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authorraysan5 <[email protected]>2020-12-24 13:26:30 +0100
committerraysan5 <[email protected]>2020-12-24 13:26:30 +0100
commit83ab2cb01746a869b625c9d84fbb4737146b73a9 (patch)
tree010b0794848d863916e5acb4f766ea9e7ecb6e90 /examples/web/models/rlgl.h
parentd11274dcfcb0f349fba16ab4b83d2b96bcac8d1a (diff)
downloadraylib.com-83ab2cb01746a869b625c9d84fbb4737146b73a9.tar.gz
raylib.com-83ab2cb01746a869b625c9d84fbb4737146b73a9.zip
Updated Web examples to raylib 3.5
Diffstat (limited to 'examples/web/models/rlgl.h')
-rw-r--r--examples/web/models/rlgl.h3062
1 files changed, 1723 insertions, 1339 deletions
diff --git a/examples/web/models/rlgl.h b/examples/web/models/rlgl.h
index 639a107..1b42c64 100644
--- a/examples/web/models/rlgl.h
+++ b/examples/web/models/rlgl.h
@@ -1,6 +1,6 @@
/**********************************************************************************************
*
-* rlgl - raylib OpenGL abstraction layer
+* rlgl v3.1 - raylib OpenGL abstraction layer
*
* rlgl is a wrapper for multiple OpenGL versions (1.1, 2.1, 3.3 Core, ES 2.0) to
* pseudo-OpenGL 1.1 style functions (rlVertex, rlTranslate, rlRotate...).
@@ -39,7 +39,7 @@
*
* LICENSE: zlib/libpng
*
-* Copyright (c) 2014-2019 Ramon Santamaria (@raysan5)
+* Copyright (c) 2014-2020 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
@@ -65,12 +65,20 @@
#define RAYMATH_STANDALONE
#define RAYMATH_HEADER_ONLY
- #if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED)
- #define RLAPI __declspec(dllexport) // We are building raylib as a Win32 shared library (.dll)
- #elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)
- #define RLAPI __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll)
- #else
- #define RLAPI // We are building or using raylib as a static library (or Linux shared library)
+ #define RLAPI // We are building or using rlgl as a static library (or Linux shared library)
+
+ #if defined(_WIN32)
+ #if defined(BUILD_LIBTYPE_SHARED)
+ #define RLAPI __declspec(dllexport) // We are building raylib as a Win32 shared library (.dll)
+ #elif defined(USE_LIBTYPE_SHARED)
+ #define RLAPI __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll)
+ #endif
+ #endif
+
+ // Support TRACELOG macros
+ #if !defined(TRACELOG)
+ #define TRACELOG(level, ...) (void)0
+ #define TRACELOGD(...) (void)0
#endif
// Allow custom memory allocators
@@ -80,11 +88,14 @@
#ifndef RL_CALLOC
#define RL_CALLOC(n,sz) calloc(n,sz)
#endif
+ #ifndef RL_REALLOC
+ #define RL_REALLOC(n,sz) realloc(n,sz)
+ #endif
#ifndef RL_FREE
#define RL_FREE(p) free(p)
#endif
#else
- #include "raylib.h" // Required for: Model, Shader, Texture2D, TraceLog()
+ #include "raylib.h" // Required for: Model, Shader, Texture2D, TRACELOG()
#endif
#include "raymath.h" // Required for: Vector3, Matrix
@@ -114,22 +125,54 @@
#define GRAPHICS_API_OPENGL_33
#endif
+#define SUPPORT_RENDER_TEXTURES_HINT
+
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
-#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
- // This is the maximum amount of elements (quads) per batch
- // NOTE: Be careful with text, every letter maps to a quad
- #define MAX_BATCH_ELEMENTS 8192
-#elif defined(GRAPHICS_API_OPENGL_ES2)
- // We reduce memory sizes for embedded systems (RPI and HTML5)
- // NOTE: On HTML5 (emscripten) this is allocated on heap, by default it's only 16MB!...just take care...
- #define MAX_BATCH_ELEMENTS 2048
+// Default internal render batch limits
+#ifndef DEFAULT_BATCH_BUFFER_ELEMENTS
+ #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
+ // This is the maximum amount of elements (quads) per batch
+ // NOTE: Be careful with text, every letter maps to a quad
+ #define DEFAULT_BATCH_BUFFER_ELEMENTS 8192
+ #elif defined(GRAPHICS_API_OPENGL_ES2)
+ // We reduce memory sizes for embedded systems (RPI and HTML5)
+ // NOTE: On HTML5 (emscripten) this is allocated on heap,
+ // by default it's only 16MB!...just take care...
+ #define DEFAULT_BATCH_BUFFER_ELEMENTS 2048
+ #endif
+#endif
+#ifndef DEFAULT_BATCH_BUFFERS
+ #define DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering)
+#endif
+#ifndef DEFAULT_BATCH_DRAWCALLS
+ #define DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture)
+#endif
+#ifndef MAX_BATCH_ACTIVE_TEXTURES
+ #define MAX_BATCH_ACTIVE_TEXTURES 4 // Maximum number of additional textures that can be activated on batch drawing (SetShaderValueTexture())
#endif
-#define MAX_BATCH_BUFFERING 1 // Max number of buffers for batching (multi-buffering)
-#define MAX_MATRIX_STACK_SIZE 32 // Max size of Matrix stack
-#define MAX_DRAWCALL_REGISTERED 256 // Max draws by state changes (mode, texture)
+// Internal Matrix stack
+#ifndef MAX_MATRIX_STACK_SIZE
+ #define MAX_MATRIX_STACK_SIZE 32 // Maximum size of Matrix stack
+#endif
+
+// Shader and material limits
+#ifndef MAX_SHADER_LOCATIONS
+ #define MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported
+#endif
+#ifndef MAX_MATERIAL_MAPS
+ #define MAX_MATERIAL_MAPS 12 // Maximum number of shader maps supported
+#endif
+
+// Projection matrix culling
+#ifndef RL_CULL_DISTANCE_NEAR
+ #define RL_CULL_DISTANCE_NEAR 0.01 // Default near cull distance
+#endif
+#ifndef RL_CULL_DISTANCE_FAR
+ #define RL_CULL_DISTANCE_FAR 1000.0 // Default far cull distance
+#endif
// Texture parameters (equivalent to OpenGL defines)
#define RL_TEXTURE_WRAP_S 0x2802 // GL_TEXTURE_WRAP_S
@@ -165,7 +208,29 @@
//----------------------------------------------------------------------------------
typedef enum { OPENGL_11 = 1, OPENGL_21, OPENGL_33, OPENGL_ES_20 } GlVersion;
-typedef unsigned char byte;
+typedef enum {
+ RL_ATTACHMENT_COLOR_CHANNEL0 = 0,
+ RL_ATTACHMENT_COLOR_CHANNEL1,
+ RL_ATTACHMENT_COLOR_CHANNEL2,
+ RL_ATTACHMENT_COLOR_CHANNEL3,
+ RL_ATTACHMENT_COLOR_CHANNEL4,
+ RL_ATTACHMENT_COLOR_CHANNEL5,
+ RL_ATTACHMENT_COLOR_CHANNEL6,
+ RL_ATTACHMENT_COLOR_CHANNEL7,
+ RL_ATTACHMENT_DEPTH = 100,
+ RL_ATTACHMENT_STENCIL = 200,
+} FramebufferAttachType;
+
+typedef enum {
+ RL_ATTACHMENT_CUBEMAP_POSITIVE_X = 0,
+ RL_ATTACHMENT_CUBEMAP_NEGATIVE_X,
+ RL_ATTACHMENT_CUBEMAP_POSITIVE_Y,
+ RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y,
+ RL_ATTACHMENT_CUBEMAP_POSITIVE_Z,
+ RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z,
+ RL_ATTACHMENT_TEXTURE2D = 100,
+ RL_ATTACHMENT_RENDERBUFFER = 200,
+} FramebufferTexType;
#if defined(RLGL_STANDALONE)
#ifndef __cplusplus
@@ -181,32 +246,29 @@ typedef unsigned char byte;
unsigned char a;
} Color;
- // Texture2D type
+ // Rectangle type
+ typedef struct Rectangle {
+ float x;
+ float y;
+ float width;
+ float height;
+ } Rectangle;
+
+ // Texture type
// NOTE: Data stored in GPU memory
- typedef struct Texture2D {
+ typedef struct Texture {
unsigned int id; // OpenGL texture id
int width; // Texture base width
int height; // Texture base height
int mipmaps; // Mipmap levels, 1 by default
int format; // Data format (PixelFormat)
- } Texture2D;
-
- // Texture type, same as Texture2D
- typedef Texture2D Texture;
-
- // TextureCubemap type, actually, same as Texture2D
- typedef Texture2D TextureCubemap;
+ } Texture;
- // RenderTexture2D type, for texture rendering
- typedef struct RenderTexture2D {
- unsigned int id; // OpenGL framebuffer (fbo) id
- Texture2D texture; // Color buffer attachment texture
- Texture2D depth; // Depth buffer attachment texture
- bool depthTexture; // Track if depth attachment is a texture or renderbuffer
- } RenderTexture2D;
+ // Texture2D type, same as Texture
+ typedef Texture Texture2D;
- // RenderTexture type, same as RenderTexture2D
- typedef RenderTexture2D RenderTexture;
+ // TextureCubemap type, actually, same as Texture
+ typedef Texture TextureCubemap;
// Vertex data definning a mesh
typedef struct Mesh {
@@ -228,17 +290,13 @@ typedef unsigned char byte;
// OpenGL identifiers
unsigned int vaoId; // OpenGL Vertex Array Object id
- unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data)
+ unsigned int *vboId; // OpenGL Vertex Buffer Objects id (7 types of vertex data)
} Mesh;
- // Shader and material limits
- #define MAX_SHADER_LOCATIONS 32
- #define MAX_MATERIAL_MAPS 12
-
// Shader type (generic)
typedef struct Shader {
- unsigned int id; // Shader program id
- int locs[MAX_SHADER_LOCATIONS]; // Shader locations array
+ unsigned int id; // Shader program id
+ int *locs; // Shader locations array (MAX_SHADER_LOCATIONS)
} Shader;
// Material texture map
@@ -251,7 +309,7 @@ typedef unsigned char byte;
// Material type (generic)
typedef struct Material {
Shader shader; // Material shader
- MaterialMap maps[MAX_MATERIAL_MAPS]; // Material maps
+ MaterialMap *maps; // Material maps (MAX_MATERIAL_MAPS)
float *params; // Material generic parameters (if required)
} Material;
@@ -286,7 +344,6 @@ typedef unsigned char byte;
int eyeViewportLeft[4]; // VR stereo rendering left eye viewport [x, y, w, h]
} VrStereoConfig;
-
// TraceLog message types
typedef enum {
LOG_ALL,
@@ -338,9 +395,12 @@ typedef unsigned char byte;
// Color blending modes (pre-defined)
typedef enum {
- BLEND_ALPHA = 0,
- BLEND_ADDITIVE,
- BLEND_MULTIPLIED
+ BLEND_ALPHA = 0, // Blend textures considering alpha (default)
+ BLEND_ADDITIVE, // Blend textures adding colors
+ BLEND_MULTIPLIED, // Blend textures multiplying colors
+ BLEND_ADD_COLORS, // Blend textures adding colors (alternative)
+ BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative)
+ BLEND_CUSTOM // Belnd textures using custom src/dst factors (use SetBlendModeCustom())
} BlendMode;
// Shader location point type
@@ -436,7 +496,7 @@ RLAPI void rlVertex2f(float x, float y); // Define one vertex (posi
RLAPI void rlVertex3f(float x, float y, float z); // Define one vertex (position) - 3 float
RLAPI void rlTexCoord2f(float x, float y); // Define one vertex (texture coordinate) - 2 float
RLAPI void rlNormal3f(float x, float y, float z); // Define one vertex (normal) - 3 float
-RLAPI void rlColor4ub(byte r, byte g, byte b, byte a); // Define one vertex (color) - 4 byte
+RLAPI void rlColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Define one vertex (color) - 4 byte
RLAPI void rlColor3f(float x, float y, float z); // Define one vertex (color) - 3 float
RLAPI void rlColor4f(float x, float y, float z, float w); // Define one vertex (color) - 4 float
@@ -447,20 +507,27 @@ RLAPI void rlColor4f(float x, float y, float z, float w); // Define one vertex (
RLAPI void rlEnableTexture(unsigned int id); // Enable texture usage
RLAPI void rlDisableTexture(void); // Disable texture usage
RLAPI void rlTextureParameters(unsigned int id, int param, int value); // Set texture parameters (filter, wrap)
-RLAPI void rlEnableRenderTexture(unsigned int id); // Enable render texture (fbo)
-RLAPI void rlDisableRenderTexture(void); // Disable render texture (fbo), return to default framebuffer
+RLAPI void rlEnableShader(unsigned int id); // Enable shader program usage
+RLAPI void rlDisableShader(void); // Disable shader program usage
+RLAPI void rlEnableFramebuffer(unsigned int id); // Enable render texture (fbo)
+RLAPI void rlDisableFramebuffer(void); // Disable render texture (fbo), return to default framebuffer
RLAPI void rlEnableDepthTest(void); // Enable depth test
RLAPI void rlDisableDepthTest(void); // Disable depth test
+RLAPI void rlEnableDepthMask(void); // Enable depth write
+RLAPI void rlDisableDepthMask(void); // Disable depth write
RLAPI void rlEnableBackfaceCulling(void); // Enable backface culling
RLAPI void rlDisableBackfaceCulling(void); // Disable backface culling
+RLAPI void rlEnableScissorTest(void); // Enable scissor test
+RLAPI void rlDisableScissorTest(void); // Disable scissor test
+RLAPI void rlScissor(int x, int y, int width, int height); // Scissor test
RLAPI void rlEnableWireMode(void); // Enable wire mode
RLAPI void rlDisableWireMode(void); // Disable wire mode
-RLAPI void rlDeleteTextures(unsigned int id); // Delete OpenGL texture from GPU
-RLAPI void rlDeleteRenderTextures(RenderTexture2D target); // Delete render textures (fbo) from GPU
-RLAPI void rlDeleteShader(unsigned int id); // Delete OpenGL shader program from GPU
-RLAPI void rlDeleteVertexArrays(unsigned int id); // Unload vertex data (VAO) from GPU memory
-RLAPI void rlDeleteBuffers(unsigned int id); // Unload vertex data (VBO) from GPU memory
-RLAPI void rlClearColor(byte r, byte g, byte b, byte a); // Clear color buffer with color
+RLAPI void rlSetLineWidth(float width); // Set the line drawing width
+RLAPI float rlGetLineWidth(void); // Get the line drawing width
+RLAPI void rlEnableSmoothLines(void); // Enable line aliasing
+RLAPI void rlDisableSmoothLines(void); // Disable line aliasing
+
+RLAPI void rlClearColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Clear color buffer with color
RLAPI void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth)
RLAPI void rlUpdateBuffer(int bufferId, void *data, int dataSize); // Update GPU buffer with new data
RLAPI unsigned int rlLoadAttribBuffer(unsigned int vaoId, int shaderLoc, void *buffer, int size, bool dynamic); // Load a new attributes buffer
@@ -471,18 +538,19 @@ RLAPI unsigned int rlLoadAttribBuffer(unsigned int vaoId, int shaderLoc, void *b
RLAPI void rlglInit(int width, int height); // Initialize rlgl (buffers, shaders, textures, states)
RLAPI void rlglClose(void); // De-inititialize rlgl (buffers, shaders, textures)
RLAPI void rlglDraw(void); // Update and draw default internal buffers
+RLAPI void rlCheckErrors(void); // Check and log OpenGL error codes
RLAPI int rlGetVersion(void); // Returns current OpenGL version
RLAPI bool rlCheckBufferLimit(int vCount); // Check internal buffer overflow for a given number of vertex
RLAPI void rlSetDebugMarker(const char *text); // Set debug marker for analysis
+RLAPI void rlSetBlendMode(int glSrcFactor, int glDstFactor, int glEquation); // // Set blending mode factor and equation (using OpenGL factors)
RLAPI void rlLoadExtensions(void *loader); // Load OpenGL extensions
-RLAPI Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coordinates from screen coordinates
// Textures data management
RLAPI unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU
-RLAPI unsigned int rlLoadTextureDepth(int width, int height, int bits, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo)
+RLAPI unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo)
RLAPI unsigned int rlLoadTextureCubemap(void *data, int size, int format); // Load texture cubemap
-RLAPI void rlUpdateTexture(unsigned int id, int width, int height, int format, const void *data); // Update GPU texture with new data
+RLAPI void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data); // Update GPU texture with new data
RLAPI void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType); // Get OpenGL internal formats
RLAPI void rlUnloadTexture(unsigned int id); // Unload texture from GPU memory
@@ -490,16 +558,19 @@ RLAPI void rlGenerateMipmaps(Texture2D *texture); // Gen
RLAPI void *rlReadTexturePixels(Texture2D texture); // Read texture pixel data
RLAPI unsigned char *rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
-// Render texture management (fbo)
-RLAPI RenderTexture2D rlLoadRenderTexture(int width, int height, int format, int depthBits, bool useDepthTexture); // Load a render texture (with color and depth attachments)
-RLAPI void rlRenderTextureAttach(RenderTexture target, unsigned int id, int attachType); // Attach texture/renderbuffer to an fbo
-RLAPI bool rlRenderTextureComplete(RenderTexture target); // Verify render texture is complete
+// Framebuffer management (fbo)
+RLAPI unsigned int rlLoadFramebuffer(int width, int height); // Load an empty framebuffer
+RLAPI void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType); // Attach texture/renderbuffer to a framebuffer
+RLAPI bool rlFramebufferComplete(unsigned int id); // Verify framebuffer is complete
+RLAPI void rlUnloadFramebuffer(unsigned int id); // Delete framebuffer from GPU
// Vertex data management
RLAPI void rlLoadMesh(Mesh *mesh, bool dynamic); // Upload vertex data into GPU and provided VAO/VBO ids
-RLAPI void rlUpdateMesh(Mesh mesh, int buffer, int numVertex); // Update vertex data on GPU (upload new data to one buffer)
+RLAPI void rlUpdateMesh(Mesh mesh, int buffer, int count); // Update vertex or index data on GPU (upload new data to one buffer)
+RLAPI void rlUpdateMeshAt(Mesh mesh, int buffer, int count, int index); // Update vertex or index data on GPU, at index
RLAPI void rlDrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
-RLAPI void rlUnloadMesh(Mesh *mesh); // Unload mesh data from CPU and GPU
+RLAPI void rlDrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int count); // Draw a 3d mesh with material and transform
+RLAPI void rlUnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
// NOTE: There is a set of shader related functions that are available to end user,
// to avoid creating function wrappers through core module, they have been directly declared in raylib.h
@@ -510,28 +581,30 @@ RLAPI void rlUnloadMesh(Mesh *mesh); // Unl
// NOTE: This functions are useless when using OpenGL 1.1
//------------------------------------------------------------------------------------
// Shader loading/unloading functions
-RLAPI char *LoadText(const char *fileName); // Load chars array from text file
RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
-RLAPI Shader LoadShaderCode(char *vsCode, char *fsCode); // Load shader from code strings and bind default locations
+RLAPI Shader LoadShaderCode(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
RLAPI Shader GetShaderDefault(void); // Get default shader
RLAPI Texture2D GetTextureDefault(void); // Get default texture
+RLAPI Texture2D GetShapesTexture(void); // Get texture to draw shapes
+RLAPI Rectangle GetShapesTextureRec(void); // Get texture rectangle to draw shapes
// Shader configuration functions
RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
+RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location
RLAPI void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType); // Set shader uniform value
RLAPI void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count); // Set shader uniform value vector
RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
RLAPI void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
-RLAPI Matrix GetMatrixModelview(); // Get internal modelview matrix
+RLAPI Matrix GetMatrixModelview(void); // Get internal modelview matrix
// Texture maps generation (PBR)
// NOTE: Required shaders should be provided
-RLAPI Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture
-RLAPI Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data
-RLAPI Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data
+RLAPI TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format); // Generate cubemap texture from 2D panorama texture
+RLAPI TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int size); // Generate irradiance texture using cubemap data
+RLAPI TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int size); // Generate prefilter texture using cubemap data
RLAPI Texture2D GenTextureBRDF(Shader shader, int size); // Generate BRDF texture using cubemap data
// Shading begin/end functions
@@ -550,7 +623,7 @@ RLAPI void ToggleVrMode(void); // Enable/Disable VR exp
RLAPI void BeginVrDrawing(void); // Begin VR simulator stereo rendering
RLAPI void EndVrDrawing(void); // End VR simulator stereo rendering
-RLAPI void TraceLog(int msgType, const char *text, ...); // Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG)
+RLAPI char *LoadFileText(const char *fileName); // Load chars array from text file
RLAPI int GetPixelDataSize(int width, int height, int format);// Get pixel data size in bytes (image or texture)
#endif
@@ -568,25 +641,23 @@ RLAPI int GetPixelDataSize(int width, int height, int format);// Get pixel data
#if defined(RLGL_IMPLEMENTATION)
-#if !defined(RLGL_STANDALONE)
+#if defined(RLGL_STANDALONE)
+ #include <stdio.h> // Required for: fopen(), fseek(), fread(), fclose() [LoadFileText]
+#else
// Check if config flags have been externally provided on compilation line
#if !defined(EXTERNAL_CONFIG_FLAGS)
- #include "config.h" // Defines module configuration flags
+ #include "config.h" // Defines module configuration flags
#endif
+ #include "raymath.h" // Required for: Vector3 and Matrix functions
#endif
-#include <stdio.h> // Required for: fopen(), fclose(), fread()... [Used only on LoadText()]
-#include <stdlib.h> // Required for: malloc(), free(), rand()
-#include <string.h> // Required for: strcmp(), strlen(), strtok() [Used only in extensions loading]
-#include <math.h> // Required for: atan2()
-
-#if !defined(RLGL_STANDALONE)
- #include "raymath.h" // Required for: Vector3 and Matrix functions
-#endif
+#include <stdlib.h> // Required for: malloc(), free()
+#include <string.h> // Required for: strcmp(), strlen() [Used in rlglInit(), on extensions loading]
+#include <math.h> // Required for: atan2f()
#if defined(GRAPHICS_API_OPENGL_11)
#if defined(__APPLE__)
- #include <OpenGL/gl.h> // OpenGL 1.1 library for OSX
+ #include <OpenGL/gl.h> // OpenGL 1.1 library for OSX
#include <OpenGL/glext.h>
#else
// APIENTRY for OpenGL function pointer declarations is required
@@ -615,6 +686,9 @@ RLAPI int GetPixelDataSize(int width, int height, int format);// Get pixel data
#include <OpenGL/gl3.h> // OpenGL 3 library for OSX
#include <OpenGL/gl3ext.h> // OpenGL 3 extensions library for OSX
#else
+ #define GLAD_REALLOC RL_REALLOC
+ #define GLAD_FREE RL_FREE
+
#define GLAD_IMPLEMENTATION
#if defined(RLGL_STANDALONE)
#include "glad.h" // GLAD extensions loading library, includes OpenGL headers
@@ -625,15 +699,12 @@ RLAPI int GetPixelDataSize(int width, int height, int format);// Get pixel data
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
+ #define GL_GLEXT_PROTOTYPES
#include <EGL/egl.h> // EGL library
#include <GLES2/gl2.h> // OpenGL ES 2.0 library
#include <GLES2/gl2ext.h> // OpenGL ES 2.0 extensions library
#endif
-#if defined(RLGL_STANDALONE)
- #include <stdarg.h> // Required for: va_list, va_start(), vfprintf(), va_end() [Used only on TraceLog()]
-#endif
-
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
@@ -678,7 +749,6 @@ RLAPI int GetPixelDataSize(int width, int height, int format);// Get pixel data
#ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
#define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
#endif
-
#ifndef GL_TEXTURE_MAX_ANISOTROPY_EXT
#define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
#endif
@@ -688,62 +758,88 @@ RLAPI int GetPixelDataSize(int width, int height, int format);// Get pixel data
#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
#endif
-
#if defined(GRAPHICS_API_OPENGL_21)
#define GL_LUMINANCE 0x1909
#define GL_LUMINANCE_ALPHA 0x190A
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
- #define glClearDepth glClearDepthf
+ #define glClearDepth glClearDepthf
#define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER
#define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER
#endif
-// Default vertex attribute names on shader to set location points
-#define DEFAULT_ATTRIB_POSITION_NAME "vertexPosition" // shader-location = 0
-#define DEFAULT_ATTRIB_TEXCOORD_NAME "vertexTexCoord" // shader-location = 1
-#define DEFAULT_ATTRIB_NORMAL_NAME "vertexNormal" // shader-location = 2
-#define DEFAULT_ATTRIB_COLOR_NAME "vertexColor" // shader-location = 3
-#define DEFAULT_ATTRIB_TANGENT_NAME "vertexTangent" // shader-location = 4
-#define DEFAULT_ATTRIB_TEXCOORD2_NAME "vertexTexCoord2" // shader-location = 5
+// Default shader vertex attribute names to set location points
+#ifndef DEFAULT_SHADER_ATTRIB_NAME_POSITION
+ #define DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Binded by default to shader location: 0
+#endif
+#ifndef DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD
+ #define DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Binded by default to shader location: 1
+#endif
+#ifndef DEFAULT_SHADER_ATTRIB_NAME_NORMAL
+ #define DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Binded by default to shader location: 2
+#endif
+#ifndef DEFAULT_SHADER_ATTRIB_NAME_COLOR
+ #define DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Binded by default to shader location: 3
+#endif
+#ifndef DEFAULT_SHADER_ATTRIB_NAME_TANGENT
+ #define DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Binded by default to shader location: 4
+#endif
+#ifndef DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2
+ #define DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Binded by default to shader location: 5
+#endif
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
// Dynamic vertex buffers (position + texcoords + colors + indices arrays)
-typedef struct DynamicBuffer {
- int vCounter; // vertex position counter to process (and draw) from full buffer
- int tcCounter; // vertex texcoord counter to process (and draw) from full buffer
- int cCounter; // vertex color counter to process (and draw) from full buffer
- float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0)
- float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
- unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
+typedef struct VertexBuffer {
+ int elementsCount; // Number of elements in the buffer (QUADS)
+
+ int vCounter; // Vertex position counter to process (and draw) from full buffer
+ int tcCounter; // Vertex texcoord counter to process (and draw) from full buffer
+ int cCounter; // Vertex color counter to process (and draw) from full buffer
+
+ float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
+ float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
+ unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
- unsigned int *indices; // vertex indices (in case vertex data comes indexed) (6 indices per quad)
+ unsigned int *indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
#elif defined(GRAPHICS_API_OPENGL_ES2)
- unsigned short *indices; // vertex indices (in case vertex data comes indexed) (6 indices per quad)
- // NOTE: 6*2 byte = 12 byte, not alignment problem!
