPENGL_33)
|
|
quads.indices = (unsigned int *)malloc(sizeof(int)*6*MAX_QUADS_BATCH); // 6 int by quad (indices)
|
|
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
|
quads.indices = (unsigned short *)malloc(sizeof(short)*6*MAX_QUADS_BATCH); // 6 int by quad (indices)
|
|
#endif
|
|
|
|
for (int i = 0; i < (3*4*MAX_QUADS_BATCH); i++) quads.vertices[i] = 0.0f;
|
|
for (int i = 0; i < (2*4*MAX_QUADS_BATCH); i++) quads.texcoords[i] = 0.0f;
|
|
for (int i = 0; i < (4*4*MAX_QUADS_BATCH); i++) quads.colors[i] = 0;
|
|
|
|
int k = 0;
|
|
|
|
// Indices can be initialized right now
|
|
for (int i = 0; i < (6*MAX_QUADS_BATCH); i+=6)
|
|
{
|
|
quads.indices[i] = 4*k;
|
|
quads.indices[i+1] = 4*k+1;
|
|
quads.indices[i+2] = 4*k+2;
|
|
quads.indices[i+3] = 4*k;
|
|
quads.indices[i+4] = 4*k+2;
|
|
quads.indices[i+5] = 4*k+3;
|
|
|
|
k++;
|
|
}
|
|
|
|
quads.vCounter = 0;
|
|
quads.tcCounter = 0;
|
|
quads.cCounter = 0;
|
|
|
|
TraceLog(INFO, "[CPU] Default buffers initialized successfully (lines, triangles, quads)");
|
|
//--------------------------------------------------------------------------------------------
|
|
|
|
// [GPU] Upload vertex data and initialize VAOs/VBOs (lines, triangles, quads)
|
|
// NOTE: Default buffers are linked to use currentShader (defaultShader)
|
|
//--------------------------------------------------------------------------------------------
|
|
|
|
// Upload and link lines vertex buffers
|
|
if (vaoSupported)
|
|
{
|
|
// Initialize Lines VAO
|
|
glGenVertexArrays(1, &lines.vaoId);
|
|
glBindVertexArray(lines.vaoId);
|
|
}
|
|
|
|
// Lines - Vertex buffers binding and attributes enable
|
|
// Vertex position buffer (shader-location = 0)
|
|
glGenBuffers(2, &lines.vboId[0]);
|
|
glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[0]);
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*2*MAX_LINES_BATCH, lines.vertices, GL_DYNAMIC_DRAW);
|
|
glEnableVertexAttribArray(currentShader.vertexLoc);
|
|
glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
|
|
|
|
// Vertex color buffer (shader-location = 3)
|
|
glGenBuffers(2, &lines.vboId[1]);
|
|
glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[1]);
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*2*MAX_LINES_BATCH, lines.colors, GL_DYNAMIC_DRAW);
|
|
glEnableVertexAttribArray(currentShader.colorLoc);
|
|
glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
|
|
|
|
if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers VAO initialized successfully (lines)", lines.vaoId);
|
|
else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully (lines)", lines.vboId[0], lines.vboId[1]);
|
|
|
|
// Upload and link triangles vertex buffers
|
|
if (vaoSupported)
|
|
{
|
|
// Initialize Triangles VAO
|
|
glGenVertexArrays(1, &triangles.vaoId);
|
|
glBindVertexArray(triangles.vaoId);
|
|
}
|
|
|
|
// Triangles - Vertex buffers binding and attributes enable
|
|
// Vertex position buffer (shader-location = 0)
|
|
glGenBuffers(1, &triangles.vboId[0]);
|
|
glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[0]);
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*3*MAX_TRIANGLES_BATCH, triangles.vertices, GL_DYNAMIC_DRAW);
|
|
glEnableVertexAttribArray(currentShader.vertexLoc);
|
|
glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
|
|
|
|
// Vertex color buffer (shader-location = 3)
|
|
glGenBuffers(1, &triangles.vboId[1]);
|
|
glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[1]);
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW);
|
|
glEnableVertexAttribArray(currentShader.colorLoc);
|
|
glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
|
|
|
|
if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers VAO initialized successfully (triangles)", triangles.vaoId);
|
|
else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully(triangles)", triangles.vboId[0], triangles.vboId[1]);
|
|
|
|
// Upload and link quads vertex buffers
|
|
if (vaoSupported)
|
|
{
|
|
// Initialize Quads VAO
|
|
glGenVertexArrays(1, &quads.vaoId);
|
|
glBindVertexArray(quads.vaoId);
|
|
}
|
|
|
|
// Quads - Vertex buffers binding and attributes enable
|
|
// Vertex position buffer (shader-location = 0)
|
|
glGenBuffers(1, &quads.vboId[0]);
|
|
glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[0]);