+ unsigned short *indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
#endif
unsigned int vaoId; // OpenGL Vertex Array Object id
unsigned int vboId[4]; // OpenGL Vertex Buffer Objects id (4 types of vertex data)
-} DynamicBuffer;
+} VertexBuffer;
// Draw call type
+// NOTE: Only texture changes register a new draw, other state-change-related elements are not
+// used at this moment (vaoId, shaderId, matrices), raylib just forces a batch draw call if any
+// of those state-change happens (this is done in core module)
typedef struct DrawCall {
int mode; // Drawing mode: LINES, TRIANGLES, QUADS
int vertexCount; // Number of vertex of the draw
int vertexAlignment; // Number of vertex required for index alignment (LINES, TRIANGLES)
- //unsigned int vaoId; // Vertex Array id to be used on the draw
- //unsigned int shaderId; // Shader id to be used on the draw
- unsigned int textureId; // Texture id to be used on the draw
- // TODO: Support additional texture units?
+ //unsigned int vaoId; // Vertex array id to be used on the draw -> Using RLGL.currentBatch->vertexBuffer.vaoId
+ //unsigned int shaderId; // Shader id to be used on the draw -> Using RLGL.currentShader.id
+ unsigned int textureId; // Texture id to be used on the draw -> Use to create new draw call if changes
- //Matrix projection; // Projection matrix for this draw
- //Matrix modelview; // Modelview matrix for this draw
+ //Matrix projection; // Projection matrix for this draw -> Using RLGL.projection
+ //Matrix modelview; // Modelview matrix for this draw -> Using RLGL.modelview
} DrawCall;
+// RenderBatch type
+typedef struct RenderBatch {
+ int buffersCount; // Number of vertex buffers (multi-buffering support)
+ int currentBuffer; // Current buffer tracking in case of multi-buffering
+ VertexBuffer *vertexBuffer; // Dynamic buffer(s) for vertex data
+
+ DrawCall *draws; // Draw calls array, depends on textureId
+ int drawsCounter; // Draw calls counter
+ float currentDepth; // Current depth value for next draw
+} RenderBatch;
+
#if defined(SUPPORT_VR_SIMULATOR)
// VR Stereo rendering configuration for simulator
typedef struct VrStereoConfig {
@@ -755,92 +851,83 @@ typedef struct VrStereoConfig {
} VrStereoConfig;
#endif
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+typedef struct rlglData {
+ RenderBatch *currentBatch; // Current render batch
+ RenderBatch defaultBatch; // Default internal render batch
+
+ struct {
+ int currentMatrixMode; // Current matrix mode
+ Matrix *currentMatrix; // Current matrix pointer
+ Matrix modelview; // Default modelview matrix
+ Matrix projection; // Default projection matrix
+ Matrix transform; // Transform matrix to be used with rlTranslate, rlRotate, rlScale
+ bool transformRequired; // Require transform matrix application to current draw-call vertex (if required)
+ Matrix stack[MAX_MATRIX_STACK_SIZE];// Matrix stack for push/pop
+ int stackCounter; // Matrix stack counter
+
+ Texture2D shapesTexture; // Texture used on shapes drawing (usually a white pixel)
+ Rectangle shapesTextureRec; // Texture source rectangle used on shapes drawing
+ unsigned int defaultTextureId; // Default texture used on shapes/poly drawing (required by shader)
+ unsigned int activeTextureId[4]; // Active texture ids to be enabled on batch drawing (0 active by default)
+ unsigned int defaultVShaderId; // Default vertex shader id (used by default shader program)
+ unsigned int defaultFShaderId; // Default fragment shader Id (used by default shader program)
+ Shader defaultShader; // Basic shader, support vertex color and diffuse texture
+ Shader currentShader; // Shader to be used on rendering (by default, defaultShader)
+
+ int currentBlendMode; // Blending mode active
+ int glBlendSrcFactor; // Blending source factor
+ int glBlendDstFactor; // Blending destination factor
+ int glBlendEquation; // Blending equation
+
+ int framebufferWidth; // Default framebuffer width
+ int framebufferHeight; // Default framebuffer height
+
+ } State;
+ struct {
+ bool vao; // VAO support (OpenGL ES2 could not support VAO extension)
+ bool texNPOT; // NPOT textures full support
+ bool texDepth; // Depth textures supported
+ bool texFloat32; // float textures support (32 bit per channel)
+ bool texCompDXT; // DDS texture compression support
+ bool texCompETC1; // ETC1 texture compression support
+ bool texCompETC2; // ETC2/EAC texture compression support
+ bool texCompPVRT; // PVR texture compression support
+ bool texCompASTC; // ASTC texture compression support
+ bool texMirrorClamp; // Clamp mirror wrap mode supported
+ bool texAnisoFilter; // Anisotropic texture filtering support
+ bool debugMarker; // Debug marker support
+
+ float maxAnisotropicLevel; // Maximum anisotropy level supported (minimum is 2.0f)
+ int maxDepthBits; // Maximum bits for depth component
+
+ } ExtSupported; // Extensions supported flags
+#if defined(SUPPORT_VR_SIMULATOR)
+ struct {
+ VrStereoConfig config; // VR stereo configuration for simulator
+ unsigned int stereoFboId; // VR stereo rendering framebuffer id
+ unsigned int stereoTexId; // VR stereo color texture (attached to framebuffer)
+ bool simulatorReady; // VR simulator ready flag
+ bool stereoRender; // VR stereo rendering enabled/disabled flag
+ } Vr;
+#endif // SUPPORT_VR_SIMULATOR
+} rlglData;
+#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
+
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-static Matrix stack[MAX_MATRIX_STACK_SIZE] = { 0 };
-static int stackCounter = 0;
-
-static Matrix modelview = { 0 };
-static Matrix projection = { 0 };
-static Matrix *currentMatrix = NULL;
-static int currentMatrixMode = -1;
-static float currentDepth = -1.0f;
-
-// Default dynamic buffer for elements data
-// NOTE: A multi-buffering system is supported
-static DynamicBuffer vertexData[MAX_BATCH_BUFFERING] = { 0 };
-static int currentBuffer = 0;
-
-// Transform matrix to be used with rlTranslate, rlRotate, rlScale
-static Matrix transformMatrix = { 0 };
-static bool useTransformMatrix = false;
-
-// Default buffers draw calls
-static DrawCall *draws = NULL;
-static int drawsCounter = 0;
-
-// Default texture (1px white) useful for plain color polys (required by shader)
-static unsigned int defaultTextureId;
-
-// Default shaders
-static unsigned int defaultVShaderId; // Default vertex shader id (used by default shader program)
-static unsigned int defaultFShaderId; // Default fragment shader Id (used by default shader program)
-
-static Shader defaultShader; // Basic shader, support vertex color and diffuse texture
-static Shader currentShader; // Shader to be used on rendering (by default, defaultShader)
-
-// Extension supported flag: VAO
-static bool vaoSupported = false; // VAO support (OpenGL ES2 could not support VAO extension)
-
-// Extension supported flag: Compressed textures
-static bool texCompDXTSupported = false; // DDS texture compression support
-static bool texCompETC1Supported = false; // ETC1 texture compression support
-static bool texCompETC2Supported = false; // ETC2/EAC texture compression support
-static bool texCompPVRTSupported = false; // PVR texture compression support
-static bool texCompASTCSupported = false; // ASTC texture compression support
-
-// Extension supported flag: Textures format
-static bool texNPOTSupported = false; // NPOT textures full support
-static bool texFloatSupported = false; // float textures support (32 bit per channel)
-static bool texDepthSupported = false; // Depth textures supported
-static int maxDepthBits = 16; // Maximum bits for depth component
-
-// Extension supported flag: Clamp mirror wrap mode
-static bool texMirrorClampSupported = false; // Clamp mirror wrap mode supported
-
-// Extension supported flag: Anisotropic filtering
-static bool texAnisotropicFilterSupported = false; // Anisotropic texture filtering support
-static float maxAnisotropicLevel = 0.0f; // Maximum anisotropy level supported (minimum is 2.0f)
-
-static bool debugMarkerSupported = false; // Debug marker support
+static rlglData RLGL = { 0 };
+#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
#if defined(GRAPHICS_API_OPENGL_ES2)
// NOTE: VAO functionality is exposed through extensions (OES)
-static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays;
-static PFNGLBINDVERTEXARRAYOESPROC glBindVertexArray;
-static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays;
-//static PFNGLISVERTEXARRAYOESPROC glIsVertexArray; // NOTE: Fails in WebGL, omitted
+static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays; // Entry point pointer to function glGenVertexArrays()
+static PFNGLBINDVERTEXARRAYOESPROC glBindVertexArray; // Entry point pointer to function glBindVertexArray()
+static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays; // Entry point pointer to function glDeleteVertexArrays()
#endif
-#if defined(SUPPORT_VR_SIMULATOR)
-// VR global variables
-static VrStereoConfig vrConfig = { 0 }; // VR stereo configuration for simulator
-static RenderTexture2D stereoFbo; // VR stereo rendering framebuffer
-static bool vrSimulatorReady = false; // VR simulator ready flag
-static bool vrStereoRender = false; // VR stereo rendering enabled/disabled flag
- // NOTE: This flag is useful to render data over stereo image (i.e. FPS)
-#endif // SUPPORT_VR_SIMULATOR
-
-#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
-
-static int blendMode = 0; // Track current blending mode
-
-// Default framebuffer size
-static int screenWidth; // Default framebuffer width
-static int screenHeight; // Default framebuffer height
-
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
@@ -848,14 +935,16 @@ static int screenHeight; // Default framebuffer height
static unsigned int CompileShader(const char *shaderStr, int type); // Compile custom shader and return shader id
static unsigned int LoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId); // Load custom shader program
-static Shader LoadShaderDefault(void); // Load default shader (just vertex positioning and texture coloring)
-static void SetShaderDefaultLocations(Shader *shader); // Bind default shader locations (attributes and uniforms)
-static void UnloadShaderDefault(void); // Unload default shader
+static Shader LoadShaderDefault(void); // Load default shader (just vertex positioning and texture coloring)
+static void SetShaderDefaultLocations(Shader *shader); // Bind default shader locations (attributes and uniforms)
+static void UnloadShaderDefault(void); // Unload default shader
-static void LoadBuffersDefault(void); // Load default internal buffers
-static void UpdateBuffersDefault(void); // Update default internal buffers (VAOs/VBOs) with vertex data
-static void DrawBuffersDefault(void); // Draw default internal buffers vertex data
-static void UnloadBuffersDefault(void); // Unload default internal buffers vertex data from CPU and GPU
+static RenderBatch LoadRenderBatch(int numBuffers, int bufferElements); // Load a render batch system
+static void UnloadRenderBatch(RenderBatch batch); // Unload render batch system
+static void DrawRenderBatch(RenderBatch *batch); // Draw render batch data (Update->Draw->Reset)
+static void SetRenderBatchActive(RenderBatch *batch); // Set the active render batch for rlgl
+static void SetRenderBatchDefault(void); // Set default render batch for rlgl
+//static bool CheckRenderBatchLimit(RenderBatch batch, int vCount); // Check render batch vertex buffer limits
static void GenDrawCube(void); // Generate and draw cube
static void GenDrawQuad(void); // Generate and draw quad
@@ -913,49 +1002,49 @@ void rlMultMatrixf(float *matf) { glMultMatrixf(matf); }
// Choose the current matrix to be transformed
void rlMatrixMode(int mode)
{
- if (mode == RL_PROJECTION) currentMatrix = &projection;
- else if (mode == RL_MODELVIEW) currentMatrix = &modelview;
+ if (mode == RL_PROJECTION) RLGL.State.currentMatrix = &RLGL.State.projection;
+ else if (mode == RL_MODELVIEW) RLGL.State.currentMatrix = &RLGL.State.modelview;
//else if (mode == RL_TEXTURE) // Not supported
- currentMatrixMode = mode;
+ RLGL.State.currentMatrixMode = mode;
}
-// Push the current matrix into stack
+// Push the current matrix into RLGL.State.stack
void rlPushMatrix(void)
{
- if (stackCounter >= MAX_MATRIX_STACK_SIZE) TraceLog(LOG_ERROR, "Matrix stack overflow");
+ if (RLGL.State.stackCounter >= MAX_MATRIX_STACK_SIZE) TRACELOG(LOG_ERROR, "RLGL: Matrix stack overflow (MAX_MATRIX_STACK_SIZE)");
- if (currentMatrixMode == RL_MODELVIEW)
+ if (RLGL.State.currentMatrixMode == RL_MODELVIEW)
{
- useTransformMatrix = true;
- currentMatrix = &transformMatrix;
+ RLGL.State.transformRequired = true;
+ RLGL.State.currentMatrix = &RLGL.State.transform;
}
- stack[stackCounter] = *currentMatrix;
- stackCounter++;
+ RLGL.State.stack[RLGL.State.stackCounter] = *RLGL.State.currentMatrix;
+ RLGL.State.stackCounter++;
}
-// Pop lattest inserted matrix from stack
+// Pop lattest inserted matrix from RLGL.State.stack
void rlPopMatrix(void)
{
- if (stackCounter > 0)
+ if (RLGL.State.stackCounter > 0)
{
- Matrix mat = stack[stackCounter - 1];
- *currentMatrix = mat;
- stackCounter--;
+ Matrix mat = RLGL.State.stack[RLGL.State.stackCounter - 1];
+ *RLGL.State.currentMatrix = mat;
+ RLGL.State.stackCounter--;
}
- if ((stackCounter == 0) && (currentMatrixMode == RL_MODELVIEW))
+ if ((RLGL.State.stackCounter == 0) && (RLGL.State.currentMatrixMode == RL_MODELVIEW))
{
- currentMatrix = &modelview;
- useTransformMatrix = false;
+ RLGL.State.currentMatrix = &RLGL.State.modelview;
+ RLGL.State.transformRequired = false;
}
}
// Reset current matrix to identity matrix
void rlLoadIdentity(void)
{
- *currentMatrix = MatrixIdentity();
+ *RLGL.State.currentMatrix = MatrixIdentity();
}
// Multiply the current matrix by a translation matrix
@@ -964,7 +1053,7 @@ void rlTranslatef(float x, float y, float z)
Matrix matTranslation = MatrixTranslate(x, y, z);
// NOTE: We transpose matrix with multiplication order
- *currentMatrix = MatrixMultiply(matTranslation, *currentMatrix);
+ *RLGL.State.currentMatrix = MatrixMultiply(matTranslation, *RLGL.State.currentMatrix);
}
// Multiply the current matrix by a rotation matrix
@@ -976,7 +1065,7 @@ void rlRotatef(float angleDeg, float x, float y, float z)
matRotation = MatrixRotate(Vector3Normalize(axis), angleDeg*DEG2RAD);
// NOTE: We transpose matrix with multiplication order
- *currentMatrix = MatrixMultiply(matRotation, *currentMatrix);
+ *RLGL.State.currentMatrix = MatrixMultiply(matRotation, *RLGL.State.currentMatrix);
}
// Multiply the current matrix by a scaling matrix
@@ -985,7 +1074,7 @@ void rlScalef(float x, float y, float z)
Matrix matScale = MatrixScale(x, y, z);
// NOTE: We transpose matrix with multiplication order
- *currentMatrix = MatrixMultiply(matScale, *currentMatrix);
+ *RLGL.State.currentMatrix = MatrixMultiply(matScale, *RLGL.State.currentMatrix);
}
// Multiply the current matrix by another matrix
@@ -997,7 +1086,7 @@ void rlMultMatrixf(float *matf)
matf[2], matf[6], matf[10], matf[14],
matf[3], matf[7], matf[11], matf[15] };
- *currentMatrix = MatrixMultiply(*currentMatrix, mat);
+ *RLGL.State.currentMatrix = MatrixMultiply(*RLGL.State.currentMatrix, mat);
}
// Multiply the current matrix by a perspective matrix generated by parameters
@@ -1005,7 +1094,7 @@ void rlFrustum(double left, double right, double bottom, double top, double znea
{
Matrix matPerps = MatrixFrustum(left, right, bottom, top, znear, zfar);
- *currentMatrix = MatrixMultiply(*currentMatrix, matPerps);
+ *RLGL.State.currentMatrix = MatrixMultiply(*RLGL.State.currentMatrix, matPerps);
}
// Multiply the current matrix by an orthographic matrix generated by parameters
@@ -1013,13 +1102,12 @@ void rlOrtho(double left, double right, double bottom, double top, double znear,
{
Matrix matOrtho = MatrixOrtho(left, right, bottom, top, znear, zfar);
- *currentMatrix = MatrixMultiply(*currentMatrix, matOrtho);
+ *RLGL.State.currentMatrix = MatrixMultiply(*RLGL.State.currentMatrix, matOrtho);
}
#endif
// Set the viewport area (transformation from normalized device coordinates to window coordinates)
-// NOTE: Updates global variables: screenWidth, screenHeight
void rlViewport(int x, int y, int width, int height)
{
glViewport(x, y, width, height);
@@ -1049,7 +1137,7 @@ void rlVertex2f(float x, float y) { glVertex2f(x, y); }
void rlVertex3f(float x, float y, float z) { glVertex3f(x, y, z); }
void rlTexCoord2f(float x, float y) { glTexCoord2f(x, y); }
void rlNormal3f(float x, float y, float z) { glNormal3f(x, y, z); }
-void rlColor4ub(byte r, byte g, byte b, byte a) { glColor4ub(r, g, b, a); }
+void rlColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a) { glColor4ub(r, g, b, a); }
void rlColor3f(float x, float y, float z) { glColor3f(x, y, z); }
void rlColor4f(float x, float y, float z, float w) { glColor4f(x, y, z, w); }
@@ -1060,34 +1148,36 @@ void rlBegin(int mode)
{
// Draw mode can be RL_LINES, RL_TRIANGLES and RL_QUADS
// NOTE: In all three cases, vertex are accumulated over default internal vertex buffer
- if (draws[drawsCounter - 1].mode != mode)
+ if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode != mode)
{
- if (draws[drawsCounter - 1].vertexCount > 0)
+ if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount > 0)
{
- // Make sure current draws[i].vertexCount is aligned a multiple of 4,
+ // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
// that way, following QUADS drawing will keep aligned with index processing
// It implies adding some extra alignment vertex at the end of the draw,
// those vertex are not processed but they are considered as an additional offset
// for the next set of vertex to be drawn
- if (draws[drawsCounter - 1].mode == RL_LINES) draws[drawsCounter - 1].vertexAlignment = ((draws[drawsCounter - 1].vertexCount < 4)? draws[drawsCounter - 1].vertexCount : draws[drawsCounter - 1].vertexCount%4);
- else if (draws[drawsCounter - 1].mode == RL_TRIANGLES) draws[drawsCounter - 1].vertexAlignment = ((draws[drawsCounter - 1].vertexCount < 4)? 1 : (4 - (draws[drawsCounter - 1].vertexCount%4)));
+ if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount%4);
+ else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount%4)));
+
+ else RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = 0;
- if (rlCheckBufferLimit(draws[drawsCounter - 1].vertexAlignment)) rlglDraw();
+ if (rlCheckBufferLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment)) DrawRenderBatch(RLGL.currentBatch);
else
{
- vertexData[currentBuffer].vCounter += draws[drawsCounter - 1].vertexAlignment;
- vertexData[currentBuffer].cCounter += draws[drawsCounter - 1].vertexAlignment;
- vertexData[currentBuffer].tcCounter += draws[drawsCounter - 1].vertexAlignment;
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment;
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment;
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment;
- drawsCounter++;
+ RLGL.currentBatch->drawsCounter++;
}
}
- if (drawsCounter >= MAX_DRAWCALL_REGISTERED) rlglDraw();
+ if (RLGL.currentBatch->drawsCounter >= DEFAULT_BATCH_DRAWCALLS) DrawRenderBatch(RLGL.currentBatch);
- draws[drawsCounter - 1].mode = mode;
- draws[drawsCounter - 1].vertexCount = 0;
- draws[drawsCounter - 1].textureId = defaultTextureId;
+ RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode = mode;
+ RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount = 0;
+ RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].textureId = RLGL.State.defaultTextureId;
}
}
@@ -1098,30 +1188,30 @@ void rlEnd(void)
// NOTE: In OpenGL 1.1, one glColor call can be made for all the subsequent glVertex calls
// Make sure colors count match vertex count
- if (vertexData[currentBuffer].vCounter != vertexData[currentBuffer].cCounter)
+ if (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter != RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter)
{
- int addColors = vertexData[currentBuffer].vCounter - vertexData[currentBuffer].cCounter;
+ int addColors = RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter - RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter;
for (int i = 0; i < addColors; i++)
{
- vertexData[currentBuffer].colors[4*vertexData[currentBuffer].cCounter] = vertexData[currentBuffer].colors[4*vertexData[currentBuffer].cCounter - 4];
- vertexData[currentBuffer].colors[4*vertexData[currentBuffer].cCounter + 1] = vertexData[currentBuffer].colors[4*vertexData[currentBuffer].cCounter - 3];
- vertexData[currentBuffer].colors[4*vertexData[currentBuffer].cCounter + 2] = vertexData[currentBuffer].colors[4*vertexData[currentBuffer].cCounter - 2];
- vertexData[currentBuffer].colors[4*vertexData[currentBuffer].cCounter + 3] = vertexData[currentBuffer].colors[4*vertexData[currentBuffer].cCounter - 1];
- vertexData[currentBuffer].cCounter++;
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter] = RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter - 4];
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter + 1] = RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter - 3];
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter + 2] = RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter - 2];
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter + 3] = RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter - 1];
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter++;
}
}
// Make sure texcoords count match vertex count
- if (vertexData[currentBuffer].vCounter != vertexData[currentBuffer].tcCounter)
+ if (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter != RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter)
{
- int addTexCoords = vertexData[currentBuffer].vCounter - vertexData[currentBuffer].tcCounter;
+ int addTexCoords = RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter - RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter;
for (int i = 0; i < addTexCoords; i++)
{
- vertexData[currentBuffer].texcoords[2*vertexData[currentBuffer].tcCounter] = 0.0f;
- vertexData[currentBuffer].texcoords[2*vertexData[currentBuffer].tcCounter + 1] = 0.0f;
- vertexData[currentBuffer].tcCounter++;
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter] = 0.0f;
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter + 1] = 0.0f;
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter++;
}
}
@@ -1130,17 +1220,17 @@ void rlEnd(void)
// 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);
+ RLGL.currentBatch->currentDepth += (1.0f/20000.0f);
// Verify internal buffers limits
// NOTE: This check is combined with usage of rlCheckBufferLimit()
- if ((vertexData[currentBuffer].vCounter) >= (MAX_BATCH_ELEMENTS*4 - 4))
+ if ((RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter) >= (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4 - 4))
{
- // WARNING: If we are between rlPushMatrix() and rlPopMatrix() and we need to force a rlglDraw(),
- // we need to call rlPopMatrix() before to recover *currentMatrix (modelview) for the next forced draw call!
- // Also noted that if we had multiple matrix pushed, it will require "stackCounter" pops before launching the draw
- rlPopMatrix();
- rlglDraw();
+ // WARNING: If we are between rlPushMatrix() and rlPopMatrix() and we need to force a DrawRenderBatch(),
+ // we need to call rlPopMatrix() before to recover *RLGL.State.currentMatrix (RLGL.State.modelview) for the next forced draw call!
+ // If we have multiple matrix pushed, it will require "RLGL.State.stackCounter" pops before launching the draw
+ for (int i = RLGL.State.stackCounter; i >= 0; i--) rlPopMatrix();
+ DrawRenderBatch(RLGL.currentBatch);
}
}
@@ -1151,40 +1241,40 @@ void rlVertex3f(float x, float y, float z)
Vector3 vec = { x, y, z };
// Transform provided vector if required
- if (useTransformMatrix) vec = Vector3Transform(vec, transformMatrix);
+ if (RLGL.State.transformRequired) vec = Vector3Transform(vec, RLGL.State.transform);
- // Verify that MAX_BATCH_ELEMENTS limit not reached
- if (vertexData[currentBuffer].vCounter < (MAX_BATCH_ELEMENTS*4))
+ // Verify that current vertex buffer elements limit has not been reached
+ if (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter < (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4))
{
- vertexData[currentBuffer].vertices[3*vertexData[currentBuffer].vCounter] = vec.x;
- vertexData[currentBuffer].vertices[3*vertexData[currentBuffer].vCounter + 1] = vec.y;
- vertexData[currentBuffer].vertices[3*vertexData[currentBuffer].vCounter + 2] = vec.z;
- vertexData[currentBuffer].vCounter++;
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter] = vec.x;
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter + 1] = vec.y;
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter + 2] = vec.z;
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter++;
- draws[drawsCounter - 1].vertexCount++;
+ RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount++;
}
- else TraceLog(LOG_ERROR, "MAX_BATCH_ELEMENTS overflow");
+ else TRACELOG(LOG_ERROR, "RLGL: Batch elements overflow");
}
// Define one vertex (position)
void rlVertex2f(float x, float y)
{
- rlVertex3f(x, y, currentDepth);
+ rlVertex3f(x, y, RLGL.currentBatch->currentDepth);
}
// Define one vertex (position)
void rlVertex2i(int x, int y)
{
- rlVertex3f((float)x, (float)y, currentDepth);
+ rlVertex3f((float)x, (float)y, RLGL.currentBatch->currentDepth);
}
// Define one vertex (texture coordinate)
// NOTE: Texture coordinates are limited to QUADS only
void rlTexCoord2f(float x, float y)
{
- vertexData[currentBuffer].texcoords[2*vertexData[currentBuffer].tcCounter] = x;
- vertexData[currentBuffer].texcoords[2*vertexData[currentBuffer].tcCounter + 1] = y;
- vertexData[currentBuffer].tcCounter++;
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter] = x;
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter + 1] = y;
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter++;
}
// Define one vertex (normal)
@@ -1195,25 +1285,25 @@ void rlNormal3f(float x, float y, float z)
}
// Define one vertex (color)
-void rlColor4ub(byte x, byte y, byte z, byte w)
+void rlColor4ub(unsigned char x, unsigned char y, unsigned char z, unsigned char w)
{
- vertexData[currentBuffer].colors[4*vertexData[currentBuffer].cCounter] = x;
- vertexData[currentBuffer].colors[4*vertexData[currentBuffer].cCounter + 1] = y;
- vertexData[currentBuffer].colors[4*vertexData[currentBuffer].cCounter + 2] = z;
- vertexData[currentBuffer].colors[4*vertexData[currentBuffer].cCounter + 3] = w;
- vertexData[currentBuffer].cCounter++;
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter] = x;
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter + 1] = y;
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter + 2] = z;
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter + 3] = w;
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter++;
}
// Define one vertex (color)
void rlColor4f(float r, float g, float b, float a)
{
- rlColor4ub((byte)(r*255), (byte)(g*255), (byte)(b*255), (byte)(a*255));
+ rlColor4ub((unsigned char)(r*255), (unsigned char)(g*255), (unsigned char)(b*255), (unsigned char)(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);
+ rlColor4ub((unsigned char)(x*255), (unsigned char)(y*255), (unsigned char)(z*255), 255);
}
#endif
@@ -1231,33 +1321,35 @@ void rlEnableTexture(unsigned int id)
#endif
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if (draws[drawsCounter - 1].textureId != id)
+ if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].textureId != id)
{
- if (draws[drawsCounter - 1].vertexCount > 0)
+ if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount > 0)
{
- // Make sure current draws[i].vertexCount is aligned a multiple of 4,
+ // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
// that way, following QUADS drawing will keep aligned with index processing
// It implies adding some extra alignment vertex at the end of the draw,
// those vertex are not processed but they are considered as an additional offset
// for the next set of vertex to be drawn
- if (draws[drawsCounter - 1].mode == RL_LINES) draws[drawsCounter - 1].vertexAlignment = ((draws[drawsCounter - 1].vertexCount < 4)? draws[drawsCounter - 1].vertexCount : draws[drawsCounter - 1].vertexCount%4);
- else if (draws[drawsCounter - 1].mode == RL_TRIANGLES) draws[drawsCounter - 1].vertexAlignment = ((draws[drawsCounter - 1].vertexCount < 4)? 1 : (4 - (draws[drawsCounter - 1].vertexCount%4)));
+ if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount%4);
+ else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount%4)));
+
+ else RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = 0;
- if (rlCheckBufferLimit(draws[drawsCounter - 1].vertexAlignment)) rlglDraw();
+ if (rlCheckBufferLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment)) DrawRenderBatch(RLGL.currentBatch);
else
{
- vertexData[currentBuffer].vCounter += draws[drawsCounter - 1].vertexAlignment;
- vertexData[currentBuffer].cCounter += draws[drawsCounter - 1].vertexAlignment;
- vertexData[currentBuffer].tcCounter += draws[drawsCounter - 1].vertexAlignment;
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment;
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment;
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment;
- drawsCounter++;
+ RLGL.currentBatch->drawsCounter++;
}
}
- if (drawsCounter >= MAX_DRAWCALL_REGISTERED) rlglDraw();
+ if (RLGL.currentBatch->drawsCounter >= DEFAULT_BATCH_DRAWCALLS) DrawRenderBatch(RLGL.currentBatch);
- draws[drawsCounter - 1].textureId = id;
- draws[drawsCounter - 1].vertexCount = 0;
+ RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].textureId = id;
+ RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount = 0;
}
#endif
}
@@ -1271,7 +1363,7 @@ void rlDisableTexture(void)
#else
// NOTE: If quads batch limit is reached,
// we force a draw call and next batch starts
- if (vertexData[currentBuffer].vCounter >= (MAX_BATCH_ELEMENTS*4)) rlglDraw();
+ if (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter >= (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4)) DrawRenderBatch(RLGL.currentBatch);
#endif
}
@@ -1288,23 +1380,25 @@ void rlTextureParameters(unsigned int id, int param, int value)
if (value == RL_WRAP_MIRROR_CLAMP)
{
#if !defined(GRAPHICS_API_OPENGL_11)
- if (!texMirrorClampSupported) TraceLog(LOG_WARNING, "Clamp mirror wrap mode not supported");
+ if (RLGL.ExtSupported.texMirrorClamp) glTexParameteri(GL_TEXTURE_2D, param, value);
+ else TRACELOG(LOG_WARNING, "GL: Clamp mirror wrap mode not supported (GL_MIRROR_CLAMP_EXT)");
#endif
}
else glTexParameteri(GL_TEXTURE_2D, param, value);
+
} break;
case RL_TEXTURE_MAG_FILTER:
case RL_TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_2D, param, value); break;
case RL_TEXTURE_ANISOTROPIC_FILTER:
{
#if !defined(GRAPHICS_API_OPENGL_11)
- if (value <= maxAnisotropicLevel) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
- else if (maxAnisotropicLevel > 0.0f)
+ if (value <= RLGL.ExtSupported.maxAnisotropicLevel) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
+ else if (RLGL.ExtSupported.maxAnisotropicLevel > 0.0f)
{
- TraceLog(LOG_WARNING, "[TEX ID %i] Maximum anisotropic filter level supported is %iX", id, maxAnisotropicLevel);
+ TRACELOG(LOG_WARNING, "GL: Maximum anisotropic filter level supported is %iX", id, RLGL.ExtSupported.maxAnisotropicLevel);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
}
- else TraceLog(LOG_WARNING, "Anisotropic filtering not supported");
+ else TRACELOG(LOG_WARNING, "GL: Anisotropic filtering not supported");
#endif
} break;
default: break;
@@ -1313,56 +1407,69 @@ void rlTextureParameters(unsigned int id, int param, int value)
glBindTexture(GL_TEXTURE_2D, 0);
}
+// Enable shader program usage
+void rlEnableShader(unsigned int id)
+{
+#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
+ glUseProgram(id);
+#endif
+}
+
+// Disable shader program usage
+void rlDisableShader(void)
+{
+#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
+ glUseProgram(0);
+#endif
+}
+
// Enable rendering to texture (fbo)
-void rlEnableRenderTexture(unsigned int id)
+void rlEnableFramebuffer(unsigned int id)
{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(SUPPORT_RENDER_TEXTURES_HINT)
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)
+void rlDisableFramebuffer(void)
{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(SUPPORT_RENDER_TEXTURES_HINT)
glBindFramebuffer(GL_FRAMEBUFFER, 0);
-
- //glEnable(GL_CULL_FACE);
- //glCullFace(GL_BACK);
#endif
}
// Enable depth test
-void rlEnableDepthTest(void)
-{
- glEnable(GL_DEPTH_TEST);
-}
+void rlEnableDepthTest(void) { glEnable(GL_DEPTH_TEST); }
// Disable depth test
-void rlDisableDepthTest(void)
-{
- glDisable(GL_DEPTH_TEST);
-}
+void rlDisableDepthTest(void) { glDisable(GL_DEPTH_TEST); }
+
+// Enable depth write
+void rlEnableDepthMask(void) { glDepthMask(GL_TRUE); }
+
+// Disable depth write
+void rlDisableDepthMask(void) { glDepthMask(GL_FALSE); }
// Enable backface culling
-void rlEnableBackfaceCulling(void)
-{
- glEnable(GL_CULL_FACE);
-}
+void rlEnableBackfaceCulling(void) { glEnable(GL_CULL_FACE); }
// Disable backface culling
-void rlDisableBackfaceCulling(void)
-{
- glDisable(GL_CULL_FACE);
-}
+void rlDisableBackfaceCulling(void) { glDisable(GL_CULL_FACE); }
+
+// Enable scissor test
+RLAPI void rlEnableScissorTest(void) { glEnable(GL_SCISSOR_TEST); }
+
+// Disable scissor test
+RLAPI void rlDisableScissorTest(void) { glDisable(GL_SCISSOR_TEST); }
+
+// Scissor test
+RLAPI void rlScissor(int x, int y, int width, int height) { glScissor(x, y, width, height); }
// Enable wire mode
void rlEnableWireMode(void)
{
-#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
+#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
@@ -1371,69 +1478,69 @@ void rlEnableWireMode(void)
// Disable wire mode
void rlDisableWireMode(void)
{
-#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
+#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)
+// Set the line drawing width
+void rlSetLineWidth(float width)
{
- if (id > 0) glDeleteTextures(1, &id);
+ glLineWidth(width);
}
-// Unload render texture from GPU memory
-void rlDeleteRenderTextures(RenderTexture2D target)
+// Get the line drawing width
+float rlGetLineWidth(void)
{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if (target.texture.id > 0) glDeleteTextures(1, &target.texture.id);
- if (target.depth.id > 0)
- {
- if (target.depthTexture) glDeleteTextures(1, &target.depth.id);
- else glDeleteRenderbuffers(1, &target.depth.id);
- }
-
- if (target.id > 0) glDeleteFramebuffers(1, &target.id);
-
- TraceLog(LOG_INFO, "[FBO ID %i] Unloaded render texture data from VRAM (GPU)", target.id);
-#endif
+ float width = 0;
+ glGetFloatv(GL_LINE_WIDTH, &width);
+ return width;
}
-// Unload shader from GPU memory
-void rlDeleteShader(unsigned int id)
+// Enable line aliasing
+void rlEnableSmoothLines(void)
{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if (id != 0) glDeleteProgram(id);
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_11)
+ glEnable(GL_LINE_SMOOTH);
#endif
}
-// Unload vertex data (VAO) from GPU memory
-void rlDeleteVertexArrays(unsigned int id)
+// Disable line aliasing
+void rlDisableSmoothLines(void)
{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if (vaoSupported)
- {
- if (id != 0) glDeleteVertexArrays(1, &id);
- TraceLog(LOG_INFO, "[VAO ID %i] Unloaded model data from VRAM (GPU)", id);
- }
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_11)
+ glDisable(GL_LINE_SMOOTH);
#endif
}
-// Unload vertex data (VBO) from GPU memory
-void rlDeleteBuffers(unsigned int id)
+// Unload framebuffer from GPU memory
+// NOTE: All attached textures/cubemaps/renderbuffers are also deleted
+void rlUnloadFramebuffer(unsigned int id)
{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if (id != 0)
- {
- glDeleteBuffers(1, &id);
- if (!vaoSupported) TraceLog(LOG_INFO, "[VBO ID %i] Unloaded model vertex data from VRAM (GPU)", id);
- }
+#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(SUPPORT_RENDER_TEXTURES_HINT)
+
+ // Query depth attachment to automatically delete texture/renderbuffer
+ int depthType = 0, depthId = 0;
+ glBindFramebuffer(GL_FRAMEBUFFER, id); // Bind framebuffer to query depth texture type
+ glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &depthType);
+ glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &depthId);
+
+ unsigned int depthIdU = (unsigned int)depthId;
+ if (depthType == GL_RENDERBUFFER) glDeleteRenderbuffers(1, &depthIdU);
+ else if (depthType == GL_RENDERBUFFER) glDeleteTextures(1, &depthIdU);
+
+ // NOTE: If a texture object is deleted while its image is attached to the *currently bound* framebuffer,
+ // the texture image is automatically detached from the currently bound framebuffer.
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ glDeleteFramebuffers(1, &id);
+
+ TRACELOG(LOG_INFO, "FBO: [ID %i] Unloaded framebuffer from VRAM (GPU)", id);
#endif
}
// Clear color buffer with color
-void rlClearColor(byte r, byte g, byte b, byte a)
+void rlClearColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a)
{
// Color values clamp to 0.0f(0) and 1.0f(255)
float cr = (float)r/255;
@@ -1469,87 +1576,92 @@ void rlglInit(int width, int height)
{
// Check OpenGL information and capabilities
//------------------------------------------------------------------------------
-
// Print current OpenGL and GLSL version
- TraceLog(LOG_INFO, "GPU: Vendor: %s", glGetString(GL_VENDOR));
- TraceLog(LOG_INFO, "GPU: Renderer: %s", glGetString(GL_RENDERER));
- TraceLog(LOG_INFO, "GPU: Version: %s", glGetString(GL_VERSION));
- TraceLog(LOG_INFO, "GPU: GLSL: %s", glGetString(GL_SHADING_LANGUAGE_VERSION));
+ TRACELOG(LOG_INFO, "GL: OpenGL device information:");
+ TRACELOG(LOG_INFO, " > Vendor: %s", glGetString(GL_VENDOR));
+ TRACELOG(LOG_INFO, " > Renderer: %s", glGetString(GL_RENDERER));
+ TRACELOG(LOG_INFO, " > Version: %s", glGetString(GL_VERSION));
+ TRACELOG(LOG_INFO, " > GLSL: %s", glGetString(GL_SHADING_LANGUAGE_VERSION));
// NOTE: We can get a bunch of extra information about GPU capabilities (glGet*)
//int maxTexSize;
//glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTexSize);
- //TraceLog(LOG_INFO, "GL_MAX_TEXTURE_SIZE: %i", maxTexSize);
+ //TRACELOG(LOG_INFO, "GL: Maximum texture size: %i", maxTexSize);
//GL_MAX_TEXTURE_IMAGE_UNITS
//GL_MAX_VIEWPORT_DIMS
//int numAuxBuffers;
//glGetIntegerv(GL_AUX_BUFFERS, &numAuxBuffers);
- //TraceLog(LOG_INFO, "GL_AUX_BUFFERS: %i", numAuxBuffers);
+ //TRACELOG(LOG_INFO, "GL: Number of aixiliar buffers: %i", numAuxBuffers);
//GLint numComp = 0;
//GLint format[32] = { 0 };
//glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &numComp);
//glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, format);
- //for (int i = 0; i < numComp; i++) TraceLog(LOG_INFO, "Supported compressed format: 0x%x", format[i]);
+ //for (int i = 0; i < numComp; i++) TRACELOG(LOG_INFO, "GL: Supported compressed format: 0x%x", format[i]);
// NOTE: We don't need that much data on screen... right now...