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW);
|
|
glEnableVertexAttribArray(currentShader.vertexLoc);
|
|
glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
|
|
|
|
// Vertex texcoord buffer (shader-location = 1)
|
|
glGenBuffers(1, &quads.vboId[1]);
|
|
glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[1]);
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW);
|
|
glEnableVertexAttribArray(currentShader.texcoordLoc);
|
|
glVertexAttribPointer(currentShader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
|
|
|
|
// Vertex color buffer (shader-location = 3)
|
|
glGenBuffers(1, &quads.vboId[2]);
|
|
glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[2]);
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW);
|
|
glEnableVertexAttribArray(currentShader.colorLoc);
|
|
glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
|
|
|
|
// Fill index buffer
|
|
glGenBuffers(1, &quads.vboId[3]);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]);
|
|
#if defined(GRAPHICS_API_OPENGL_33)
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int)*6*MAX_QUADS_BATCH, quads.indices, GL_STATIC_DRAW);
|
|
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(short)*6*MAX_QUADS_BATCH, quads.indices, GL_STATIC_DRAW);
|
|
#endif
|
|
|
|
if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers VAO initialized successfully (quads)", quads.vaoId);
|
|
else TraceLog(INFO, "[VBO ID %i][VBO ID %i][VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully (quads)", quads.vboId[0], quads.vboId[1], quads.vboId[2], quads.vboId[3]);
|
|
|
|
// 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 UpdateDefaultBuffers(void)
|
|
{
|
|
// Update lines vertex buffers
|
|
if (lines.vCounter > 0)
|
|
{
|
|
// Activate Lines VAO
|
|
if (vaoSupported) glBindVertexArray(lines.vaoId);
|
|
|
|
// Lines - vertex positions buffer
|
|
glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[0]);
|
|
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*2*MAX_LINES_BATCH, lines.vertices, GL_DYNAMIC_DRAW);
|
|
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*lines.vCounter, lines.vertices); // target - offset (in bytes) - size (in bytes) - data pointer
|
|
|
|
// Lines - colors buffer
|
|
glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[1]);
|
|
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*2*MAX_LINES_BATCH, lines.colors, GL_DYNAMIC_DRAW);
|
|
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*lines.cCounter, lines.colors);
|
|
}
|
|
|
|
// Update triangles vertex buffers
|
|
if (triangles.vCounter > 0)
|
|
{
|
|
// Activate Triangles VAO
|
|
if (vaoSupported) glBindVertexArray(triangles.vaoId);
|
|
|
|
// Triangles - vertex positions buffer
|
|
glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[0]);
|
|
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*3*MAX_TRIANGLES_BATCH, triangles.vertices, GL_DYNAMIC_DRAW);
|
|
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*triangles.vCounter, triangles.vertices);
|
|
|
|
// Triangles - colors buffer
|
|
glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[1]);
|
|
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW);
|
|
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*triangles.cCounter, triangles.colors);
|
|
}
|
|
|
|
// Update quads vertex buffers
|
|
if (quads.vCounter > 0)
|
|
{
|
|
// Activate Quads VAO
|
|
if (vaoSupported) glBindVertexArray(quads.vaoId);
|
|
|
|
// Quads - vertex positions buffer
|
|
glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[0]);
|
|
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW);
|
|
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*quads.vCounter, quads.vertices);
|
|
|
|
// Quads - texture coordinates buffer
|
|
glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[1]);
|
|
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW);
|
|
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*quads.vCounter, quads.texcoords);
|
|
|
|
// Quads - colors buffer
|
|
glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[2]);
|
|
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW);
|
|
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*quads.vCounter, quads.colors);
|
|
|
|
// Another option would be using buffer mapping...