// TODO: Automatize extensions loading using rlLoadExtensions() and GLAD
// Actually, when rlglInit() is called in InitWindow() in core.c,
- // OpenGL required extensions have already been loaded (PLATFORM_DESKTOP)
+ // OpenGL context has already been created and required extensions loaded
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Get supported extensions list
GLint numExt = 0;
-#if defined(GRAPHICS_API_OPENGL_33)
+#if defined(GRAPHICS_API_OPENGL_33) && !defined(GRAPHICS_API_OPENGL_21)
// NOTE: On OpenGL 3.3 VAO and NPOT are supported by default
- vaoSupported = true;
+ RLGL.ExtSupported.vao = true;
// Multiple texture extensions supported by default
- texNPOTSupported = true;
- texFloatSupported = true;
- texDepthSupported = true;
+ RLGL.ExtSupported.texNPOT = true;
+ RLGL.ExtSupported.texFloat32 = true;
+ RLGL.ExtSupported.texDepth = true;
// We get a list of available extensions and we check for some of them (compressed textures)
// NOTE: We don't need to check again supported extensions but we do (GLAD already dealt with that)
glGetIntegerv(GL_NUM_EXTENSIONS, &numExt);
- const char **extList = RL_MALLOC(sizeof(const char *)*numExt);
+ // Allocate numExt strings pointers
+ char **extList = RL_MALLOC(sizeof(char *)*numExt);
+
+ // Get extensions strings
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
+#endif
+#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
+ // Allocate 512 strings pointers (2 KB)
+ const char **extList = RL_MALLOC(512*sizeof(const char *));
+
+ const char *extensions = (const char *)glGetString(GL_EXTENSIONS); // One big const string
// NOTE: We have to duplicate string because glGetString() returns a const string
int len = strlen(extensions) + 1;
- char *extensionsDup = (char *)RL_MALLOC(len);
+ char *extensionsDup = (char *)RL_CALLOC(len, sizeof(char));
strcpy(extensionsDup, extensions);
- // NOTE: String could be splitted using strtok() function (string.h)
- // NOTE: strtok() modifies the passed string, it can not be const
-
- // Allocate 512 strings pointers (2 KB)
- const char **extList = RL_MALLOC(sizeof(const char *)*512);
+ extList[numExt] = extensionsDup;
- extList[numExt] = strtok(extensionsDup, " ");
- while (extList[numExt] != NULL)
+ for (int i = 0; i < len; i++)
{
- numExt++;
- extList[numExt] = strtok(NULL, " ");
- }
+ if (extensionsDup[i] == ' ')
+ {
+ extensionsDup[i] = '\0';
- RL_FREE(extensionsDup); // Duplicated string must be deallocated
+ numExt++;
+ extList[numExt] = &extensionsDup[i + 1];
+ }
+ }
- numExt -= 1;
+ // NOTE: Duplicated string (extensionsDup) must be deallocated
#endif
- TraceLog(LOG_INFO, "Number of supported extensions: %i", numExt);
+ TRACELOG(LOG_INFO, "GL: Supported extensions count: %i", numExt);
// Show supported extensions
- //for (int i = 0; i < numExt; i++) TraceLog(LOG_INFO, "Supported extension: %s", extList[i]);
+ //for (int i = 0; i < numExt; i++) TRACELOG(LOG_INFO, "Supported extension: %s", extList[i]);
// Check required extensions
for (int i = 0; i < numExt; i++)
@@ -1566,124 +1678,111 @@ void rlglInit(int width, int height)
glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSOESPROC)eglGetProcAddress("glDeleteVertexArraysOES");
//glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)eglGetProcAddress("glIsVertexArrayOES"); // NOTE: Fails in WebGL, omitted
- if ((glGenVertexArrays != NULL) && (glBindVertexArray != NULL) && (glDeleteVertexArrays != NULL)) vaoSupported = true;
+ if ((glGenVertexArrays != NULL) && (glBindVertexArray != NULL) && (glDeleteVertexArrays != NULL)) RLGL.ExtSupported.vao = true;
}
// Check NPOT textures support
// NOTE: Only check on OpenGL ES, OpenGL 3.3 has NPOT textures full support as core feature
- if (strcmp(extList[i], (const char *)"GL_OES_texture_npot") == 0) texNPOTSupported = true;
+ if (strcmp(extList[i], (const char *)"GL_OES_texture_npot") == 0) RLGL.ExtSupported.texNPOT = true;
// Check texture float support
- if (strcmp(extList[i], (const char *)"GL_OES_texture_float") == 0) texFloatSupported = true;
+ if (strcmp(extList[i], (const char *)"GL_OES_texture_float") == 0) RLGL.ExtSupported.texFloat32 = true;
// Check depth texture support
if ((strcmp(extList[i], (const char *)"GL_OES_depth_texture") == 0) ||
- (strcmp(extList[i], (const char *)"GL_WEBGL_depth_texture") == 0)) texDepthSupported = true;
+ (strcmp(extList[i], (const char *)"GL_WEBGL_depth_texture") == 0)) RLGL.ExtSupported.texDepth = true;
- if (strcmp(extList[i], (const char *)"GL_OES_depth24") == 0) maxDepthBits = 24;
- if (strcmp(extList[i], (const char *)"GL_OES_depth32") == 0) maxDepthBits = 32;
+ if (strcmp(extList[i], (const char *)"GL_OES_depth24") == 0) RLGL.ExtSupported.maxDepthBits = 24;
+ if (strcmp(extList[i], (const char *)"GL_OES_depth32") == 0) RLGL.ExtSupported.maxDepthBits = 32;
#endif
// DDS texture compression support
if ((strcmp(extList[i], (const char *)"GL_EXT_texture_compression_s3tc") == 0) ||
(strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_s3tc") == 0) ||
- (strcmp(extList[i], (const char *)"GL_WEBKIT_WEBGL_compressed_texture_s3tc") == 0)) texCompDXTSupported = true;
+ (strcmp(extList[i], (const char *)"GL_WEBKIT_WEBGL_compressed_texture_s3tc") == 0)) RLGL.ExtSupported.texCompDXT = 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;
+ (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_etc1") == 0)) RLGL.ExtSupported.texCompETC1 = true;
// ETC2/EAC texture compression support
- if (strcmp(extList[i], (const char *)"GL_ARB_ES3_compatibility") == 0) texCompETC2Supported = true;
+ if (strcmp(extList[i], (const char *)"GL_ARB_ES3_compatibility") == 0) RLGL.ExtSupported.texCompETC2 = true;
// PVR texture compression support
- if (strcmp(extList[i], (const char *)"GL_IMG_texture_compression_pvrtc") == 0) texCompPVRTSupported = true;
+ if (strcmp(extList[i], (const char *)"GL_IMG_texture_compression_pvrtc") == 0) RLGL.ExtSupported.texCompPVRT = true;
// ASTC texture compression support
- if (strcmp(extList[i], (const char *)"GL_KHR_texture_compression_astc_hdr") == 0) texCompASTCSupported = true;
+ if (strcmp(extList[i], (const char *)"GL_KHR_texture_compression_astc_hdr") == 0) RLGL.ExtSupported.texCompASTC = true;
// Anisotropic texture filter support
if (strcmp(extList[i], (const char *)"GL_EXT_texture_filter_anisotropic") == 0)
{
- texAnisotropicFilterSupported = true;
- glGetFloatv(0x84FF, &maxAnisotropicLevel); // GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
+ RLGL.ExtSupported.texAnisoFilter = true;
+ glGetFloatv(0x84FF, &RLGL.ExtSupported.maxAnisotropicLevel); // GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
}
// Clamp mirror wrap mode supported
- if (strcmp(extList[i], (const char *)"GL_EXT_texture_mirror_clamp") == 0) texMirrorClampSupported = true;
+ if (strcmp(extList[i], (const char *)"GL_EXT_texture_mirror_clamp") == 0) RLGL.ExtSupported.texMirrorClamp = true;
// Debug marker support
- if (strcmp(extList[i], (const char *)"GL_EXT_debug_marker") == 0) debugMarkerSupported = true;
+ if (strcmp(extList[i], (const char *)"GL_EXT_debug_marker") == 0) RLGL.ExtSupported.debugMarker = true;
}
+ // Free extensions pointers
RL_FREE(extList);
+#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
+ RL_FREE(extensionsDup); // Duplicated string must be deallocated
+#endif
+
#if defined(GRAPHICS_API_OPENGL_ES2)
- if (vaoSupported) TraceLog(LOG_INFO, "[EXTENSION] VAO extension detected, VAO functions initialized successfully");
- else TraceLog(LOG_WARNING, "[EXTENSION] VAO extension not found, VAO usage not supported");
+ if (RLGL.ExtSupported.vao) TRACELOG(LOG_INFO, "GL: VAO extension detected, VAO functions initialized successfully");
+ else TRACELOG(LOG_WARNING, "GL: VAO extension not found, VAO usage not supported");
- if (texNPOTSupported) TraceLog(LOG_INFO, "[EXTENSION] NPOT textures extension detected, full NPOT textures supported");
- else TraceLog(LOG_WARNING, "[EXTENSION] NPOT textures extension not found, limited NPOT support (no-mipmaps, no-repeat)");
+ if (RLGL.ExtSupported.texNPOT) TRACELOG(LOG_INFO, "GL: NPOT textures extension detected, full NPOT textures supported");
+ else TRACELOG(LOG_WARNING, "GL: NPOT textures extension not found, limited NPOT support (no-mipmaps, no-repeat)");
#endif
- if (texCompDXTSupported) TraceLog(LOG_INFO, "[EXTENSION] DXT compressed textures supported");
- if (texCompETC1Supported) TraceLog(LOG_INFO, "[EXTENSION] ETC1 compressed textures supported");
- if (texCompETC2Supported) TraceLog(LOG_INFO, "[EXTENSION] ETC2/EAC compressed textures supported");
- if (texCompPVRTSupported) TraceLog(LOG_INFO, "[EXTENSION] PVRT compressed textures supported");
- if (texCompASTCSupported) TraceLog(LOG_INFO, "[EXTENSION] ASTC compressed textures supported");
+ if (RLGL.ExtSupported.texCompDXT) TRACELOG(LOG_INFO, "GL: DXT compressed textures supported");
+ if (RLGL.ExtSupported.texCompETC1) TRACELOG(LOG_INFO, "GL: ETC1 compressed textures supported");
+ if (RLGL.ExtSupported.texCompETC2) TRACELOG(LOG_INFO, "GL: ETC2/EAC compressed textures supported");
+ if (RLGL.ExtSupported.texCompPVRT) TRACELOG(LOG_INFO, "GL: PVRT compressed textures supported");
+ if (RLGL.ExtSupported.texCompASTC) TRACELOG(LOG_INFO, "GL: ASTC compressed textures supported");
- if (texAnisotropicFilterSupported) TraceLog(LOG_INFO, "[EXTENSION] Anisotropic textures filtering supported (max: %.0fX)", maxAnisotropicLevel);
- if (texMirrorClampSupported) TraceLog(LOG_INFO, "[EXTENSION] Mirror clamp wrap texture mode supported");
+ if (RLGL.ExtSupported.texAnisoFilter) TRACELOG(LOG_INFO, "GL: Anisotropic textures filtering supported (max: %.0fX)", RLGL.ExtSupported.maxAnisotropicLevel);
+ if (RLGL.ExtSupported.texMirrorClamp) TRACELOG(LOG_INFO, "GL: Mirror clamp wrap texture mode supported");
- if (debugMarkerSupported) TraceLog(LOG_INFO, "[EXTENSION] Debug Marker supported");
+ if (RLGL.ExtSupported.debugMarker) TRACELOG(LOG_INFO, "GL: Debug Marker supported");
// Initialize buffers, default shaders and default textures
//----------------------------------------------------------
// Init default white texture
unsigned char pixels[4] = { 255, 255, 255, 255 }; // 1 pixel RGBA (4 bytes)
- defaultTextureId = rlLoadTexture(pixels, 1, 1, UNCOMPRESSED_R8G8B8A8, 1);
+ RLGL.State.defaultTextureId = rlLoadTexture(pixels, 1, 1, UNCOMPRESSED_R8G8B8A8, 1);
- if (defaultTextureId != 0) TraceLog(LOG_INFO, "[TEX ID %i] Base white texture loaded successfully", defaultTextureId);
- else TraceLog(LOG_WARNING, "Base white texture could not be loaded");
+ if (RLGL.State.defaultTextureId != 0) TRACELOG(LOG_INFO, "TEXTURE: [ID %i] Default texture loaded successfully", RLGL.State.defaultTextureId);
+ else TRACELOG(LOG_WARNING, "TEXTURE: Failed to load default texture");
// Init default Shader (customized for GL 3.3 and ES2)
- defaultShader = LoadShaderDefault();
- currentShader = defaultShader;
+ RLGL.State.defaultShader = LoadShaderDefault();
+ RLGL.State.currentShader = RLGL.State.defaultShader;
// Init default vertex arrays buffers
- LoadBuffersDefault();
-
- // Init transformations matrix accumulator
- transformMatrix = MatrixIdentity();
-
- // Init draw calls tracking system
- draws = (DrawCall *)RL_MALLOC(sizeof(DrawCall)*MAX_DRAWCALL_REGISTERED);
-
- for (int i = 0; i < MAX_DRAWCALL_REGISTERED; i++)
- {
- draws[i].mode = RL_QUADS;
- draws[i].vertexCount = 0;
- draws[i].vertexAlignment = 0;
- //draws[i].vaoId = 0;
- //draws[i].shaderId = 0;
- draws[i].textureId = defaultTextureId;
- //draws[i].projection = MatrixIdentity();
- //draws[i].modelview = MatrixIdentity();
- }
+ RLGL.defaultBatch = LoadRenderBatch(DEFAULT_BATCH_BUFFERS, DEFAULT_BATCH_BUFFER_ELEMENTS);
+ RLGL.currentBatch = &RLGL.defaultBatch;
- drawsCounter = 1;
+ // Init stack matrices (emulating OpenGL 1.1)
+ for (int i = 0; i < MAX_MATRIX_STACK_SIZE; i++) RLGL.State.stack[i] = MatrixIdentity();
- // Init internal matrix stack (emulating OpenGL 1.1)
- for (int i = 0; i < MAX_MATRIX_STACK_SIZE; i++) stack[i] = MatrixIdentity();
+ // Init internal matrices
+ RLGL.State.transform = MatrixIdentity();
+ RLGL.State.projection = MatrixIdentity();
+ RLGL.State.modelview = MatrixIdentity();
+ RLGL.State.currentMatrix = &RLGL.State.modelview;
- // Init internal projection and modelview matrices
- projection = MatrixIdentity();
- modelview = MatrixIdentity();
- currentMatrix = &modelview;
#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
// Initialize OpenGL default states
//----------------------------------------------------------
-
// Init state: Depth test
glDepthFunc(GL_LEQUAL); // Type of depth testing to apply
glDisable(GL_DEPTH_TEST); // Disable depth testing for 2D (only used for 3D)
@@ -1698,35 +1797,45 @@ void rlglInit(int width, int height)
glFrontFace(GL_CCW); // Front face are defined counter clockwise (default)
glEnable(GL_CULL_FACE); // Enable backface culling
+ // Init state: Cubemap seamless
+#if defined(GRAPHICS_API_OPENGL_33)
+ glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); // Seamless cubemaps (not supported on OpenGL ES 2.0)
+#endif
+
#if defined(GRAPHICS_API_OPENGL_11)
// Init state: Color hints (deprecated in OpenGL 3.0+)
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Improve quality of color and texture coordinate interpolation
glShadeModel(GL_SMOOTH); // Smooth shading between vertex (vertex colors interpolation)
#endif
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ // Store screen size into global variables
+ RLGL.State.framebufferWidth = width;
+ RLGL.State.framebufferHeight = height;
+
+ // Init texture and rectangle used on basic shapes drawing
+ RLGL.State.shapesTexture = GetTextureDefault();
+ RLGL.State.shapesTextureRec = (Rectangle){ 0.0f, 0.0f, 1.0f, 1.0f };
+
+ TRACELOG(LOG_INFO, "RLGL: Default state initialized successfully");
+#endif
+
// Init state: Color/Depth buffers clear
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color (black)
glClearDepth(1.0f); // Set clear depth value (default)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers (depth buffer required for 3D)
-
- // Store screen size into global variables
- screenWidth = width;
- screenHeight = height;
-
- TraceLog(LOG_INFO, "OpenGL default states initialized successfully");
}
// Vertex Buffer Object deinitialization (memory free)
void rlglClose(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- UnloadShaderDefault(); // Unload default shader
- UnloadBuffersDefault(); // Unload default buffers
- glDeleteTextures(1, &defaultTextureId); // Unload default texture
+ UnloadRenderBatch(RLGL.defaultBatch);
- TraceLog(LOG_INFO, "[TEX ID %i] Unloaded texture data (base white texture) from VRAM", defaultTextureId);
+ UnloadShaderDefault(); // Unload default shader
+ glDeleteTextures(1, &RLGL.State.defaultTextureId); // Unload default texture
- RL_FREE(draws);
+ TRACELOG(LOG_INFO, "TEXTURE: [ID %i] Unloaded default texture data from VRAM (GPU)", RLGL.State.defaultTextureId);
#endif
}
@@ -1734,11 +1843,45 @@ void rlglClose(void)
void rlglDraw(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- // Only process data if we have data to process
- if (vertexData[currentBuffer].vCounter > 0)
- {
- UpdateBuffersDefault();
- DrawBuffersDefault(); // NOTE: Stereo rendering is checked inside
+ DrawRenderBatch(RLGL.currentBatch); // NOTE: Stereo rendering is checked inside
+#endif
+}
+
+// Check and log OpenGL error codes
+void rlCheckErrors() {
+#if defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ int check = 1;
+ while (check) {
+ const GLenum err = glGetError();
+ switch (err) {
+ case GL_NO_ERROR:
+ check = 0;
+ break;
+ case 0x0500: // GL_INVALID_ENUM:
+ TRACELOG(LOG_WARNING, "GL: Error detected: GL_INVALID_ENUM");
+ break;
+ case 0x0501: //GL_INVALID_VALUE:
+ TRACELOG(LOG_WARNING, "GL: Error detected: GL_INVALID_VALUE");
+ break;
+ case 0x0502: //GL_INVALID_OPERATION:
+ TRACELOG(LOG_WARNING, "GL: Error detected: GL_INVALID_OPERATION");
+ break;
+ case 0x0503: // GL_STACK_OVERFLOW:
+ TRACELOG(LOG_WARNING, "GL: Error detected: GL_STACK_OVERFLOW");
+ break;
+ case 0x0504: // GL_STACK_UNDERFLOW:
+ TRACELOG(LOG_WARNING, "GL: Error detected: GL_STACK_UNDERFLOW");
+ break;
+ case 0x0505: // GL_OUT_OF_MEMORY:
+ TRACELOG(LOG_WARNING, "GL: Error detected: GL_OUT_OF_MEMORY");
+ break;
+ case 0x0506: // GL_INVALID_FRAMEBUFFER_OPERATION:
+ TRACELOG(LOG_WARNING, "GL: Error detected: GL_INVALID_FRAMEBUFFER_OPERATION");
+ break;
+ default:
+ TRACELOG(LOG_WARNING, "GL: Error detected: unknown error code %x", err);
+ break;
+ }
}
#endif
}
@@ -1750,7 +1893,7 @@ int rlGetVersion(void)
return OPENGL_11;
#elif defined(GRAPHICS_API_OPENGL_21)
#if defined(__APPLE__)
- return OPENGL_33; // NOTE: Force OpenGL 3.3 on OSX
+ return OPENGL_33; // NOTE: Force OpenGL 3.3 on OSX
#else
return OPENGL_21;
#endif
@@ -1766,7 +1909,7 @@ bool rlCheckBufferLimit(int vCount)
{
bool overflow = false;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if ((vertexData[currentBuffer].vCounter + vCount) >= (MAX_BATCH_ELEMENTS*4)) overflow = true;
+ if ((RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter + vCount) >= (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4)) overflow = true;
#endif
return overflow;
}
@@ -1775,7 +1918,17 @@ bool rlCheckBufferLimit(int vCount)
void rlSetDebugMarker(const char *text)
{
#if defined(GRAPHICS_API_OPENGL_33)
- if (debugMarkerSupported) glInsertEventMarkerEXT(0, text);
+ if (RLGL.ExtSupported.debugMarker) glInsertEventMarkerEXT(0, text);
+#endif
+}
+
+// Set blending mode factor and equation
+void rlSetBlendMode(int glSrcFactor, int glDstFactor, int glEquation)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ RLGL.State.glBlendSrcFactor = glSrcFactor;
+ RLGL.State.glBlendDstFactor = glDstFactor;
+ RLGL.State.glBlendEquation = glEquation;
#endif
}
@@ -1786,14 +1939,14 @@ void rlLoadExtensions(void *loader)
#if defined(GRAPHICS_API_OPENGL_33)
// NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions)
#if !defined(__APPLE__)
- if (!gladLoadGLLoader((GLADloadproc)loader)) TraceLog(LOG_WARNING, "GLAD: Cannot load OpenGL extensions");
- else TraceLog(LOG_INFO, "GLAD: OpenGL extensions loaded successfully");
+ if (!gladLoadGLLoader((GLADloadproc)loader)) TRACELOG(LOG_WARNING, "GLAD: Cannot load OpenGL extensions");
+ else TRACELOG(LOG_INFO, "GLAD: OpenGL extensions loaded successfully");
#if defined(GRAPHICS_API_OPENGL_21)
- if (GLAD_GL_VERSION_2_1) TraceLog(LOG_INFO, "OpenGL 2.1 profile supported");
+ if (GLAD_GL_VERSION_2_1) TRACELOG(LOG_INFO, "GL: OpenGL 2.1 profile supported");
#elif defined(GRAPHICS_API_OPENGL_33)
- if (GLAD_GL_VERSION_3_3) TraceLog(LOG_INFO, "OpenGL 3.3 Core profile supported");
- else TraceLog(LOG_ERROR, "OpenGL 3.3 Core profile not supported");
+ if (GLAD_GL_VERSION_3_3) TRACELOG(LOG_INFO, "GL: OpenGL 3.3 Core profile supported");
+ else TRACELOG(LOG_ERROR, "GL: OpenGL 3.3 Core profile not supported");
#endif
#endif
@@ -1802,29 +1955,6 @@ void rlLoadExtensions(void *loader)
#endif
}
-// Get world coordinates from screen coordinates
-Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view)
-{
- Vector3 result = { 0.0f, 0.0f, 0.0f };
-
- // Calculate unproject matrix (multiply view patrix by projection matrix) and invert it
- Matrix matViewProj = MatrixMultiply(view, proj);
- matViewProj = MatrixInvert(matViewProj);
-
- // Create quaternion from source point
- Quaternion quat = { source.x, source.y, source.z, 1.0f };
-
- // Multiply quat point by unproject matrix
- quat = QuaternionTransform(quat, matViewProj);
-
- // Normalized world points in vectors
- result.x = quat.x/quat.w;
- result.y = quat.y/quat.w;
- result.z = quat.z/quat.w;
-
- return result;
-}
-
// Convert image data to OpenGL texture (returns OpenGL valid Id)
unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount)
{
@@ -1836,38 +1966,38 @@ unsigned int rlLoadTexture(void *data, int width, int height, int format, int mi
#if defined(GRAPHICS_API_OPENGL_11)
if (format >= COMPRESSED_DXT1_RGB)
{
- TraceLog(LOG_WARNING, "OpenGL 1.1 does not support GPU compressed texture formats");
+ TRACELOG(LOG_WARNING, "GL: OpenGL 1.1 does not support GPU compressed texture formats");
return id;
}
#else
- if ((!texCompDXTSupported) && ((format == COMPRESSED_DXT1_RGB) || (format == COMPRESSED_DXT1_RGBA) ||
+ if ((!RLGL.ExtSupported.texCompDXT) && ((format == COMPRESSED_DXT1_RGB) || (format == COMPRESSED_DXT1_RGBA) ||
(format == COMPRESSED_DXT3_RGBA) || (format == COMPRESSED_DXT5_RGBA)))
{
- TraceLog(LOG_WARNING, "DXT compressed texture format not supported");
+ TRACELOG(LOG_WARNING, "GL: DXT compressed texture format not supported");
return id;
}
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if ((!texCompETC1Supported) && (format == COMPRESSED_ETC1_RGB))
+ if ((!RLGL.ExtSupported.texCompETC1) && (format == COMPRESSED_ETC1_RGB))
{
- TraceLog(LOG_WARNING, "ETC1 compressed texture format not supported");
+ TRACELOG(LOG_WARNING, "GL: ETC1 compressed texture format not supported");
return id;
}
- if ((!texCompETC2Supported) && ((format == COMPRESSED_ETC2_RGB) || (format == COMPRESSED_ETC2_EAC_RGBA)))
+ if ((!RLGL.ExtSupported.texCompETC2) && ((format == COMPRESSED_ETC2_RGB) || (format == COMPRESSED_ETC2_EAC_RGBA)))
{
- TraceLog(LOG_WARNING, "ETC2 compressed texture format not supported");
+ TRACELOG(LOG_WARNING, "GL: ETC2 compressed texture format not supported");
return id;
}
- if ((!texCompPVRTSupported) && ((format == COMPRESSED_PVRT_RGB) || (format == COMPRESSED_PVRT_RGBA)))
+ if ((!RLGL.ExtSupported.texCompPVRT) && ((format == COMPRESSED_PVRT_RGB) || (format == COMPRESSED_PVRT_RGBA)))
{
- TraceLog(LOG_WARNING, "PVRT compressed texture format not supported");
+ TRACELOG(LOG_WARNING, "GL: PVRT compressed texture format not supported");
return id;
}
- if ((!texCompASTCSupported) && ((format == COMPRESSED_ASTC_4x4_RGBA) || (format == COMPRESSED_ASTC_8x8_RGBA)))
+ if ((!RLGL.ExtSupported.texCompASTC) && ((format == COMPRESSED_ASTC_4x4_RGBA) || (format == COMPRESSED_ASTC_8x8_RGBA)))
{
- TraceLog(LOG_WARNING, "ASTC compressed texture format not supported");
+ TRACELOG(LOG_WARNING, "GL: ASTC compressed texture format not supported");
return id;
}
#endif
@@ -1887,8 +2017,6 @@ unsigned int rlLoadTexture(void *data, int width, int height, int format, int mi
int mipHeight = height;
int mipOffset = 0; // Mipmap data offset
- TraceLog(LOG_DEBUG, "Load texture from data memory address: 0x%x", data);
-
// Load the different mipmap levels
for (int i = 0; i < mipmapCount; i++)
{
@@ -1897,7 +2025,7 @@ unsigned int rlLoadTexture(void *data, int width, int height, int format, int mi
unsigned int glInternalFormat, glFormat, glType;
rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
- TraceLog(LOG_DEBUG, "Load mipmap level %i (%i x %i), size: %i, offset: %i", i, mipWidth, mipHeight, mipSize, mipOffset);
+ TRACELOGD("TEXTURE: Load mipmap level %i (%i x %i), size: %i, offset: %i", i, mipWidth, mipHeight, mipSize, mipOffset);
if (glInternalFormat != -1)
{
@@ -1937,7 +2065,7 @@ unsigned int rlLoadTexture(void *data, int width, int height, int format, int mi
// NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used
#if defined(GRAPHICS_API_OPENGL_ES2)
// NOTE: OpenGL ES 2.0 with no GL_OES_texture_npot support (i.e. WebGL) has limited NPOT support, so CLAMP_TO_EDGE must be used
- if (texNPOTSupported)
+ if (RLGL.ExtSupported.texNPOT)
{
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
@@ -1973,42 +2101,33 @@ unsigned int rlLoadTexture(void *data, int width, int height, int format, int mi
// Unbind current texture
glBindTexture(GL_TEXTURE_2D, 0);
- if (id > 0) TraceLog(LOG_INFO, "[TEX ID %i] Texture created successfully (%ix%i - %i mipmaps)", id, width, height, mipmapCount);
- else TraceLog(LOG_WARNING, "Texture could not be created");
+ if (id > 0) TRACELOG(LOG_INFO, "TEXTURE: [ID %i] Texture created successfully (%ix%i - %i mipmaps)", id, width, height, mipmapCount);
+ else TRACELOG(LOG_WARNING, "TEXTURE: Failed to load texture");
return id;
}
// Load depth texture/renderbuffer (to be attached to fbo)
// WARNING: OpenGL ES 2.0 requires GL_OES_depth_texture/WEBGL_depth_texture extensions
-unsigned int rlLoadTextureDepth(int width, int height, int bits, bool useRenderBuffer)
+unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer)
{
unsigned int id = 0;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- unsigned int glInternalFormat = GL_DEPTH_COMPONENT16;
+ // In case depth textures not supported, we force renderbuffer usage
+ if (!RLGL.ExtSupported.texDepth) useRenderBuffer = true;
- if ((bits != 16) && (bits != 24) && (bits != 32)) bits = 16;
+ // NOTE: We let the implementation to choose the best bit-depth
+ // Possible formats: GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32 and GL_DEPTH_COMPONENT32F
+ unsigned int glInternalFormat = GL_DEPTH_COMPONENT;
- if (bits == 24)
- {
-#if defined(GRAPHICS_API_OPENGL_33)
- glInternalFormat = GL_DEPTH_COMPONENT24;
-#elif defined(GRAPHICS_API_OPENGL_ES2)
- if (maxDepthBits >= 24) glInternalFormat = GL_DEPTH_COMPONENT24_OES;
-#endif
- }
-
- if (bits == 32)
- {
-#if defined(GRAPHICS_API_OPENGL_33)
- glInternalFormat = GL_DEPTH_COMPONENT32;
-#elif defined(GRAPHICS_API_OPENGL_ES2)
- if (maxDepthBits == 32) glInternalFormat = GL_DEPTH_COMPONENT32_OES;
+#if defined(GRAPHICS_API_OPENGL_ES2)
+ if (RLGL.ExtSupported.maxDepthBits == 32) glInternalFormat = GL_DEPTH_COMPONENT32_OES;
+ else if (RLGL.ExtSupported.maxDepthBits == 24) glInternalFormat = GL_DEPTH_COMPONENT24_OES;
+ else glInternalFormat = GL_DEPTH_COMPONENT16;
#endif
- }
- if (!useRenderBuffer && texDepthSupported)
+ if (!useRenderBuffer && RLGL.ExtSupported.texDepth)
{
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
@@ -2020,6 +2139,8 @@ unsigned int rlLoadTextureDepth(int width, int height, int bits, bool useRenderB
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D, 0);
+
+ TRACELOG(LOG_INFO, "TEXTURE: Depth texture loaded successfully");
}
else
{
@@ -2030,6 +2151,8 @@ unsigned int rlLoadTextureDepth(int width, int height, int bits, bool useRenderB
glRenderbufferStorage(GL_RENDERBUFFER, glInternalFormat, width, height);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
+
+ TRACELOG(LOG_INFO, "TEXTURE: [ID %i] Depth renderbuffer loaded successfully (%i bits)", id, (RLGL.ExtSupported.maxDepthBits >= 24)? RLGL.ExtSupported.maxDepthBits : 16);
}
#endif
@@ -2037,16 +2160,17 @@ unsigned int rlLoadTextureDepth(int width, int height, int bits, bool useRenderB
}
// Load texture cubemap
-// NOTE: Cubemap data is expected to be 6 images in a single column,
+// NOTE: Cubemap data is expected to be 6 images in a single data array (one after the other),
// expected the following convention: +X, -X, +Y, -Y, +Z, -Z
unsigned int rlLoadTextureCubemap(void *data, int size, int format)
{
- unsigned int cubemapId = 0;
- unsigned int dataSize = GetPixelDataSize(size, size, format);
+ unsigned int id = 0;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glGenTextures(1, &cubemapId);
- glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapId);
+ unsigned int dataSize = GetPixelDataSize(size, size, format);
+
+ glGenTextures(1, &id);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, id);
unsigned int glInternalFormat, glFormat, glType;
rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
@@ -2056,10 +2180,27 @@ unsigned int rlLoadTextureCubemap(void *data, int size, int format)
// Load cubemap faces
for (unsigned int i = 0; i < 6; i++)
{
- if (format < COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, glFormat, glType, (unsigned char *)data + i*dataSize);
-#if !defined(GRAPHICS_API_OPENGL_11)
- else glCompressedTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, dataSize, (unsigned char *)data + i*dataSize);
-#endif
+ if (data == NULL)
+ {
+ if (format < COMPRESSED_DXT1_RGB)
+ {
+ if (format == UNCOMPRESSED_R32G32B32)
+ {
+ // Instead of using a sized internal texture format (GL_RGB16F, GL_RGB32F), we let the driver to choose the better format for us (GL_RGB)
+ if (RLGL.ExtSupported.texFloat32) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, size, size, 0, GL_RGB, GL_FLOAT, NULL);
+ else TRACELOG(LOG_WARNING, "TEXTURES: Cubemap requested format not supported");
+ }
+ else if ((format == UNCOMPRESSED_R32) || (format == UNCOMPRESSED_R32G32B32A32)) TRACELOG(LOG_WARNING, "TEXTURES: Cubemap requested format not supported");
+ else glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, glFormat, glType, NULL);
+ }
+ else TRACELOG(LOG_WARNING, "TEXTURES: Empty cubemap creation does not support compressed format");
+ }
+ else
+ {
+ if (format < COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, glFormat, glType, (unsigned char *)data + i*dataSize);
+ else glCompressedTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, dataSize, (unsigned char *)data + i*dataSize);
+ }
+
#if defined(GRAPHICS_API_OPENGL_33)
if (format == UNCOMPRESSED_GRAYSCALE)
{
@@ -2091,12 +2232,15 @@ unsigned int rlLoadTextureCubemap(void *data, int size, int format)
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
#endif
- return cubemapId;
+ if (id > 0) TRACELOG(LOG_INFO, "TEXTURE: [ID %i] Cubemap texture created successfully (%ix%i)", id, size, size);
+ else TRACELOG(LOG_WARNING, "TEXTURE: Failed to load cubemap texture");
+
+ return id;
}
// Update already loaded texture in GPU with new data
// NOTE: We don't know safely if internal texture format is the expected one...