|
|
//quads.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
|
|
// Now we can modify vertices
|
|
//glUnmapBuffer(GL_ARRAY_BUFFER);
|
|
}
|
|
//--------------------------------------------------------------
|
|
|
|
// Unbind the current VAO
|
|
if (vaoSupported) glBindVertexArray(0);
|
|
}
|
|
|
|
// Draw default internal buffers vertex data
|
|
// NOTE: We draw in this order: lines, triangles, quads
|
|
static void DrawDefaultBuffers(void)
|
|
{
|
|
// Set current shader and upload current MVP matrix
|
|
if ((lines.vCounter > 0) || (triangles.vCounter > 0) || (quads.vCounter > 0))
|
|
{
|
|
glUseProgram(currentShader.id);
|
|
|
|
// Create modelview-projection matrix
|
|
Matrix matMVP = MatrixMultiply(modelview, projection);
|
|
|
|
glUniformMatrix4fv(currentShader.mvpLoc, 1, false, MatrixToFloat(matMVP));
|
|
glUniform4f(currentShader.tintColorLoc, 1.0f, 1.0f, 1.0f, 1.0f);
|
|
glUniform1i(currentShader.mapTexture0Loc, 0);
|
|
|
|
// NOTE: Additional map textures not considered for default buffers drawing
|
|
}
|
|
|
|
// Draw lines buffers
|
|
if (lines.vCounter > 0)
|
|
{
|
|
glBindTexture(GL_TEXTURE_2D, whiteTexture);
|
|
|
|
if (vaoSupported)
|
|
{
|
|
glBindVertexArray(lines.vaoId);
|
|
}
|
|
else
|
|
{
|
|
// Bind vertex attrib: position (shader-location = 0)
|
|
glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[0]);
|
|
glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
|
|
glEnableVertexAttribArray(currentShader.vertexLoc);
|
|
|
|
// Bind vertex attrib: color (shader-location = 3)
|
|
glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[1]);
|
|
glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
|
|
glEnableVertexAttribArray(currentShader.colorLoc);
|
|
}
|
|
|
|
glDrawArrays(GL_LINES, 0, lines.vCounter);
|
|
|
|
if (!vaoSupported) glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
}
|
|
|
|
// Draw triangles buffers
|
|
if (triangles.vCounter > 0)
|
|
{
|
|
glBindTexture(GL_TEXTURE_2D, whiteTexture);
|
|
|
|
if (vaoSupported)
|
|
{
|
|
glBindVertexArray(triangles.vaoId);
|
|
}
|
|
else
|
|
{
|
|
// Bind vertex attrib: position (shader-location = 0)
|
|
glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[0]);
|
|
glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
|
|
glEnableVertexAttribArray(currentShader.vertexLoc);
|
|
|
|
// Bind vertex attrib: color (shader-location = 3)
|
|
glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[1]);
|
|
glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
|
|
glEnableVertexAttribArray(currentShader.colorLoc);
|
|
}
|
|
|
|
glDrawArrays(GL_TRIANGLES, 0, triangles.vCounter);
|
|
|
|
if (!vaoSupported) glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
}
|
|
|
|
// Draw quads buffers
|
|
if (quads.vCounter > 0)
|
|
{
|
|
int quadsCount = 0;
|
|
int numIndicesToProcess = 0;
|
|
int indicesOffset = 0;
|
|
|
|
if (vaoSupported)
|
|
{
|
|
glBindVertexArray(quads.vaoId);
|
|
}
|
|
else
|
|
{
|
|
// Bind vertex attrib: position (shader-location = 0)
|
|
glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[0]);
|
|
glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
|
|
glEnableVertexAttribArray(currentShader.vertexLoc);
|
|
|
|
// Bind vertex attrib: texcoord (shader-location = 1)
|
|
glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[1]);
|
|
glVertexAttribPointer(currentShader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
|
|
glEnableVertexAttribArray(currentShader.texcoordLoc);
|
|
|
|
// Bind vertex attrib: color (shader-location = 3)
|
|
glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[2]);
|
|
glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
|
|
glEnableVertexAttribArray(currentShader.colorLoc);
|
|
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]);
|
|
}
|
|
|
|
//TraceLog(DEBUG, "Draws required per frame: %i", drawsCounter);
|
|
|
|
for (int i = 0; i < drawsCounter; i++)
|
|
{
|
|
quadsCount = draws[i].vertexCount/4;
|
|
numIndicesToProcess = quadsCount*6; // Get number of Quads * 6 index by Quad
|
|
|
|
//TraceLog(DEBUG, "Quads to render: %i - Vertex Count: %i", quadsCount, draws[i].vertexCount);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, draws[i].textureId);
|
|
|
|
// NOTE: The final parameter tells the GPU the offset in bytes from the start of the index buffer to the location of the first index to process
|
|
#if defined(GRAPHICS_API_OPENGL_33)
|
|
glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_INT, (GLvoid *)(sizeof(GLuint)*indicesOffset));
|
|
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
|
glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_SHORT, (GLvoid *)(sizeof(GLushort)*indicesOffset));
|
|
#endif
|
|
//GLenum err;
|
|
//if ((err = glGetError()) != GL_NO_ERROR) TraceLog(INFO, "OpenGL error: %i", (int)err); //GL_INVALID_ENUM!
|
|
|
|
indicesOffset += draws[i].vertexCount/4*6;
|
|
}
|
|
|
|
if (!vaoSupported)
|
|
{
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
}
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
|
|
}
|
|
|
|
if (vaoSupported) glBindVertexArray(0); // Unbind VAO
|
|
|
|
glUseProgram(0); // Unbind shader program
|
|
|
|
// Reset draws counter
|
|
drawsCounter = 1;
|
|
draws[0].textureId = whiteTexture;
|
|
draws[0].vertexCount = 0;
|
|
|
|
// Reset vertex counters for next frame
|
|
lines.vCounter = 0;
|
|
lines.cCounter = 0;
|
|
triangles.vCounter = 0;
|
|
triangles.cCounter = 0;
|
|
quads.vCounter = 0;
|
|
quads.tcCounter = 0;
|
|
quads.cCounter = 0;
|
|
|
|
// Reset depth for next draw
|
|
currentDepth = -1.0f;
|
|
}
|
|
|
|
// Unload default internal buffers vertex data from CPU and GPU
|
|
static void UnloadDefaultBuffers(void)
|
|
{
|
|
// Unbind everything
|
|
if (vaoSupported) glBindVertexArray(0);
|
|
glDisableVertexAttribArray(0);
|
|
glDisableVertexAttribArray(1);
|
|
glDisableVertexAttribArray(2);
|
|
glDisableVertexAttribArray(3);
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
|
|
// Delete VBOs from GPU (VRAM)
|
|
glDeleteBuffers(1, &lines.vboId[0]);
|
|
glDeleteBuffers(1, &lines.vboId[1]);
|
|
glDeleteBuffers(1, &triangles.vboId[0]);
|
|
glDeleteBuffers(1, &triangles.vboId[1]);
|
|
glDeleteBuffers(1, &quads.vboId[0]);
|
|
glDeleteBuffers(1, &quads.vboId[1]);
|
|
glDeleteBuffers(1, &quads.vboId[2]);
|
|
glDeleteBuffers(1, &quads.vboId[3]);
|
|
|
|
if (vaoSupported)
|
|
{
|
|
// Delete VAOs from GPU (VRAM)
|
|
glDeleteVertexArrays(1, &lines.vaoId);
|
|
glDeleteVertexArrays(1, &triangles.vaoId);
|
|
glDeleteVertexArrays(1, &quads.vaoId);
|
|
}
|
|
|
|
// Free vertex arrays memory from CPU (RAM)
|
|
free(lines.vertices);
|
|
free(lines.colors);
|
|
|
|
free(triangles.vertices);
|
|
free(triangles.colors);
|
|
|
|
free(quads.vertices);
|
|
free(quads.texcoords);
|
|
free(quads.colors);
|
|
free(quads.indices);
|
|
}
|
|
|
|
// Sets shader uniform values for lights array
|
|
// NOTE: It would be far easier with shader UBOs but are not supported on OpenGL ES 2.0f
|
|
static void SetShaderLights(Shader shader)
|
|
{
|
|
int locPoint = glGetUniformLocation(shader.id, "lightsCount");
|
|
glUniform1i(locPoint, lightsCount);
|
|
|
|
char locName[32] = "lights[x].position\0";
|
|
|
|
for (int i = 0; i < lightsCount; i++)
|
|
{
|
|
locName[7] = '0' + i;
|
|
|
|
memcpy(&locName[10], "enabled\0", strlen("enabled\0") + 1);
|
|
locPoint = GetShaderLocation(shader, locName);
|
|
glUniform1i(locPoint, lights[i]->enabled);
|
|
|
|
memcpy(&locName[10], "type\0", strlen("type\0") + 1);
|
|
locPoint = GetShaderLocation(shader, locName);
|
|
glUniform1i(locPoint, lights[i]->type);
|
|
|
|
memcpy(&locName[10], "diffuse\0", strlen("diffuse\0") + 2);
|
|
locPoint = glGetUniformLocation(shader.id, locName);