-void rlUpdateTexture(unsigned int id, int width, int height, int format, const void *data)
+void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data)
{
glBindTexture(GL_TEXTURE_2D, id);
@@ -2105,9 +2249,9 @@ void rlUpdateTexture(unsigned int id, int width, int height, int format, const v
if ((glInternalFormat != -1) && (format < COMPRESSED_DXT1_RGB))
{
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, glFormat, glType, (unsigned char *)data);
+ glTexSubImage2D(GL_TEXTURE_2D, 0, offsetX, offsetY, width, height, glFormat, glType, (unsigned char *)data);
}
- else TraceLog(LOG_WARNING, "Texture format updating not supported");
+ else TRACELOG(LOG_WARNING, "TEXTURE: [ID %i] Failed to update for current texture format (%i)", id, format);
}
// Get OpenGL internal formats and data type from raylib PixelFormat
@@ -2129,9 +2273,9 @@ void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned
case UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break;
case UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break;
#if !defined(GRAPHICS_API_OPENGL_11)
- case UNCOMPRESSED_R32: if (texFloatSupported) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
- case UNCOMPRESSED_R32G32B32: if (texFloatSupported) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
- case UNCOMPRESSED_R32G32B32A32: if (texFloatSupported) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
+ case UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
+ case UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
+ case UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
#endif
#elif defined(GRAPHICS_API_OPENGL_33)
case UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_R8; *glFormat = GL_RED; *glType = GL_UNSIGNED_BYTE; break;
@@ -2141,100 +2285,83 @@ void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned
case UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGB5_A1; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break;
case UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA4; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break;
case UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA8; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break;
- case UNCOMPRESSED_R32: if (texFloatSupported) *glInternalFormat = GL_R32F; *glFormat = GL_RED; *glType = GL_FLOAT; break;
- case UNCOMPRESSED_R32G32B32: if (texFloatSupported) *glInternalFormat = GL_RGB32F; *glFormat = GL_RGB; *glType = GL_FLOAT; break;
- case UNCOMPRESSED_R32G32B32A32: if (texFloatSupported) *glInternalFormat = GL_RGBA32F; *glFormat = GL_RGBA; *glType = GL_FLOAT; break;
+ case UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_R32F; *glFormat = GL_RED; *glType = GL_FLOAT; break;
+ case UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB32F; *glFormat = GL_RGB; *glType = GL_FLOAT; break;
+ case UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA32F; *glFormat = GL_RGBA; *glType = GL_FLOAT; break;
#endif
#if !defined(GRAPHICS_API_OPENGL_11)
- case COMPRESSED_DXT1_RGB: if (texCompDXTSupported) *glInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break;
- case COMPRESSED_DXT1_RGBA: if (texCompDXTSupported) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break;
- case COMPRESSED_DXT3_RGBA: if (texCompDXTSupported) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break;
- case COMPRESSED_DXT5_RGBA: if (texCompDXTSupported) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break;
- case COMPRESSED_ETC1_RGB: if (texCompETC1Supported) *glInternalFormat = GL_ETC1_RGB8_OES; break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3
- case COMPRESSED_ETC2_RGB: if (texCompETC2Supported) *glInternalFormat = GL_COMPRESSED_RGB8_ETC2; break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
- case COMPRESSED_ETC2_EAC_RGBA: if (texCompETC2Supported) *glInternalFormat = GL_COMPRESSED_RGBA8_ETC2_EAC; break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
- case COMPRESSED_PVRT_RGB: if (texCompPVRTSupported) *glInternalFormat = GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU
- case COMPRESSED_PVRT_RGBA: if (texCompPVRTSupported) *glInternalFormat = GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU
- case COMPRESSED_ASTC_4x4_RGBA: if (texCompASTCSupported) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_4x4_KHR; break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
- case COMPRESSED_ASTC_8x8_RGBA: if (texCompASTCSupported) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_8x8_KHR; break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
+ case COMPRESSED_DXT1_RGB: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break;
+ case COMPRESSED_DXT1_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break;
+ case COMPRESSED_DXT3_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break;
+ case COMPRESSED_DXT5_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break;
+ case COMPRESSED_ETC1_RGB: if (RLGL.ExtSupported.texCompETC1) *glInternalFormat = GL_ETC1_RGB8_OES; break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3
+ case COMPRESSED_ETC2_RGB: if (RLGL.ExtSupported.texCompETC2) *glInternalFormat = GL_COMPRESSED_RGB8_ETC2; break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
+ case COMPRESSED_ETC2_EAC_RGBA: if (RLGL.ExtSupported.texCompETC2) *glInternalFormat = GL_COMPRESSED_RGBA8_ETC2_EAC; break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
+ case COMPRESSED_PVRT_RGB: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU
+ case COMPRESSED_PVRT_RGBA: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU
+ case COMPRESSED_ASTC_4x4_RGBA: if (RLGL.ExtSupported.texCompASTC) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_4x4_KHR; break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
+ case COMPRESSED_ASTC_8x8_RGBA: if (RLGL.ExtSupported.texCompASTC) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_8x8_KHR; break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
#endif
- default: TraceLog(LOG_WARNING, "Texture format not supported"); break;
+ default: TRACELOG(LOG_WARNING, "TEXTURE: Current format not supported (%i)", format); break;
}
}
// Unload texture from GPU memory
void rlUnloadTexture(unsigned int id)
{
- if (id > 0) glDeleteTextures(1, &id);
+ glDeleteTextures(1, &id);
}
-// Load a texture to be used for rendering (fbo with default color and depth attachments)
-// NOTE: If colorFormat or depthBits are no supported, no attachment is done
-RenderTexture2D rlLoadRenderTexture(int width, int height, int format, int depthBits, bool useDepthTexture)
+// Load a framebuffer to be used for rendering
+// NOTE: No textures attached
+unsigned int rlLoadFramebuffer(int width, int height)
{
- RenderTexture2D target = { 0 };
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if (useDepthTexture && texDepthSupported) target.depthTexture = true;
-
- // Create the framebuffer object
- glGenFramebuffers(1, &target.id);
- glBindFramebuffer(GL_FRAMEBUFFER, target.id);
-
- // Create fbo color texture attachment
- //-----------------------------------------------------------------------------------------------------
- if ((format != -1) && (format < COMPRESSED_DXT1_RGB))
- {
- // WARNING: Some texture formats are not supported for fbo color attachment
- target.texture.id = rlLoadTexture(NULL, width, height, format, 1);
- target.texture.width = width;
- target.texture.height = height;
- target.texture.format = format;
- target.texture.mipmaps = 1;
- }
- //-----------------------------------------------------------------------------------------------------
-
- // Create fbo depth renderbuffer/texture
- //-----------------------------------------------------------------------------------------------------
- if (depthBits > 0)
- {
- target.depth.id = rlLoadTextureDepth(width, height, depthBits, !useDepthTexture);
- target.depth.width = width;
- target.depth.height = height;
- target.depth.format = 19; //DEPTH_COMPONENT_24BIT?
- target.depth.mipmaps = 1;
- }
- //-----------------------------------------------------------------------------------------------------
-
- // Attach color texture and depth renderbuffer to FBO
- //-----------------------------------------------------------------------------------------------------
- rlRenderTextureAttach(target, target.texture.id, 0); // COLOR attachment
- rlRenderTextureAttach(target, target.depth.id, 1); // DEPTH attachment
- //-----------------------------------------------------------------------------------------------------
+ unsigned int fboId = 0;
- // Check if fbo is complete with attachments (valid)
- //-----------------------------------------------------------------------------------------------------
- if (rlRenderTextureComplete(target)) TraceLog(LOG_INFO, "[FBO ID %i] Framebuffer object created successfully", target.id);
- //-----------------------------------------------------------------------------------------------------
-
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
+#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(SUPPORT_RENDER_TEXTURES_HINT)
+ glGenFramebuffers(1, &fboId); // Create the framebuffer object
+ glBindFramebuffer(GL_FRAMEBUFFER, 0); // Unbind any framebuffer
#endif
- return target;
+ return fboId;
}
// Attach color buffer texture to an fbo (unloads previous attachment)
// NOTE: Attach type: 0-Color, 1-Depth renderbuffer, 2-Depth texture
-void rlRenderTextureAttach(RenderTexture2D target, unsigned int id, int attachType)
+void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType)
{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glBindFramebuffer(GL_FRAMEBUFFER, target.id);
+#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(SUPPORT_RENDER_TEXTURES_HINT)
+ glBindFramebuffer(GL_FRAMEBUFFER, fboId);
- if (attachType == 0) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, id, 0);
- else if (attachType == 1)
+ switch (attachType)
{
- if (target.depthTexture) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, id, 0);
- else glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, id);
+ case RL_ATTACHMENT_COLOR_CHANNEL0:
+ case RL_ATTACHMENT_COLOR_CHANNEL1:
+ case RL_ATTACHMENT_COLOR_CHANNEL2:
+ case RL_ATTACHMENT_COLOR_CHANNEL3:
+ case RL_ATTACHMENT_COLOR_CHANNEL4:
+ case RL_ATTACHMENT_COLOR_CHANNEL5:
+ case RL_ATTACHMENT_COLOR_CHANNEL6:
+ case RL_ATTACHMENT_COLOR_CHANNEL7:
+ {
+ if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_2D, texId, 0);
+ else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_RENDERBUFFER, texId);
+ else if (texType >= RL_ATTACHMENT_CUBEMAP_POSITIVE_X) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_CUBE_MAP_POSITIVE_X + texType, texId, 0);
+
+ } break;
+ case RL_ATTACHMENT_DEPTH:
+ {
+ if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, texId, 0);
+ else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, texId);
+
+ } break;
+ case RL_ATTACHMENT_STENCIL:
+ {
+ if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, texId, 0);
+ else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, texId);
+
+ } break;
+ default: break;
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
@@ -2242,12 +2369,12 @@ void rlRenderTextureAttach(RenderTexture2D target, unsigned int id, int attachTy
}
// Verify render texture is complete
-bool rlRenderTextureComplete(RenderTexture target)
+bool rlFramebufferComplete(unsigned int id)
{
bool result = false;
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glBindFramebuffer(GL_FRAMEBUFFER, target.id);
+#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(SUPPORT_RENDER_TEXTURES_HINT)
+ glBindFramebuffer(GL_FRAMEBUFFER, id);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
@@ -2255,12 +2382,12 @@ bool rlRenderTextureComplete(RenderTexture target)
{
switch (status)
{
- case GL_FRAMEBUFFER_UNSUPPORTED: TraceLog(LOG_WARNING, "Framebuffer is unsupported"); break;
- case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TraceLog(LOG_WARNING, "Framebuffer has incomplete attachment"); break;
+ case GL_FRAMEBUFFER_UNSUPPORTED: TRACELOG(LOG_WARNING, "FBO: [ID %i] Framebuffer is unsupported", id); break;
+ case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TRACELOG(LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete attachment", id); break;
#if defined(GRAPHICS_API_OPENGL_ES2)
- case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: TraceLog(LOG_WARNING, "Framebuffer has incomplete dimensions"); break;
+ case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: TRACELOG(LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete dimensions", id); break;
#endif
- case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TraceLog(LOG_WARNING, "Framebuffer has a missing attachment"); break;
+ case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TRACELOG(LOG_WARNING, "FBO: [ID %i] Framebuffer has a missing attachment", id); break;
default: break;
}
}
@@ -2318,16 +2445,15 @@ void rlGenerateMipmaps(Texture2D *texture)
texture->mipmaps = mipmapCount + 1;
RL_FREE(data); // Once mipmaps have been generated and data has been uploaded to GPU VRAM, we can discard RAM data
- TraceLog(LOG_WARNING, "[TEX ID %i] Mipmaps [%i] generated manually on CPU side", texture->id, texture->mipmaps);
+ TRACELOG(LOG_WARNING, "TEXTURE: [ID %i] Mipmaps generated manually on CPU side, total: %i", texture->id, texture->mipmaps);
}
- else TraceLog(LOG_WARNING, "[TEX ID %i] Mipmaps could not be generated for texture format", texture->id);
+ else TRACELOG(LOG_WARNING, "TEXTURE: [ID %i] Failed to generate mipmaps for provided texture format", texture->id);
}
#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if ((texIsPOT) || (texNPOTSupported))
+ if ((texIsPOT) || (RLGL.ExtSupported.texNPOT))
{
//glHint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE); // Hint for mipmaps generation algorythm: GL_FASTEST, GL_NICEST, GL_DONT_CARE
glGenerateMipmap(GL_TEXTURE_2D); // Generate mipmaps automatically
- TraceLog(LOG_INFO, "[TEX ID %i] Mipmaps generated automatically", texture->id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // Activate Trilinear filtering for mipmaps
@@ -2336,9 +2462,10 @@ void rlGenerateMipmaps(Texture2D *texture)
#define MAX(a,b) (((a)>(b))?(a):(b))
texture->mipmaps = 1 + (int)floor(log(MAX(texture->width, texture->height))/log(2));
+ TRACELOG(LOG_INFO, "TEXTURE: [ID %i] Mipmaps generated automatically, total: %i", texture->id, texture->mipmaps);
}
#endif
- else TraceLog(LOG_WARNING, "[TEX ID %i] Mipmaps can not be generated", texture->id);
+ else TRACELOG(LOG_WARNING, "TEXTURE: [ID %i] Failed to generate mipmaps", texture->id);
glBindTexture(GL_TEXTURE_2D, 0);
}
@@ -2349,7 +2476,7 @@ void rlLoadMesh(Mesh *mesh, bool dynamic)
if (mesh->vaoId > 0)
{
// Check if mesh has already been loaded in GPU
- TraceLog(LOG_WARNING, "Trying to re-load an already loaded mesh");
+ TRACELOG(LOG_WARNING, "VAO: [ID %i] Trying to re-load an already loaded mesh", mesh->vaoId);
return;
}
@@ -2366,7 +2493,7 @@ void rlLoadMesh(Mesh *mesh, bool dynamic)
int drawHint = GL_STATIC_DRAW;
if (dynamic) drawHint = GL_DYNAMIC_DRAW;
- if (vaoSupported)
+ if (RLGL.ExtSupported.vao)
{
// Initialize Quads VAO (Buffer A)
glGenVertexArrays(1, &mesh->vaoId);
@@ -2378,14 +2505,14 @@ void rlLoadMesh(Mesh *mesh, bool dynamic)
// Enable vertex attributes: position (shader-location = 0)
glGenBuffers(1, &mesh->vboId[0]);
glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[0]);
- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->vertices, drawHint);
+ glBufferData(GL_ARRAY_BUFFER, mesh->vertexCount*3*sizeof(float), mesh->vertices, drawHint);
glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(0);
// Enable vertex attributes: texcoords (shader-location = 1)
glGenBuffers(1, &mesh->vboId[1]);
glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[1]);
- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords, drawHint);
+ glBufferData(GL_ARRAY_BUFFER, mesh->vertexCount*2*sizeof(float), mesh->texcoords, drawHint);
glVertexAttribPointer(1, 2, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(1);
@@ -2394,7 +2521,7 @@ void rlLoadMesh(Mesh *mesh, bool dynamic)
{
glGenBuffers(1, &mesh->vboId[2]);
glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[2]);
- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->normals, drawHint);
+ glBufferData(GL_ARRAY_BUFFER, mesh->vertexCount*3*sizeof(float), mesh->normals, drawHint);
glVertexAttribPointer(2, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(2);
}
@@ -2410,7 +2537,7 @@ void rlLoadMesh(Mesh *mesh, bool dynamic)
{
glGenBuffers(1, &mesh->vboId[3]);
glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[3]);
- glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*mesh->vertexCount, mesh->colors, drawHint);
+ glBufferData(GL_ARRAY_BUFFER, mesh->vertexCount*4*sizeof(unsigned char), mesh->colors, drawHint);
glVertexAttribPointer(3, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
glEnableVertexAttribArray(3);
}
@@ -2426,7 +2553,7 @@ void rlLoadMesh(Mesh *mesh, bool dynamic)
{
glGenBuffers(1, &mesh->vboId[4]);
glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[4]);
- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*mesh->vertexCount, mesh->tangents, drawHint);
+ glBufferData(GL_ARRAY_BUFFER, mesh->vertexCount*4*sizeof(float), mesh->tangents, drawHint);
glVertexAttribPointer(4, 4, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(4);
}
@@ -2442,7 +2569,7 @@ void rlLoadMesh(Mesh *mesh, bool dynamic)
{
glGenBuffers(1, &mesh->vboId[5]);
glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[5]);
- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords2, drawHint);
+ glBufferData(GL_ARRAY_BUFFER, mesh->vertexCount*2*sizeof(float), mesh->texcoords2, drawHint);
glVertexAttribPointer(5, 2, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(5);
}
@@ -2457,17 +2584,17 @@ void rlLoadMesh(Mesh *mesh, bool dynamic)
{
glGenBuffers(1, &mesh->vboId[6]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh->vboId[6]);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned short)*mesh->triangleCount*3, mesh->indices, GL_STATIC_DRAW);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, mesh->triangleCount*3*sizeof(unsigned short), mesh->indices, drawHint);
}
- if (vaoSupported)
+ if (RLGL.ExtSupported.vao)
{
- if (mesh->vaoId > 0) TraceLog(LOG_INFO, "[VAO ID %i] Mesh uploaded successfully to VRAM (GPU)", mesh->vaoId);
- else TraceLog(LOG_WARNING, "Mesh could not be uploaded to VRAM (GPU)");
+ if (mesh->vaoId > 0) TRACELOG(LOG_INFO, "VAO: [ID %i] Mesh uploaded successfully to VRAM (GPU)", mesh->vaoId);
+ else TRACELOG(LOG_WARNING, "VAO: Failed to load mesh to VRAM (GPU)");
}
else
{
- TraceLog(LOG_INFO, "[VBOs] Mesh uploaded successfully to VRAM (GPU)");
+ TRACELOG(LOG_INFO, "VBO: Mesh uploaded successfully to VRAM (GPU)");
}
#endif
}
@@ -2481,7 +2608,7 @@ unsigned int rlLoadAttribBuffer(unsigned int vaoId, int shaderLoc, void *buffer,
int drawHint = GL_STATIC_DRAW;
if (dynamic) drawHint = GL_DYNAMIC_DRAW;
- if (vaoSupported) glBindVertexArray(vaoId);
+ if (RLGL.ExtSupported.vao) glBindVertexArray(vaoId);
glGenBuffers(1, &id);
glBindBuffer(GL_ARRAY_BUFFER, id);
@@ -2489,66 +2616,93 @@ unsigned int rlLoadAttribBuffer(unsigned int vaoId, int shaderLoc, void *buffer,
glVertexAttribPointer(shaderLoc, 2, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(shaderLoc);
- if (vaoSupported) glBindVertexArray(0);
+ if (RLGL.ExtSupported.vao) glBindVertexArray(0);
#endif
return id;
}
-// Update vertex data on GPU (upload new data to one buffer)
-void rlUpdateMesh(Mesh mesh, int buffer, int numVertex)
+// Update vertex or index data on GPU (upload new data to one buffer)
+void rlUpdateMesh(Mesh mesh, int buffer, int count)
+{
+ rlUpdateMeshAt(mesh, buffer, count, 0);
+}
+
+// Update vertex or index data on GPU, at index
+// WARNING: error checking is in place that will cause the data to not be
+// updated if offset + size exceeds what the buffer can hold
+void rlUpdateMeshAt(Mesh mesh, int buffer, int count, int index)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Activate mesh VAO
- if (vaoSupported) glBindVertexArray(mesh.vaoId);
+ if (RLGL.ExtSupported.vao) 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);
+ if (index == 0 && count >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, count*3*sizeof(float), mesh.vertices, GL_DYNAMIC_DRAW);
+ else if (index + count >= mesh.vertexCount) break;
+ else glBufferSubData(GL_ARRAY_BUFFER, index*3*sizeof(float), count*3*sizeof(float), 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);
+ if (index == 0 && count >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, count*2*sizeof(float), mesh.texcoords, GL_DYNAMIC_DRAW);
+ else if (index + count >= mesh.vertexCount) break;
+ else glBufferSubData(GL_ARRAY_BUFFER, index*2*sizeof(float), count*2*sizeof(float), mesh.texcoords);
} break;
case 2: // Update normals (vertex normals)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]);
- if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.normals, GL_DYNAMIC_DRAW);
- else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.normals);
+ if (index == 0 && count >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, count*3*sizeof(float), mesh.normals, GL_DYNAMIC_DRAW);
+ else if (index + count >= mesh.vertexCount) break;
+ else glBufferSubData(GL_ARRAY_BUFFER, index*3*sizeof(float), count*3*sizeof(float), mesh.normals);
} break;
case 3: // Update colors (vertex colors)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]);
- if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*numVertex, mesh.colors, GL_DYNAMIC_DRAW);
- else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*numVertex, mesh.colors);
+ if (index == 0 && count >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, count*4*sizeof(unsigned char), mesh.colors, GL_DYNAMIC_DRAW);
+ else if (index + count >= mesh.vertexCount) break;
+ else glBufferSubData(GL_ARRAY_BUFFER, index*4*sizeof(unsigned char), count*4*sizeof(unsigned char), mesh.colors);
} break;
case 4: // Update tangents (vertex tangents)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]);
- if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*numVertex, mesh.tangents, GL_DYNAMIC_DRAW);
- else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*4*numVertex, mesh.tangents);
+ if (index == 0 && count >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, count*4*sizeof(float), mesh.tangents, GL_DYNAMIC_DRAW);
+ else if (index + count >= mesh.vertexCount) break;
+ else glBufferSubData(GL_ARRAY_BUFFER, index*4*sizeof(float), count*4*sizeof(float), mesh.tangents);
+
} break;
case 5: // Update texcoords2 (vertex second texture coordinates)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]);
- if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*numVertex, mesh.texcoords2, GL_DYNAMIC_DRAW);
- else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*numVertex, mesh.texcoords2);
+ if (index == 0 && count >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, count*2*sizeof(float), mesh.texcoords2, GL_DYNAMIC_DRAW);
+ else if (index + count >= mesh.vertexCount) break;
+ else glBufferSubData(GL_ARRAY_BUFFER, index*2*sizeof(float), count*2*sizeof(float), mesh.texcoords2);
+
+ } break;
+ case 6: // Update indices (triangle index buffer)
+ {
+ // the * 3 is because each triangle has 3 indices
+ unsigned short *indices = mesh.indices;
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.vboId[6]);
+
+ if (index == 0 && count >= mesh.triangleCount) glBufferData(GL_ELEMENT_ARRAY_BUFFER, count*3*sizeof(*indices), indices, GL_DYNAMIC_DRAW);
+ else if (index + count >= mesh.triangleCount) break;
+ else glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, index*3*sizeof(*indices), count*3*sizeof(*indices), indices);
+
} break;
default: break;
}
// Unbind the current VAO
- if (vaoSupported) glBindVertexArray(0);
+ if (RLGL.ExtSupported.vao) glBindVertexArray(0);
// Another option would be using buffer mapping...