|
|
glUniform4f(locPoint, (float)lights[i]->diffuse.r/255, (float)lights[i]->diffuse.g/255, (float)lights[i]->diffuse.b/255, (float)lights[i]->diffuse.a/255);
|
|
|
|
memcpy(&locName[10], "intensity\0", strlen("intensity\0"));
|
|
locPoint = glGetUniformLocation(shader.id, locName);
|
|
glUniform1f(locPoint, lights[i]->intensity);
|
|
|
|
switch (lights[i]->type)
|
|
{
|
|
case LIGHT_POINT:
|
|
{
|
|
memcpy(&locName[10], "position\0", strlen("position\0") + 1);
|
|
locPoint = GetShaderLocation(shader, locName);
|
|
glUniform3f(locPoint, lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
|
|
|
|
memcpy(&locName[10], "radius\0", strlen("radius\0") + 2);
|
|
locPoint = GetShaderLocation(shader, locName);
|
|
glUniform1f(locPoint, lights[i]->radius);
|
|
} break;
|
|
case LIGHT_DIRECTIONAL:
|
|
{
|
|
memcpy(&locName[10], "direction\0", strlen("direction\0") + 2);
|
|
locPoint = GetShaderLocation(shader, locName);
|
|
Vector3 direction = { lights[i]->target.x - lights[i]->position.x, lights[i]->target.y - lights[i]->position.y, lights[i]->target.z - lights[i]->position.z };
|
|
VectorNormalize(&direction);
|
|
glUniform3f(locPoint, direction.x, direction.y, direction.z);
|
|
} break;
|
|
case LIGHT_SPOT:
|
|
{
|
|
memcpy(&locName[10], "position\0", strlen("position\0") + 1);
|
|
locPoint = GetShaderLocation(shader, locName);
|
|
glUniform3f(locPoint, lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
|
|
|
|
memcpy(&locName[10], "direction\0", strlen("direction\0") + 2);
|
|
locPoint = GetShaderLocation(shader, locName);
|
|
|
|
Vector3 direction = { lights[i]->target.x - lights[i]->position.x, lights[i]->target.y - lights[i]->position.y, lights[i]->target.z - lights[i]->position.z };
|
|
VectorNormalize(&direction);
|
|
glUniform3f(locPoint, direction.x, direction.y, direction.z);
|
|
|
|
memcpy(&locName[10], "coneAngle\0", strlen("coneAngle\0"));
|
|
locPoint = GetShaderLocation(shader, locName);
|
|
glUniform1f(locPoint, lights[i]->coneAngle);
|
|
} break;
|
|
default: break;
|
|
}
|
|
|
|
// TODO: Pass to the shader any other required data from LightData struct
|
|
}
|
|
}
|
|
|
|
// Read text data from file
|
|
// NOTE: text chars array should be freed manually
|
|
static char *ReadTextFile(const char *fileName)
|
|
{
|
|
FILE *textFile;
|
|
char *text = NULL;
|
|
|
|
int count = 0;
|
|
|
|
if (fileName != NULL)
|
|
{
|
|
textFile = fopen(fileName,"rt");
|
|
|
|
if (textFile != NULL)
|
|
{
|
|
fseek(textFile, 0, SEEK_END);
|
|
count = ftell(textFile);
|
|
rewind(textFile);
|
|
|
|
if (count > 0)
|
|
{
|
|
text = (char *)malloc(sizeof(char)*(count + 1));
|
|
count = fread(text, sizeof(char), count, textFile);
|
|
text[count] = '\0';
|
|
}
|
|
|
|
fclose(textFile);
|
|
}
|
|
else TraceLog(WARNING, "[%s] Text file could not be opened", fileName);
|
|
}
|
|
|
|
return text;
|
|
}
|
|
#endif //defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_11)
|
|
// Mipmaps data is generated after image data
|
|
static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight)
|
|
{
|
|
int mipmapCount = 1; // Required mipmap levels count (including base level)
|
|
int width = baseWidth;
|
|
int height = baseHeight;
|
|
int size = baseWidth*baseHeight*4; // Size in bytes (will include mipmaps...), RGBA only
|
|
|
|
// Count mipmap levels required
|
|
while ((width != 1) && (height != 1))
|
|
{
|
|
if (width != 1) width /= 2;
|
|
if (height != 1) height /= 2;
|
|
|
|
TraceLog(DEBUG, "Next mipmap size: %i x %i", width, height);
|
|
|
|
mipmapCount++;
|
|
|
|
size += (width*height*4); // Add mipmap size (in bytes)
|
|
}
|
|
|
|
TraceLog(DEBUG, "Total mipmaps required: %i", mipmapCount);
|
|
TraceLog(DEBUG, "Total size of data required: %i", size);
|
|
|
|
unsigned char *temp = realloc(data, size);
|
|
|
|
if (temp != NULL) data = temp;
|
|
else TraceLog(WARNING, "Mipmaps required memory could not be allocated");
|
|
|
|
width = baseWidth;
|
|
height = baseHeight;
|
|
size = (width*height*4);
|
|
|
|
// Generate mipmaps
|
|
// NOTE: Every mipmap data is stored after data
|
|
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(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(DEBUG, "Mipmap generated successfully (%ix%i)", width, height);
|
|
|
|
return mipmap;
|
|
}
|
|
#endif
|
|
|
|
#if defined(RLGL_STANDALONE)
|
|
// Output a trace log message
|
|
// NOTE: Expected msgType: (0)Info, (1)Error, (2)Warning
|
|
static void TraceLog(int msgType, const char *text, ...)
|
|
{
|
|
va_list args;
|
|
va_start(args, text);
|
|
|
|
switch (msgType)
|
|
{
|
|
case INFO: fprintf(stdout, "INFO: "); break;
|
|
case ERROR: fprintf(stdout, "ERROR: "); break;
|
|
case WARNING: fprintf(stdout, "WARNING: "); break;
|
|
case DEBUG: fprintf(stdout, "DEBUG: "); break;
|
|
default: break;
|
|
}
|
|
|
|
vfprintf(stdout, text, args);
|
|
fprintf(stdout, "\n");
|
|
|
|
va_end(args);
|
|
|
|
if (msgType == ERROR) exit(1);
|
|
}
|
|
|
|
// Converts Matrix to float array
|
|
// NOTE: Returned vector is a transposed version of the Matrix struct,
|
|
// it should be this way because, despite raymath use OpenGL column-major convention,
|
|
// Matrix struct memory alignment and variables naming are not coherent
|
|
float *MatrixToFloat(Matrix mat)
|
|
{
|
|
static float buffer[16];
|
|
|
|
buffer[0] = mat.m0;
|
|
buffer[1] = mat.m4;
|
|
buffer[2] = mat.m8;
|
|
buffer[3] = mat.m12;
|
|
buffer[4] = mat.m1;
|
|
buffer[5] = mat.m5;
|
|
buffer[6] = mat.m9;
|
|
buffer[7] = mat.m13;
|
|
buffer[8] = mat.m2;
|
|
buffer[9] = mat.m6;
|
|
buffer[10] = mat.m10;
|
|
buffer[11] = mat.m14;
|
|
buffer[12] = mat.m3;
|
|
buffer[13] = mat.m7;
|
|
buffer[14] = mat.m11;
|
|
buffer[15] = mat.m15;
|
|
|
|
return buffer;
|
|
}
|
|
#endif
|