//mesh.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
@@ -2615,16 +2769,21 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
(float)material.maps[MAP_SPECULAR].color.b/255.0f,
(float)material.maps[MAP_SPECULAR].color.a/255.0f);
- if (material.shader.locs[LOC_MATRIX_VIEW] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_VIEW], modelview);
- if (material.shader.locs[LOC_MATRIX_PROJECTION] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_PROJECTION], projection);
+ if (material.shader.locs[LOC_MATRIX_VIEW] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_VIEW], RLGL.State.modelview);
+ if (material.shader.locs[LOC_MATRIX_PROJECTION] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_PROJECTION], RLGL.State.projection);
// At this point the modelview matrix just contains the view matrix (camera)
// That's because BeginMode3D() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix()
- Matrix matView = modelview; // View matrix (camera)
- Matrix matProjection = projection; // Projection matrix (perspective)
+ Matrix matView = RLGL.State.modelview; // View matrix (camera)
+ Matrix matProjection = RLGL.State.projection; // Projection matrix (perspective)
- // Calculate model-view matrix combining matModel and matView
- Matrix matModelView = MatrixMultiply(transform, matView); // Transform to camera-space coordinates
+ // TODO: Consider possible transform matrices in the RLGL.State.stack
+ // Is this the right order? or should we start with the first stored matrix instead of the last one?
+ //Matrix matStackTransform = MatrixIdentity();
+ //for (int i = RLGL.State.stackCounter; i > 0; i--) matStackTransform = MatrixMultiply(RLGL.State.stack[i], matStackTransform);
+
+ // Transform to camera-space coordinates
+ Matrix matModelView = MatrixMultiply(transform, MatrixMultiply(RLGL.State.transform, matView));
//-----------------------------------------------------
// Bind active texture maps (if available)
@@ -2641,7 +2800,7 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
}
// Bind vertex array objects (or VBOs)
- if (vaoSupported) glBindVertexArray(mesh.vaoId);
+ if (RLGL.ExtSupported.vao) glBindVertexArray(mesh.vaoId);
else
{
// Bind mesh VBO data: vertex position (shader-location = 0)
@@ -2701,18 +2860,18 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
int eyesCount = 1;
#if defined(SUPPORT_VR_SIMULATOR)
- if (vrStereoRender) eyesCount = 2;
+ if (RLGL.Vr.stereoRender) eyesCount = 2;
#endif
for (int eye = 0; eye < eyesCount; eye++)
{
- if (eyesCount == 1) modelview = matModelView;
+ if (eyesCount == 1) RLGL.State.modelview = matModelView;
#if defined(SUPPORT_VR_SIMULATOR)
else SetStereoView(eye, matProjection, matModelView);
#endif
// Calculate model-view-projection matrix (MVP)
- Matrix matMVP = MatrixMultiply(modelview, projection); // Transform to screen-space coordinates
+ Matrix matMVP = MatrixMultiply(RLGL.State.modelview, RLGL.State.projection); // Transform to screen-space coordinates
// Send combined model-view-projection matrix to shader
glUniformMatrix4fv(material.shader.locs[LOC_MATRIX_MVP], 1, false, MatrixToFloat(matMVP));
@@ -2731,7 +2890,7 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
}
// Unind vertex array objects (or VBOs)
- if (vaoSupported) glBindVertexArray(0);
+ if (RLGL.ExtSupported.vao) glBindVertexArray(0);
else
{
glBindBuffer(GL_ARRAY_BUFFER, 0);
@@ -2741,38 +2900,134 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
// Unbind shader program
glUseProgram(0);
- // Restore projection/modelview matrices
+ // Restore RLGL.State.projection/RLGL.State.modelview matrices
// NOTE: In stereo rendering matrices are being modified to fit every eye
- projection = matProjection;
- modelview = matView;
+ RLGL.State.projection = matProjection;
+ RLGL.State.modelview = matView;
+#endif
+}
+
+// Draw a 3d mesh with material and transform
+void rlDrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int count)
+{
+#if defined(GRAPHICS_API_OPENGL_33)
+ // Bind shader program
+ glUseProgram(material.shader.id);
+
+ // Upload to shader material.colDiffuse
+ if (material.shader.locs[LOC_COLOR_DIFFUSE] != -1)
+ glUniform4f(material.shader.locs[LOC_COLOR_DIFFUSE], (float)material.maps[MAP_DIFFUSE].color.r/255.0f,
+ (float)material.maps[MAP_DIFFUSE].color.g/255.0f,
+ (float)material.maps[MAP_DIFFUSE].color.b/255.0f,
+ (float)material.maps[MAP_DIFFUSE].color.a/255.0f);
+
+ // Upload to shader material.colSpecular (if available)
+ if (material.shader.locs[LOC_COLOR_SPECULAR] != -1)
+ glUniform4f(material.shader.locs[LOC_COLOR_SPECULAR], (float)material.maps[MAP_SPECULAR].color.r/255.0f,
+ (float)material.maps[MAP_SPECULAR].color.g/255.0f,
+ (float)material.maps[MAP_SPECULAR].color.b/255.0f,
+ (float)material.maps[MAP_SPECULAR].color.a/255.0f);
+
+ // Bind active texture maps (if available)
+ for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
+ {
+ if (material.maps[i].texture.id > 0)
+ {
+ glActiveTexture(GL_TEXTURE0 + i);
+ if ((i == MAP_IRRADIANCE) || (i == MAP_PREFILTER) || (i == MAP_CUBEMAP))
+ glBindTexture(GL_TEXTURE_CUBE_MAP, material.maps[i].texture.id);
+ else glBindTexture(GL_TEXTURE_2D, material.maps[i].texture.id);
+
+ glUniform1i(material.shader.locs[LOC_MAP_DIFFUSE + i], i);
+ }
+ }
+
+ // Bind vertex array objects (or VBOs)
+ glBindVertexArray(mesh.vaoId);
+
+ // At this point the modelview matrix just contains the view matrix (camera)
+ // For instanced shaders "mvp" is not premultiplied by any instance transform, only RLGL.State.transform
+ glUniformMatrix4fv(material.shader.locs[LOC_MATRIX_MVP], 1, false,
+ MatrixToFloat(MatrixMultiply(MatrixMultiply(RLGL.State.transform, RLGL.State.modelview), RLGL.State.projection)));
+
+ float16* instances = RL_MALLOC(count*sizeof(float16));
+
+ for (int i = 0; i < count; i++) instances[i] = MatrixToFloatV(transforms[i]);
+
+ // This could alternatively use a static VBO and either glMapBuffer or glBufferSubData.
+ // It isn't clear which would be reliably faster in all cases and on all platforms, and
+ // anecdotally glMapBuffer seems very slow (syncs) while glBufferSubData seems no faster
+ // since we're transferring all the transform matrices anyway.
+ unsigned int instancesB = 0;
+ glGenBuffers(1, &instancesB);
+ glBindBuffer(GL_ARRAY_BUFFER, instancesB);
+ glBufferData(GL_ARRAY_BUFFER, count*sizeof(float16), instances, GL_STATIC_DRAW);
+
+ // Instances are put in LOC_MATRIX_MODEL attribute location with space for 4x Vector4, eg:
+ // layout (location = 12) in mat4 instance;
+ unsigned int instanceA = material.shader.locs[LOC_MATRIX_MODEL];
+
+ for (unsigned int i = 0; i < 4; i++)
+ {
+ glEnableVertexAttribArray(instanceA+i);
+ glVertexAttribPointer(instanceA + i, 4, GL_FLOAT, GL_FALSE, sizeof(Matrix), (void *)(i*sizeof(Vector4)));
+ glVertexAttribDivisor(instanceA + i, 1);
+ }
+
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+ // Draw call!
+ if (mesh.indices != NULL) glDrawElementsInstanced(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, 0, count);
+ else glDrawArraysInstanced(GL_TRIANGLES, 0, mesh.vertexCount, count);
+
+ glDeleteBuffers(1, &instancesB);
+ RL_FREE(instances);
+
+ // Unbind all binded texture maps
+ for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
+ {
+ glActiveTexture(GL_TEXTURE0 + i); // Set shader active texture
+ if ((i == MAP_IRRADIANCE) || (i == MAP_PREFILTER) || (i == MAP_CUBEMAP)) glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
+ else glBindTexture(GL_TEXTURE_2D, 0); // Unbind current active texture
+ }
+
+ // Unind vertex array objects (or VBOs)
+ glBindVertexArray(0);
+
+ // Unbind shader program
+ glUseProgram(0);
+
+#else
+ TRACELOG(LOG_ERROR, "VAO: Instanced rendering requires GRAPHICS_API_OPENGL_33");
#endif
}
// Unload mesh data from CPU and GPU
-void rlUnloadMesh(Mesh *mesh)
+void rlUnloadMesh(Mesh mesh)
{
- RL_FREE(mesh->vertices);
- RL_FREE(mesh->texcoords);
- RL_FREE(mesh->normals);
- RL_FREE(mesh->colors);
- RL_FREE(mesh->tangents);
- RL_FREE(mesh->texcoords2);
- RL_FREE(mesh->indices);
-
- RL_FREE(mesh->animVertices);
- RL_FREE(mesh->animNormals);
- RL_FREE(mesh->boneWeights);
- RL_FREE(mesh->boneIds);
-
- 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);
+ RL_FREE(mesh.vertices);
+ RL_FREE(mesh.texcoords);
+ RL_FREE(mesh.normals);
+ RL_FREE(mesh.colors);
+ RL_FREE(mesh.tangents);
+ RL_FREE(mesh.texcoords2);
+ RL_FREE(mesh.indices);
+
+ RL_FREE(mesh.animVertices);
+ RL_FREE(mesh.animNormals);
+ RL_FREE(mesh.boneWeights);
+ RL_FREE(mesh.boneIds);
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ for (int i = 0; i < 7; i++) glDeleteBuffers(1, &mesh.vboId[i]); // DEFAULT_MESH_VERTEX_BUFFERS (model.c)
+ if (RLGL.ExtSupported.vao)
+ {
+ glBindVertexArray(0);
+ glDeleteVertexArrays(1, &mesh.vaoId);
+ TRACELOG(LOG_INFO, "VAO: [ID %i] Unloaded vertex data from VRAM (GPU)", mesh.vaoId);
+ }
+ else TRACELOG(LOG_INFO, "VBO: Unloaded vertex data from VRAM (GPU)");
+#endif
}
// Read screen pixel data (color buffer)
@@ -2785,7 +3040,7 @@ unsigned char *rlReadScreenPixels(int width, int height)
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, screenData);
// Flip image vertically!
- unsigned char *imgData = (unsigned char *)RL_MALLOC(width*height*sizeof(unsigned char)*4);
+ unsigned char *imgData = (unsigned char *)RL_MALLOC(width*height*4*sizeof(unsigned char));
for (int y = height - 1; y >= 0; y--)
{
@@ -2831,10 +3086,10 @@ void *rlReadTexturePixels(Texture2D texture)
if ((glInternalFormat != -1) && (texture.format < COMPRESSED_DXT1_RGB))
{
- pixels = (unsigned char *)RL_MALLOC(size);
+ pixels = RL_MALLOC(size);
glGetTexImage(GL_TEXTURE_2D, 0, glFormat, glType, pixels);
}
- else TraceLog(LOG_WARNING, "Texture data retrieval not suported for pixel format");
+ else TRACELOG(LOG_WARNING, "TEXTURE: [ID %i] Data retrieval not suported for pixel format (%i)", texture.id, texture.format);
glBindTexture(GL_TEXTURE_2D, 0);
#endif
@@ -2847,32 +3102,24 @@ void *rlReadTexturePixels(Texture2D texture)
// 2 - Create an fbo, activate it, render quad with texture, glReadPixels()
// We are using Option 1, just need to care for texture format on retrieval
// NOTE: This behaviour could be conditioned by graphic driver...
- RenderTexture2D fbo = rlLoadRenderTexture(texture.width, texture.height, UNCOMPRESSED_R8G8B8A8, 16, false);
+ unsigned int fboId = rlLoadFramebuffer(texture.width, texture.height);
+
+ // TODO: Create depth texture/renderbuffer for fbo?
- glBindFramebuffer(GL_FRAMEBUFFER, fbo.id);
+ glBindFramebuffer(GL_FRAMEBUFFER, fboId);
glBindTexture(GL_TEXTURE_2D, 0);
// Attach our texture to FBO
- // NOTE: Previoust attached texture is automatically detached
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.id, 0);
- // Allocate enough memory to read back our texture data
- pixels = (unsigned char *)RL_MALLOC(GetPixelDataSize(texture.width, texture.height, texture.format));
-
- // Get OpenGL internal formats and data type from our texture format
- unsigned int glInternalFormat, glFormat, glType;
- rlGetGlTextureFormats(texture.format, &glInternalFormat, &glFormat, &glType);
-
- // NOTE: We read data as RGBA because FBO texture is configured as RGBA, despite binding a RGB texture...
- glReadPixels(0, 0, texture.width, texture.height, glFormat, glType, pixels);
-
- // Re-attach internal FBO color texture before deleting it
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbo.texture.id, 0);
+ // We read data as RGBA because FBO texture is configured as RGBA, despite binding another texture format
+ pixels = (unsigned char *)RL_MALLOC(GetPixelDataSize(texture.width, texture.height, UNCOMPRESSED_R8G8B8A8));
+ glReadPixels(0, 0, texture.width, texture.height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Clean up temporal fbo
- rlDeleteRenderTextures(fbo);
+ rlUnloadFramebuffer(fboId);
#endif
return pixels;
@@ -2888,7 +3135,7 @@ Texture2D GetTextureDefault(void)
{
Texture2D texture = { 0 };
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- texture.id = defaultTextureId;
+ texture.id = RLGL.State.defaultTextureId;
texture.width = 1;
texture.height = 1;
texture.mipmaps = 1;
@@ -2897,47 +3144,46 @@ Texture2D GetTextureDefault(void)
return texture;
}
-// Get default shader
-Shader GetShaderDefault(void)
+// Get texture to draw shapes (RAII)
+Texture2D GetShapesTexture(void)
{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- return defaultShader;
+#if defined(GRAPHICS_API_OPENGL_11)
+ Texture2D texture = { 0 };
+ return texture;
#else
- Shader shader = { 0 };
- return shader;
+ return RLGL.State.shapesTexture;
#endif
}
-// Load text data from file
-// NOTE: text chars array should be freed manually
-char *LoadText(const char *fileName)
+// Get texture rectangle to draw shapes
+Rectangle GetShapesTextureRec(void)
{
- FILE *textFile = NULL;
- char *text = NULL;
-
- if (fileName != NULL)
- {
- textFile = fopen(fileName,"rt");
-
- if (textFile != NULL)
- {
- fseek(textFile, 0, SEEK_END);
- int size = ftell(textFile);
- fseek(textFile, 0, SEEK_SET);
-
- if (size > 0)
- {
- text = (char *)RL_MALLOC(sizeof(char)*(size + 1));
- int count = fread(text, sizeof(char), size, textFile);
- text[count] = '\0';
- }
+#if defined(GRAPHICS_API_OPENGL_11)
+ Rectangle rec = { 0 };
+ return rec;
+#else
+ return RLGL.State.shapesTextureRec;
+#endif
+}
- fclose(textFile);
- }
- else TraceLog(LOG_WARNING, "[%s] Text file could not be opened", fileName);
- }
+// Define default texture used to draw shapes
+void SetShapesTexture(Texture2D texture, Rectangle source)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ RLGL.State.shapesTexture = texture;
+ RLGL.State.shapesTextureRec = source;
+#endif
+}
- return text;
+// Get default shader
+Shader GetShaderDefault(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ return RLGL.State.defaultShader;
+#else
+ Shader shader = { 0 };
+ return shader;
+#endif
}
// Load shader from files and bind default locations
@@ -2946,11 +3192,13 @@ Shader LoadShader(const char *vsFileName, const char *fsFileName)
{
Shader shader = { 0 };
+ // NOTE: Shader.locs is allocated by LoadShaderCode()
+
char *vShaderStr = NULL;
char *fShaderStr = NULL;
- if (vsFileName != NULL) vShaderStr = LoadText(vsFileName);
- if (fsFileName != NULL) fShaderStr = LoadText(fsFileName);
+ if (vsFileName != NULL) vShaderStr = LoadFileText(vsFileName);
+ if (fsFileName != NULL) fShaderStr = LoadFileText(fsFileName);
shader = LoadShaderCode(vShaderStr, fShaderStr);
@@ -2962,32 +3210,43 @@ Shader LoadShader(const char *vsFileName, const char *fsFileName)
// Load shader from code strings
// NOTE: If shader string is NULL, using default vertex/fragment shaders
-Shader LoadShaderCode(char *vsCode, char *fsCode)
+Shader LoadShaderCode(const char *vsCode, const char *fsCode)
{
Shader shader = { 0 };
+ shader.locs = (int *)RL_CALLOC(MAX_SHADER_LOCATIONS, sizeof(int));
// NOTE: All locations must be reseted to -1 (no location)
for (int i = 0; i < MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- unsigned int vertexShaderId = defaultVShaderId;
- unsigned int fragmentShaderId = defaultFShaderId;
+ unsigned int vertexShaderId = RLGL.State.defaultVShaderId;
+ unsigned int fragmentShaderId = RLGL.State.defaultFShaderId;
if (vsCode != NULL) vertexShaderId = CompileShader(vsCode, GL_VERTEX_SHADER);
if (fsCode != NULL) fragmentShaderId = CompileShader(fsCode, GL_FRAGMENT_SHADER);
- if ((vertexShaderId == defaultVShaderId) && (fragmentShaderId == defaultFShaderId)) shader = defaultShader;
+ if ((vertexShaderId == RLGL.State.defaultVShaderId) && (fragmentShaderId == RLGL.State.defaultFShaderId)) shader = RLGL.State.defaultShader;
else
{
shader.id = LoadShaderProgram(vertexShaderId, fragmentShaderId);
- if (vertexShaderId != defaultVShaderId) glDeleteShader(vertexShaderId);
- if (fragmentShaderId != defaultFShaderId) glDeleteShader(fragmentShaderId);
+ if (vertexShaderId != RLGL.State.defaultVShaderId)
+ {
+ // Detach shader before deletion to make sure memory is freed
+ glDetachShader(shader.id, vertexShaderId);
+ glDeleteShader(vertexShaderId);
+ }
+ if (fragmentShaderId != RLGL.State.defaultFShaderId)
+ {
+ // Detach shader before deletion to make sure memory is freed
+ glDetachShader(shader.id, fragmentShaderId);
+ glDeleteShader(fragmentShaderId);
+ }
if (shader.id == 0)
{
- TraceLog(LOG_WARNING, "Custom shader could not be loaded");
- shader = defaultShader;
+ TRACELOG(LOG_WARNING, "SHADER: Failed to load custom shader code");
+ shader = RLGL.State.defaultShader;
}
// After shader loading, we TRY to set default location names
@@ -3000,7 +3259,7 @@ Shader LoadShaderCode(char *vsCode, char *fsCode)
glGetProgramiv(shader.id, GL_ACTIVE_UNIFORMS, &uniformCount);
- for(int i = 0; i < uniformCount; i++)
+ for (int i = 0; i < uniformCount; i++)
{
int namelen = -1;
int num = -1;
@@ -3008,14 +3267,11 @@ Shader LoadShaderCode(char *vsCode, char *fsCode)
GLenum type = GL_ZERO;
// Get the name of the uniforms
- glGetActiveUniform(shader.id, i,sizeof(name) - 1, &namelen, &num, &type, name);
+ glGetActiveUniform(shader.id, i, sizeof(name) - 1, &namelen, &num, &type, name);
name[namelen] = 0;
- // Get the location of the named uniform
- unsigned int location = glGetUniformLocation(shader.id, name);
-
- TraceLog(LOG_DEBUG, "[SHDR ID %i] Active uniform [%s] set at location: %i", shader.id, name, location);
+ TRACELOGD("SHADER: [ID %i] Active uniform (%s) set at location: %i", shader.id, name, glGetUniformLocation(shader.id, name));
}
#endif
@@ -3025,21 +3281,25 @@ Shader LoadShaderCode(char *vsCode, char *fsCode)
// Unload shader from GPU memory (VRAM)
void UnloadShader(Shader shader)
{
- if (shader.id > 0)
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ if (shader.id != RLGL.State.defaultShader.id)
{
- rlDeleteShader(shader.id);
- TraceLog(LOG_INFO, "[SHDR ID %i] Unloaded shader program data", shader.id);
+ glDeleteProgram(shader.id);
+ RL_FREE(shader.locs);
+
+ TRACELOG(LOG_INFO, "SHADER: [ID %i] Unloaded shader program data from VRAM (GPU)", shader.id);
}
+#endif
}
// Begin custom shader mode
void BeginShaderMode(Shader shader)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if (currentShader.id != shader.id)
+ if (RLGL.State.currentShader.id != shader.id)
{
- rlglDraw();
- currentShader = shader;
+ DrawRenderBatch(RLGL.currentBatch);
+ RLGL.State.currentShader = shader;
}
#endif
}
@@ -3048,7 +3308,7 @@ void BeginShaderMode(Shader shader)
void EndShaderMode(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- BeginShaderMode(defaultShader);
+ BeginShaderMode(RLGL.State.defaultShader);
#endif
}
@@ -3059,8 +3319,21 @@ int GetShaderLocation(Shader shader, const char *uniformName)
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
location = glGetUniformLocation(shader.id, uniformName);
- if (location == -1) TraceLog(LOG_WARNING, "[SHDR ID %i][%s] Shader uniform could not be found", shader.id, uniformName);
- else TraceLog(LOG_INFO, "[SHDR ID %i][%s] Shader uniform set at location: %i", shader.id, uniformName, location);
+ if (location == -1) TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to find shader uniform: %s", shader.id, uniformName);
+ else TRACELOG(LOG_INFO, "SHADER: [ID %i] Shader uniform (%s) set at location: %i", shader.id, uniformName, location);
+#endif
+ return location;
+}
+
+// Get shader attribute location
+int GetShaderLocationAttrib(Shader shader, const char *attribName)
+{
+ int location = -1;
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ location = glGetAttribLocation(shader.id, attribName);
+
+ if (location == -1) TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to find shader attribute: %s", shader.id, attribName);
+ else TRACELOG(LOG_INFO, "SHADER: [ID %i] Shader attribute (%s) set at location: %i", shader.id, attribName, location);
#endif
return location;
}
@@ -3088,7 +3361,7 @@ void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int unifo
case UNIFORM_IVEC3: glUniform3iv(uniformLoc, count, (int *)value); break;
case UNIFORM_IVEC4: glUniform4iv(uniformLoc, count, (int *)value); break;
case UNIFORM_SAMPLER2D: glUniform1iv(uniformLoc, count, (int *)value); break;
- default: TraceLog(LOG_WARNING, "Shader uniform could not be set data type not recognized");
+ default: TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to set uniform, data type not recognized", shader.id);
}
//glUseProgram(0); // Avoid reseting current shader program, in case other uniforms are set
@@ -3114,127 +3387,154 @@ void SetShaderValueTexture(Shader shader, int uniformLoc, Texture2D texture)
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glUseProgram(shader.id);
- glUniform1i(uniformLoc, texture.id);
+ // Check if texture is already active
+ for (int i = 0; i < MAX_BATCH_ACTIVE_TEXTURES; i++) if (RLGL.State.activeTextureId[i] == texture.id) return;
+
+ // Register a new active texture for the internal batch system
+ // NOTE: Default texture is always activated as GL_TEXTURE0
+ for (int i = 0; i < MAX_BATCH_ACTIVE_TEXTURES; i++)
+ {
+ if (RLGL.State.activeTextureId[i] == 0)
+ {
+ glUniform1i(uniformLoc, 1 + i); // Activate new texture unit
+ RLGL.State.activeTextureId[i] = texture.id; // Save texture id for binding on drawing
+ break;
+ }
+ }
//glUseProgram(0);
#endif
}
// Set a custom projection matrix (replaces internal projection matrix)
-void SetMatrixProjection(Matrix proj)
+void SetMatrixProjection(Matrix projection)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- projection = proj;
+ RLGL.State.projection = projection;
+#endif
+}
+
+// Return internal projection matrix
+Matrix GetMatrixProjection(void) {
+#if defined(GRAPHICS_API_OPENGL_11)
+ float mat[16];
+ glGetFloatv(GL_PROJECTION_MATRIX,mat);
+ Matrix m;
+ m.m0 = mat[0]; m.m1 = mat[1]; m.m2 = mat[2]; m.m3 = mat[3];
+ m.m4 = mat[4]; m.m5 = mat[5]; m.m6 = mat[6]; m.m7 = mat[7];
+ m.m8 = mat[8]; m.m9 = mat[9]; m.m10 = mat[10]; m.m11 = mat[11];
+ m.m12 = mat[12]; m.m13 = mat[13]; m.m14 = mat[14]; m.m15 = mat[15];
+ return m;
+#else
+ return RLGL.State.projection;
#endif
+#
}
// Set a custom modelview matrix (replaces internal modelview matrix)
void SetMatrixModelview(Matrix view)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- modelview = view;
+ RLGL.State.modelview = view;
#endif
}
// Return internal modelview matrix
-Matrix GetMatrixModelview()
+Matrix GetMatrixModelview(void)
{
Matrix matrix = MatrixIdentity();
#if defined(GRAPHICS_API_OPENGL_11)
float mat[16];
glGetFloatv(GL_MODELVIEW_MATRIX, mat);
+ matrix.m0 = mat[0]; matrix.m1 = mat[1]; matrix.m2 = mat[2]; matrix.m3 = mat[3];
+ matrix.m4 = mat[4]; matrix.m5 = mat[5]; matrix.m6 = mat[6]; matrix.m7 = mat[7];
+ matrix.m8 = mat[8]; matrix.m9 = mat[9]; matrix.m10 = mat[10]; matrix.m11 = mat[11];
+ matrix.m12 = mat[12]; matrix.m13 = mat[13]; matrix.m14 = mat[14]; matrix.m15 = mat[15];
#else
- matrix = modelview;
+ matrix = RLGL.State.modelview;
#endif
return matrix;
}
// Generate cubemap texture from HDR texture
-// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24
-Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size)
+TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format)
{
- Texture2D cubemap = { 0 };
+ TextureCubemap cubemap = { 0 };
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- // NOTE: SetShaderDefaultLocations() already setups locations for projection and view Matrix in shader
- // Other locations should be setup externally in shader before calling the function
+ rlDisableBackfaceCulling(); // Disable backface culling to render inside the cube
- // Set up depth face culling and cubemap seamless
- glDisable(GL_CULL_FACE);
-#if defined(GRAPHICS_API_OPENGL_33)
- glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); // Flag not supported on OpenGL ES 2.0
-#endif
+ // STEP 1: Setup framebuffer
+ //------------------------------------------------------------------------------------------
+ unsigned int rbo = rlLoadTextureDepth(size, size, true);
+ cubemap.id = rlLoadTextureCubemap(NULL, size, format);
- // Setup framebuffer
- unsigned int fbo, rbo;
- glGenFramebuffers(1, &fbo);
- glGenRenderbuffers(1, &rbo);
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
- glBindRenderbuffer(GL_RENDERBUFFER, rbo);
-#if defined(GRAPHICS_API_OPENGL_33)
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size);
-#elif defined(GRAPHICS_API_OPENGL_ES2)
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, size, size);
-#endif
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo);
+ unsigned int fbo = rlLoadFramebuffer(size, size);
+ rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER);
+ rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X);
- // Set up cubemap to render and attach to framebuffer
- // NOTE: Faces are stored as 32 bit floating point values
- glGenTextures(1, &cubemap.id);
- glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id);
- for (unsigned int i = 0; i < 6; i++)
- {
-#if defined(GRAPHICS_API_OPENGL_33)
- glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB32F, size, size, 0, GL_RGB, GL_FLOAT, NULL);
-#elif defined(GRAPHICS_API_OPENGL_ES2)
- if (texFloatSupported) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, size, size, 0, GL_RGB, GL_FLOAT, NULL);
-#endif
- }
+ // Check if framebuffer is complete with attachments (valid)
+ if (rlFramebufferComplete(fbo)) TRACELOG(LOG_INFO, "FBO: [ID %i] Framebuffer object created successfully", fbo);
+ //------------------------------------------------------------------------------------------
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-#if defined(GRAPHICS_API_OPENGL_33)
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); // Flag not supported on OpenGL ES 2.0
-#endif
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ // STEP 2: Draw to framebuffer
+ //------------------------------------------------------------------------------------------
+ // NOTE: Shader is used to convert HDR equirectangular environment map to cubemap equivalent (6 faces)
+
+ // Define projection matrix and send it to shader
+ Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
+ SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection);
- // Create projection and different views for each face
- Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0);
+ // Define view matrix for every side of the cubemap
Matrix fboViews[6] = {
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
};
- // Convert HDR equirectangular environment map to cubemap equivalent
- glUseProgram(shader.id);
+ rlEnableShader(shader.id);
+#if !defined(GENTEXTURECUBEMAP_USE_BATCH_SYSTEM)
glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, skyHDR.id);
- SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection);
+ glBindTexture(GL_TEXTURE_2D, panorama.id);
+#endif
- // Note: don't forget to configure the viewport to the capture dimensions
- glViewport(0, 0, size, size);
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ rlViewport(0, 0, size, size); // Set viewport to current fbo dimensions
for (int i = 0; i < 6; i++)
{
SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, cubemap.id, 0);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i);
+
+ rlEnableFramebuffer(fbo);
+#if defined(GENTEXTURECUBEMAP_USE_BATCH_SYSTEM)
+ rlEnableTexture(panorama.id); // WARNING: It must be called after enabling current framebuffer if using internal batch system!
+#endif
+ rlClearScreenBuffers();
GenDrawCube();
+
+#if defined(GENTEXTURECUBEMAP_USE_BATCH_SYSTEM)
+ // Using internal batch system instead of raw OpenGL cube creating+drawing
+ // NOTE: DrawCubeV() is actually provided by models.c! -> GenTextureCubemap() should be moved to user code!
+ DrawCubeV(Vector3Zero(), Vector3One(), WHITE);
+ DrawRenderBatch(RLGL.currentBatch);
+#endif
}
+ //------------------------------------------------------------------------------------------
- // Unbind framebuffer and textures
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ // STEP 3: Unload framebuffer and reset state
+ //------------------------------------------------------------------------------------------
+ rlDisableShader(); // Unbind shader
+ rlDisableTexture(); // Unbind texture
+ rlDisableFramebuffer(); // Unbind framebuffer
+ rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer)
// Reset viewport dimensions to default
- glViewport(0, 0, screenWidth, screenHeight);
- //glEnable(GL_CULL_FACE);
+ rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
+ //rlEnableBackfaceCulling();
+ //------------------------------------------------------------------------------------------
- // NOTE: Texture2D is a GL_TEXTURE_CUBE_MAP, not a GL_TEXTURE_2D!
cubemap.width = size;
cubemap.height = size;
cubemap.mipmaps = 1;
@@ -3244,137 +3544,127 @@ Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size)
}
// Generate irradiance texture using cubemap data
-// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24
-Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size)
+TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int size)
{
- Texture2D irradiance = { 0 };
+ TextureCubemap irradiance = { 0 };
-#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2)
- // NOTE: SetShaderDefaultLocations() already setups locations for projection and view Matrix in shader
- // Other locations should be setup externally in shader before calling the function
-
- // Setup framebuffer
- unsigned int fbo, rbo;
- glGenFramebuffers(1, &fbo);
- glGenRenderbuffers(1, &rbo);
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
- glBindRenderbuffer(GL_RENDERBUFFER, rbo);
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size);
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo);
-
- // Create an irradiance cubemap, and re-scale capture FBO to irradiance scale
- glGenTextures(1, &irradiance.id);
- glBindTexture(GL_TEXTURE_CUBE_MAP, irradiance.id);
- for (unsigned int i = 0; i < 6; i++)
- {
- glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, size, size, 0, GL_RGB, GL_FLOAT, NULL);
- }
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ rlDisableBackfaceCulling(); // Disable backface culling to render inside the cube
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ // STEP 1: Setup framebuffer
+ //------------------------------------------------------------------------------------------
+ unsigned int rbo = rlLoadTextureDepth(size, size, true);
+ irradiance.id = rlLoadTextureCubemap(NULL, size, UNCOMPRESSED_R32G32B32);
+
+ unsigned int fbo = rlLoadFramebuffer(size, size);
+ rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER);
+ rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X);
+ //------------------------------------------------------------------------------------------
+
+ // STEP 2: Draw to framebuffer
+ //------------------------------------------------------------------------------------------
+ // NOTE: Shader is used to solve diffuse integral by convolution to create an irradiance cubemap
+
+ // Define projection matrix and send it to shader
+ Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
+ SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection);
- // Create projection (transposed) and different views for each face
- Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0);
+ // Define view matrix for every side of the cubemap
Matrix fboViews[6] = {
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
};
- // Solve diffuse integral by convolution to create an irradiance cubemap
- glUseProgram(shader.id);
+ rlEnableShader(shader.id);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id);
- SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection);
- // Note: don't forget to configure the viewport to the capture dimensions
- glViewport(0, 0, size, size);
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ rlViewport(0, 0, size, size); // Set viewport to current fbo dimensions
for (int i = 0; i < 6; i++)
{
SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, irradiance.id, 0);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ rlFramebufferAttach(fbo, irradiance.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i);
+
+ rlEnableFramebuffer(fbo);
+ rlClearScreenBuffers();
GenDrawCube();
}
+ //------------------------------------------------------------------------------------------
- // Unbind framebuffer and textures
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ // STEP 3: Unload framebuffer and reset state
+ //------------------------------------------------------------------------------------------
+ rlDisableShader(); // Unbind shader
+ rlDisableTexture(); // Unbind texture
+ rlDisableFramebuffer(); // Unbind framebuffer
+ rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer)
// Reset viewport dimensions to default
- glViewport(0, 0, screenWidth, screenHeight);
+ rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
+ //rlEnableBackfaceCulling();
+ //------------------------------------------------------------------------------------------
irradiance.width = size;
irradiance.height = size;
irradiance.mipmaps = 1;
- //irradiance.format = UNCOMPRESSED_R16G16B16;
+ irradiance.format = UNCOMPRESSED_R32G32B32;
#endif
return irradiance;
}
// Generate prefilter texture using cubemap data
-// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24
-Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size)
+TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int size)
{
- Texture2D prefilter = { 0 };
+ TextureCubemap prefilter = { 0 };
#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2)
- // NOTE: SetShaderDefaultLocations() already setups locations for projection and view Matrix in shader
- // Other locations should be setup externally in shader before calling the function
- // TODO: Locations should be taken out of this function... too shader dependant...
- int roughnessLoc = GetShaderLocation(shader, "roughness");
+ rlDisableBackfaceCulling(); // Disable backface culling to render inside the cube
- // Setup framebuffer
- unsigned int fbo, rbo;
- glGenFramebuffers(1, &fbo);
- glGenRenderbuffers(1, &rbo);
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
- glBindRenderbuffer(GL_RENDERBUFFER, rbo);
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size);
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo);
-
- // Create a prefiltered HDR environment map
- glGenTextures(1, &prefilter.id);
- glBindTexture(GL_TEXTURE_CUBE_MAP, prefilter.id);
- for (unsigned int i = 0; i < 6; i++)
- {
- glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, size, size, 0, GL_RGB, GL_FLOAT, NULL);
- }
+ // STEP 1: Setup framebuffer
+ //------------------------------------------------------------------------------------------
+ unsigned int rbo = rlLoadTextureDepth(size, size, true);
+ prefilter.id = rlLoadTextureCubemap(NULL, size, UNCOMPRESSED_R32G32B32);
+ rlTextureParameters(prefilter.id, RL_TEXTURE_MIN_FILTER, RL_FILTER_MIP_LINEAR);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ unsigned int fbo = rlLoadFramebuffer(size, size);
+ rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER);
+ rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X);
+ //------------------------------------------------------------------------------------------
// Generate mipmaps for the prefiltered HDR texture
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
+ //rlGenerateMipmaps(Texture2D *texture); // Only GL_TEXTURE_2D
+
+ // STEP 2: Draw to framebuffer
+ //------------------------------------------------------------------------------------------
+ // NOTE: Shader is used to prefilter HDR and store data into mipmap levels
- // Create projection (transposed) and different views for each face
- Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0);
+ // Define projection matrix and send it to shader
+ Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
+ SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection);
+
+ // Define view matrix for every side of the cubemap
Matrix fboViews[6] = {
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
};
- // Prefilter HDR and store data into mipmap levels
- glUseProgram(shader.id);
+ rlEnableShader(shader.id);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id);
- SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection);
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ // TODO: Locations should be taken out of this function... too shader dependant...
+ int roughnessLoc = GetShaderLocation(shader, "roughness");
+
+ rlEnableFramebuffer(fbo);
#define MAX_MIPMAP_LEVELS 5 // Max number of prefilter texture mipmaps
@@ -3384,9 +3674,10 @@ Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size)
unsigned int mipWidth = size*(int)powf(0.5f, (float)mip);
unsigned int mipHeight = size*(int)powf(0.5f, (float)mip);
+ rlViewport(0, 0, mipWidth, mipHeight);
+
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, mipWidth, mipHeight);
- glViewport(0, 0, mipWidth, mipHeight);
float roughness = (float)mip/(float)(MAX_MIPMAP_LEVELS - 1);
glUniform1f(roughnessLoc, roughness);
@@ -3395,73 +3686,74 @@ Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size)
{
SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, prefilter.id, mip);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ //rlFramebufferAttach(fbo, irradiance.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i); // TODO: Support mip levels?
+
+ rlEnableFramebuffer(fbo);
+ rlClearScreenBuffers();
GenDrawCube();
}
}
+ //------------------------------------------------------------------------------------------
- // Unbind framebuffer and textures
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ // STEP 3: Unload framebuffer and reset state
+ //------------------------------------------------------------------------------------------
+ rlDisableShader(); // Unbind shader
+ rlDisableTexture(); // Unbind texture
+ rlDisableFramebuffer(); // Unbind framebuffer
+ rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer)
// Reset viewport dimensions to default
- glViewport(0, 0, screenWidth, screenHeight);
+ rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
+ //rlEnableBackfaceCulling();
+ //------------------------------------------------------------------------------------------
prefilter.width = size;
prefilter.height = size;
- //prefilter.mipmaps = 1 + (int)floor(log(size)/log(2));
- //prefilter.format = UNCOMPRESSED_R16G16B16;
+ //prefilter.mipmaps = 1 + (int)floor(log(size)/log(2)); // MAX_MIPMAP_LEVELS
+ //prefilter.format = UNCOMPRESSED_R32G32B32;
#endif
return prefilter;
}
// Generate BRDF texture using cubemap data
-// NOTE: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24
// TODO: Review implementation: https://github.com/HectorMF/BRDFGenerator
Texture2D GenTextureBRDF(Shader shader, int size)
{
Texture2D brdf = { 0 };
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- // Generate BRDF convolution texture
- glGenTextures(1, &brdf.id);
- glBindTexture(GL_TEXTURE_2D, brdf.id);
-#if defined(GRAPHICS_API_OPENGL_33)
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, size, size, 0, GL_RGB, GL_FLOAT, NULL);
-#elif defined(GRAPHICS_API_OPENGL_ES2)
- if (texFloatSupported) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, size, size, 0, GL_RGB, GL_FLOAT, NULL);
-#endif
+ // STEP 1: Setup framebuffer
+ //------------------------------------------------------------------------------------------
+ unsigned int rbo = rlLoadTextureDepth(size, size, true);
+ brdf.id = rlLoadTexture(NULL, size, size, UNCOMPRESSED_R32G32B32, 1);
- 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);
+ unsigned int fbo = rlLoadFramebuffer(size, size);
+ rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER);
+ rlFramebufferAttach(fbo, brdf.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_TEXTURE2D);
+ //------------------------------------------------------------------------------------------
- // Render BRDF LUT into a quad using FBO
- unsigned int fbo, rbo;
- glGenFramebuffers(1, &fbo);
- glGenRenderbuffers(1, &rbo);
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
- glBindRenderbuffer(GL_RENDERBUFFER, rbo);
-#if defined(GRAPHICS_API_OPENGL_33)
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size);
-#elif defined(GRAPHICS_API_OPENGL_ES2)
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, size, size);
-#endif
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, brdf.id, 0);
+ // STEP 2: Draw to framebuffer
+ //------------------------------------------------------------------------------------------
+ // NOTE: Render BRDF LUT into a quad using FBO
- glViewport(0, 0, size, size);
- glUseProgram(shader.id);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- GenDrawQuad();
+ rlEnableShader(shader.id);
- // Unbind framebuffer and textures
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ rlViewport(0, 0, size, size);
- // Unload framebuffer but keep color texture
- glDeleteRenderbuffers(1, &rbo);
- glDeleteFramebuffers(1, &fbo);
+ rlEnableFramebuffer(fbo);
+ rlClearScreenBuffers();
+ GenDrawQuad();
+ //------------------------------------------------------------------------------------------
+
+ // STEP 3: Unload framebuffer and reset state
+ //------------------------------------------------------------------------------------------
+ rlDisableShader(); // Unbind shader
+ rlDisableTexture(); // Unbind texture
+ rlDisableFramebuffer(); // Unbind framebuffer
+ rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer)
// Reset viewport dimensions to default
- glViewport(0, 0, screenWidth, screenHeight);
+ rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
+ //------------------------------------------------------------------------------------------
brdf.width = size;
brdf.height = size;
@@ -3475,20 +3767,25 @@ Texture2D GenTextureBRDF(Shader shader, int size)
// NOTE: Only 3 blending modes supported, default blend mode is alpha
void BeginBlendMode(int mode)
{
- if ((blendMode != mode) && (mode < 3))
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ if (RLGL.State.currentBlendMode != mode)
{
- rlglDraw();
+ DrawRenderBatch(RLGL.currentBatch);
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;
+ case BLEND_ALPHA: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
+ case BLEND_ADDITIVE: glBlendFunc(GL_SRC_ALPHA, GL_ONE); glBlendEquation(GL_FUNC_ADD); break;
+ case BLEND_MULTIPLIED: glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
+ case BLEND_ADD_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_ADD); break;
+ case BLEND_SUBTRACT_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_SUBTRACT); break;
+ case BLEND_CUSTOM: glBlendFunc(RLGL.State.glBlendSrcFactor, RLGL.State.glBlendDstFactor); glBlendEquation(RLGL.State.glBlendEquation); break;
default: break;
}
- blendMode = mode;
+ RLGL.State.currentBlendMode = mode;
}
+#endif
}
// End blending mode (reset to default: alpha blending)
@@ -3497,37 +3794,27 @@ void EndBlendMode(void)
BeginBlendMode(BLEND_ALPHA);
}
-// Begin scissor mode (define screen area for following drawing)
-// NOTE: Scissor rec refers to bottom-left corner, we change it to upper-left
-void BeginScissorMode(int x, int y, int width, int height)
-{
- rlglDraw(); // Force drawing elements
-
- glEnable(GL_SCISSOR_TEST);
- glScissor(x, screenHeight - (y + height), width, height);
-}
-
-// End scissor mode
-void EndScissorMode(void)
-{
- rlglDraw(); // Force drawing elements
-
- glDisable(GL_SCISSOR_TEST);
-}
-
#if defined(SUPPORT_VR_SIMULATOR)
// Init VR simulator for selected device parameters
-// NOTE: It modifies the global variable: stereoFbo
+// NOTE: It modifies the global variable: RLGL.Vr.stereoFboId
void InitVrSimulator(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Initialize framebuffer and textures for stereo rendering
// NOTE: Screen size should match HMD aspect ratio
- stereoFbo = rlLoadRenderTexture(screenWidth, screenHeight, UNCOMPRESSED_R8G8B8A8, 24, false);
+ RLGL.Vr.stereoFboId = rlLoadFramebuffer(RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
+
+ // Load color/depth textures to attach to framebuffer
+ RLGL.Vr.stereoTexId = rlLoadTexture(NULL, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight, UNCOMPRESSED_R8G8B8A8, 1);
+ unsigned int depthId = rlLoadTextureDepth(RLGL.State.framebufferWidth, RLGL.State.framebufferHeight, true);
- vrSimulatorReady = true;
+ // Attach color texture and depth renderbuffer/texture to FBO
+ rlFramebufferAttach(RLGL.Vr.stereoFboId, RLGL.Vr.stereoTexId, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_TEXTURE2D);
+ rlFramebufferAttach(RLGL.Vr.stereoFboId, depthId, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER);
+
+ RLGL.Vr.simulatorReady = true;
#else
- TraceLog(LOG_WARNING, "VR Simulator not supported on OpenGL 1.1");
+ TRACELOG(LOG_WARNING, "RLGL: VR Simulator not supported on OpenGL 1.1");
#endif
}
@@ -3542,7 +3829,11 @@ void UpdateVrTracking(Camera *camera)
void CloseVrSimulator(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if (vrSimulatorReady) rlDeleteRenderTextures(stereoFbo); // Unload stereo framebuffer and texture
+ if (RLGL.Vr.simulatorReady)
+ {
+ rlUnloadTexture(RLGL.Vr.stereoTexId); // Unload color texture
+ rlUnloadFramebuffer(RLGL.Vr.stereoFboId); // Unload stereo framebuffer and depth texture/renderbuffer
+ }
#endif
}
@@ -3550,11 +3841,11 @@ void CloseVrSimulator(void)
void SetVrConfiguration(VrDeviceInfo hmd, Shader distortion)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- // Reset vrConfig for a new values assignment
- memset(&vrConfig, 0, sizeof(vrConfig));
+ // Reset RLGL.Vr.config for a new values assignment
+ memset(&RLGL.Vr.config, 0, sizeof(RLGL.Vr.config));
// Assign distortion shader
- vrConfig.distortionShader = distortion;
+ RLGL.Vr.config.distortionShader = distortion;
// Compute aspect ratio
float aspect = ((float)hmd.hResolution*0.5f)/(float)hmd.vResolution;
@@ -3568,64 +3859,65 @@ void SetVrConfiguration(VrDeviceInfo hmd, Shader distortion)
// Compute distortion scale parameters
// NOTE: To get lens max radius, lensShift must be normalized to [-1..1]
- float lensRadius = (float)fabs(-1.0f - 4.0f*lensShift);
+ float lensRadius = fabsf(-1.0f - 4.0f*lensShift);
float lensRadiusSq = lensRadius*lensRadius;
float distortionScale = hmd.lensDistortionValues[0] +
hmd.lensDistortionValues[1]*lensRadiusSq +
hmd.lensDistortionValues[2]*lensRadiusSq*lensRadiusSq +
hmd.lensDistortionValues[3]*lensRadiusSq*lensRadiusSq*lensRadiusSq;
- TraceLog(LOG_DEBUG, "VR: Distortion Scale: %f", distortionScale);
+ TRACELOGD("RLGL: VR device configuration:");
+ TRACELOGD(" > Distortion Scale: %f", distortionScale);
float normScreenWidth = 0.5f;
float normScreenHeight = 1.0f;
float scaleIn[2] = { 2.0f/normScreenWidth, 2.0f/normScreenHeight/aspect };
float scale[2] = { normScreenWidth*0.5f/distortionScale, normScreenHeight*0.5f*aspect/distortionScale };
- TraceLog(LOG_DEBUG, "VR: Distortion Shader: LeftLensCenter = { %f, %f }", leftLensCenter[0], leftLensCenter[1]);
- TraceLog(LOG_DEBUG, "VR: Distortion Shader: RightLensCenter = { %f, %f }", rightLensCenter[0], rightLensCenter[1]);
- TraceLog(LOG_DEBUG, "VR: Distortion Shader: Scale = { %f, %f }", scale[0], scale[1]);
- TraceLog(LOG_DEBUG, "VR: Distortion Shader: ScaleIn = { %f, %f }", scaleIn[0], scaleIn[1]);
+ TRACELOGD(" > Distortion Shader: LeftLensCenter = { %f, %f }", leftLensCenter[0], leftLensCenter[1]);
+ TRACELOGD(" > Distortion Shader: RightLensCenter = { %f, %f }", rightLensCenter[0], rightLensCenter[1]);
+ TRACELOGD(" > Distortion Shader: Scale = { %f, %f }", scale[0], scale[1]);
+ TRACELOGD(" > Distortion Shader: ScaleIn = { %f, %f }", scaleIn[0], scaleIn[1]);
- // Fovy is normally computed with: 2*atan2(hmd.vScreenSize, 2*hmd.eyeToScreenDistance)
+ // Fovy is normally computed with: 2*atan2f(hmd.vScreenSize, 2*hmd.eyeToScreenDistance)
// ...but with lens distortion it is increased (see Oculus SDK Documentation)
- //float fovy = 2.0f*atan2(hmd.vScreenSize*0.5f*distortionScale, hmd.eyeToScreenDistance); // Really need distortionScale?
- float fovy = 2.0f*(float)atan2(hmd.vScreenSize*0.5f, hmd.eyeToScreenDistance);
+ //float fovy = 2.0f*atan2f(hmd.vScreenSize*0.5f*distortionScale, hmd.eyeToScreenDistance); // Really need distortionScale?
+ float fovy = 2.0f*(float)atan2f(hmd.vScreenSize*0.5f, hmd.eyeToScreenDistance);
// Compute camera projection matrices
float projOffset = 4.0f*lensShift; // Scaled to projection space coordinates [-1..1]
- Matrix proj = MatrixPerspective(fovy, aspect, 0.01, 1000.0);
- vrConfig.eyesProjection[0] = MatrixMultiply(proj, MatrixTranslate(projOffset, 0.0f, 0.0f));
- vrConfig.eyesProjection[1] = MatrixMultiply(proj, MatrixTranslate(-projOffset, 0.0f, 0.0f));
+ Matrix proj = MatrixPerspective(fovy, aspect, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
+ RLGL.Vr.config.eyesProjection[0] = MatrixMultiply(proj, MatrixTranslate(projOffset, 0.0f, 0.0f));
+ RLGL.Vr.config.eyesProjection[1] = MatrixMultiply(proj, MatrixTranslate(-projOffset, 0.0f, 0.0f));
// Compute camera transformation matrices
// NOTE: Camera movement might seem more natural if we model the head.
// Our axis of rotation is the base of our head, so we might want to add
// some y (base of head to eye level) and -z (center of head to eye protrusion) to the camera positions.
- vrConfig.eyesViewOffset[0] = MatrixTranslate(-hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f);
- vrConfig.eyesViewOffset[1] = MatrixTranslate(hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f);
+ RLGL.Vr.config.eyesViewOffset[0] = MatrixTranslate(-hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f);
+ RLGL.Vr.config.eyesViewOffset[1] = MatrixTranslate(hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f);
// Compute eyes Viewports
- vrConfig.eyeViewportRight[2] = hmd.hResolution/2;
- vrConfig.eyeViewportRight[3] = hmd.vResolution;
+ RLGL.Vr.config.eyeViewportRight[2] = hmd.hResolution/2;
+ RLGL.Vr.config.eyeViewportRight[3] = hmd.vResolution;
- vrConfig.eyeViewportLeft[0] = hmd.hResolution/2;
- vrConfig.eyeViewportLeft[1] = 0;
- vrConfig.eyeViewportLeft[2] = hmd.hResolution/2;
- vrConfig.eyeViewportLeft[3] = hmd.vResolution;
+ RLGL.Vr.config.eyeViewportLeft[0] = hmd.hResolution/2;
+ RLGL.Vr.config.eyeViewportLeft[1] = 0;
+ RLGL.Vr.config.eyeViewportLeft[2] = hmd.hResolution/2;
+ RLGL.Vr.config.eyeViewportLeft[3] = hmd.vResolution;
- if (vrConfig.distortionShader.id > 0)
+ if (RLGL.Vr.config.distortionShader.id > 0)
{
// Update distortion shader with lens and distortion-scale parameters
- SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "leftLensCenter"), leftLensCenter, UNIFORM_VEC2);
- SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "rightLensCenter"), rightLensCenter, UNIFORM_VEC2);
- SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "leftScreenCenter"), leftScreenCenter, UNIFORM_VEC2);
- SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "rightScreenCenter"), rightScreenCenter, UNIFORM_VEC2);
-
- SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "scale"), scale, UNIFORM_VEC2);
- SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "scaleIn"), scaleIn, UNIFORM_VEC2);
- SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "hmdWarpParam"), hmd.lensDistortionValues, UNIFORM_VEC4);
- SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "chromaAbParam"), hmd.chromaAbCorrection, UNIFORM_VEC4);
+ SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "leftLensCenter"), leftLensCenter, UNIFORM_VEC2);
+ SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "rightLensCenter"), rightLensCenter, UNIFORM_VEC2);
+ SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "leftScreenCenter"), leftScreenCenter, UNIFORM_VEC2);
+ SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "rightScreenCenter"), rightScreenCenter, UNIFORM_VEC2);
+
+ SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "scale"), scale, UNIFORM_VEC2);
+ SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "scaleIn"), scaleIn, UNIFORM_VEC2);
+ SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "hmdWarpParam"), hmd.lensDistortionValues, UNIFORM_VEC4);
+ SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "chromaAbParam"), hmd.chromaAbCorrection, UNIFORM_VEC4);
}
#endif
}
@@ -3634,7 +3926,7 @@ void SetVrConfiguration(VrDeviceInfo hmd, Shader distortion)
bool IsVrSimulatorReady(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- return vrSimulatorReady;
+ return RLGL.Vr.simulatorReady;
#else
return false;
#endif
@@ -3644,18 +3936,18 @@ bool IsVrSimulatorReady(void)
void ToggleVrMode(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- vrSimulatorReady = !vrSimulatorReady;
+ RLGL.Vr.simulatorReady = !RLGL.Vr.simulatorReady;
- if (!vrSimulatorReady)
+ if (!RLGL.Vr.simulatorReady)
{
- vrStereoRender = false;
+ RLGL.Vr.stereoRender = false;
// Reset viewport and default projection-modelview matrices
- rlViewport(0, 0, screenWidth, screenHeight);
- projection = MatrixOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0);
- modelview = MatrixIdentity();
+ rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
+ RLGL.State.projection = MatrixOrtho(0.0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight, 0.0, 0.0, 1.0);
+ RLGL.State.modelview = MatrixIdentity();
}
- else vrStereoRender = true;
+ else RLGL.Vr.stereoRender = true;
#endif
}
@@ -3663,16 +3955,15 @@ void ToggleVrMode(void)
void BeginVrDrawing(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if (vrSimulatorReady)
+ if (RLGL.Vr.simulatorReady)
{
+ rlEnableFramebuffer(RLGL.Vr.stereoFboId); // Setup framebuffer for stereo rendering
+ //glEnable(GL_FRAMEBUFFER_SRGB); // Enable SRGB framebuffer (only if required)
- rlEnableRenderTexture(stereoFbo.id); // Setup framebuffer for stereo rendering
- //glEnable(GL_FRAMEBUFFER_SRGB); // Enable SRGB framebuffer (only if required)
-
- //glViewport(0, 0, buffer.width, buffer.height); // Useful if rendering to separate framebuffers (every eye)
- rlClearScreenBuffers(); // Clear current framebuffer
+ //rlViewport(0, 0, buffer.width, buffer.height); // Useful if rendering to separate framebuffers (every eye)
+ rlClearScreenBuffers(); // Clear current framebuffer
- vrStereoRender = true;
+ RLGL.Vr.stereoRender = true;
}
#endif
}
@@ -3681,29 +3972,29 @@ void BeginVrDrawing(void)
void EndVrDrawing(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if (vrSimulatorReady)
+ if (RLGL.Vr.simulatorReady)
{
- vrStereoRender = false; // Disable stereo render
+ RLGL.Vr.stereoRender = false; // Disable stereo render
- rlDisableRenderTexture(); // Unbind current framebuffer
+ rlDisableFramebuffer(); // Unbind current framebuffer
rlClearScreenBuffers(); // Clear current framebuffer
// Set viewport to default framebuffer size (screen size)
- rlViewport(0, 0, screenWidth, screenHeight);
+ rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
// Let rlgl reconfigure internal matrices
rlMatrixMode(RL_PROJECTION); // Enable internal projection matrix
rlLoadIdentity(); // Reset internal projection matrix
- rlOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0); // Recalculate internal projection matrix
+ rlOrtho(0.0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight, 0.0, 0.0, 1.0); // Recalculate internal RLGL.State.projection matrix
rlMatrixMode(RL_MODELVIEW); // Enable internal modelview matrix
rlLoadIdentity(); // Reset internal modelview matrix
- // Draw RenderTexture (stereoFbo) using distortion shader if available
- if (vrConfig.distortionShader.id > 0) currentShader = vrConfig.distortionShader;
- else currentShader = GetShaderDefault();
+ // Draw stereo framebuffer texture using distortion shader if available
+ if (RLGL.Vr.config.distortionShader.id > 0) RLGL.State.currentShader = RLGL.Vr.config.distortionShader;
+ else RLGL.State.currentShader = GetShaderDefault();
- rlEnableTexture(stereoFbo.texture.id);
+ rlEnableTexture(RLGL.Vr.stereoTexId);
rlPushMatrix();
rlBegin(RL_QUADS);
@@ -3716,31 +4007,30 @@ void EndVrDrawing(void)
// Bottom-right corner for texture and quad
rlTexCoord2f(0.0f, 0.0f);
- rlVertex2f(0.0f, (float)stereoFbo.texture.height);
+ rlVertex2f(0.0f, (float)RLGL.State.framebufferHeight);
// Top-right corner for texture and quad
rlTexCoord2f(1.0f, 0.0f);
- rlVertex2f( (float)stereoFbo.texture.width, (float)stereoFbo.texture.height);
+ rlVertex2f((float)RLGL.State.framebufferWidth, (float)RLGL.State.framebufferHeight);
// Top-left corner for texture and quad
rlTexCoord2f(1.0f, 1.0f);
- rlVertex2f( (float)stereoFbo.texture.width, 0.0f);
+ rlVertex2f((float)RLGL.State.framebufferWidth, 0.0f);
rlEnd();
rlPopMatrix();
rlDisableTexture();
// Update and draw render texture fbo with distortion to backbuffer
- UpdateBuffersDefault();
- DrawBuffersDefault();
+ DrawRenderBatch(RLGL.currentBatch);
- // Restore defaultShader
- currentShader = defaultShader;
+ // Restore RLGL.State.defaultShader
+ RLGL.State.currentShader = RLGL.State.defaultShader;
// Reset viewport and default projection-modelview matrices
- rlViewport(0, 0, screenWidth, screenHeight);
- projection = MatrixOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0);
- modelview = MatrixIdentity();
+ rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
+ RLGL.State.projection = MatrixOrtho(0.0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight, 0.0, 0.0, 1.0);
+ RLGL.State.modelview = MatrixIdentity();
rlDisableDepthTest();
}
@@ -3765,7 +4055,7 @@ static unsigned int CompileShader(const char *shaderStr, int type)
if (success != GL_TRUE)
{
- TraceLog(LOG_WARNING, "[SHDR ID %i] Failed to compile shader...", shader);
+ TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to compile shader code", shader);
int maxLength = 0;
int length;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
@@ -3777,13 +4067,13 @@ static unsigned int CompileShader(const char *shaderStr, int type)
#endif
glGetShaderInfoLog(shader, maxLength, &length, log);
- TraceLog(LOG_INFO, "%s", log);
+ TRACELOG(LOG_WARNING, "SHADER: [ID %i] Compile error: %s", shader, log);
#if defined(_MSC_VER)
RL_FREE(log);
#endif
}
- else TraceLog(LOG_INFO, "[SHDR ID %i] Shader compiled successfully", shader);
+ else TRACELOG(LOG_INFO, "SHADER: [ID %i] Compiled successfully", shader);
return shader;
}
@@ -3794,7 +4084,6 @@ static unsigned int LoadShaderProgram(unsigned int vShaderId, unsigned int fShad
unsigned int program = 0;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-
GLint success = 0;
program = glCreateProgram();
@@ -3802,12 +4091,12 @@ static unsigned int LoadShaderProgram(unsigned int vShaderId, unsigned int fShad
glAttachShader(program, fShaderId);
// NOTE: Default attribute shader locations must be binded before linking
- glBindAttribLocation(program, 0, DEFAULT_ATTRIB_POSITION_NAME);
- glBindAttribLocation(program, 1, DEFAULT_ATTRIB_TEXCOORD_NAME);
- glBindAttribLocation(program, 2, DEFAULT_ATTRIB_NORMAL_NAME);
- glBindAttribLocation(program, 3, DEFAULT_ATTRIB_COLOR_NAME);
- glBindAttribLocation(program, 4, DEFAULT_ATTRIB_TANGENT_NAME);
- glBindAttribLocation(program, 5, DEFAULT_ATTRIB_TEXCOORD2_NAME);
+ glBindAttribLocation(program, 0, DEFAULT_SHADER_ATTRIB_NAME_POSITION);
+ glBindAttribLocation(program, 1, DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
+ glBindAttribLocation(program, 2, DEFAULT_SHADER_ATTRIB_NAME_NORMAL);
+ glBindAttribLocation(program, 3, DEFAULT_SHADER_ATTRIB_NAME_COLOR);
+ glBindAttribLocation(program, 4, DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
+ glBindAttribLocation(program, 5, DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
// NOTE: If some attrib name is no found on the shader, it locations becomes -1
@@ -3819,7 +4108,7 @@ static unsigned int LoadShaderProgram(unsigned int vShaderId, unsigned int fShad
if (success == GL_FALSE)
{
- TraceLog(LOG_WARNING, "[SHDR ID %i] Failed to link shader program...", program);
+ TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to link shader program", program);
int maxLength = 0;
int length;
@@ -3833,7 +4122,7 @@ static unsigned int LoadShaderProgram(unsigned int vShaderId, unsigned int fShad
#endif
glGetProgramInfoLog(program, maxLength, &length, log);
- TraceLog(LOG_INFO, "%s", log);
+ TRACELOG(LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log);
#if defined(_MSC_VER)
RL_FREE(log);
@@ -3842,7 +4131,7 @@ static unsigned int LoadShaderProgram(unsigned int vShaderId, unsigned int fShad
program = 0;
}
- else TraceLog(LOG_INFO, "[SHDR ID %i] Shader program loaded successfully", program);
+ else TRACELOG(LOG_INFO, "SHADER: [ID %i] Program loaded successfully", program);
#endif
return program;
}
@@ -3853,12 +4142,13 @@ static unsigned int LoadShaderProgram(unsigned int vShaderId, unsigned int fShad
static Shader LoadShaderDefault(void)
{
Shader shader = { 0 };
+ shader.locs = (int *)RL_CALLOC(MAX_SHADER_LOCATIONS, sizeof(int));
// NOTE: All locations must be reseted to -1 (no location)
for (int i = 0; i < MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1;
// Vertex shader directly defined, no external file required
- char defaultVShaderStr[] =
+ const char *defaultVShaderStr =
#if defined(GRAPHICS_API_OPENGL_21)
"#version 120 \n"
#elif defined(GRAPHICS_API_OPENGL_ES2)
@@ -3887,7 +4177,7 @@ static Shader LoadShaderDefault(void)
"} \n";
// Fragment shader directly defined, no external file required
- char defaultFShaderStr[] =
+ const char *defaultFShaderStr =
#if defined(GRAPHICS_API_OPENGL_21)
"#version 120 \n"
#elif defined(GRAPHICS_API_OPENGL_ES2)
@@ -3917,14 +4207,14 @@ static Shader LoadShaderDefault(void)
"} \n";
// NOTE: Compiled vertex/fragment shaders are kept for re-use
- defaultVShaderId = CompileShader(defaultVShaderStr, GL_VERTEX_SHADER); // Compile default vertex shader
- defaultFShaderId = CompileShader(defaultFShaderStr, GL_FRAGMENT_SHADER); // Compile default fragment shader
+ RLGL.State.defaultVShaderId = CompileShader(defaultVShaderStr, GL_VERTEX_SHADER); // Compile default vertex shader
+ RLGL.State.defaultFShaderId = CompileShader(defaultFShaderStr, GL_FRAGMENT_SHADER); // Compile default fragment shader
- shader.id = LoadShaderProgram(defaultVShaderId, defaultFShaderId);
+ shader.id = LoadShaderProgram(RLGL.State.defaultVShaderId, RLGL.State.defaultFShaderId);
if (shader.id > 0)
{
- TraceLog(LOG_INFO, "[SHDR ID %i] Default shader loaded successfully", shader.id);
+ TRACELOG(LOG_INFO, "SHADER: [ID %i] Default shader loaded successfully", shader.id);
// Set default shader locations: attributes locations
shader.locs[LOC_VERTEX_POSITION] = glGetAttribLocation(shader.id, "vertexPosition");
@@ -3940,7 +4230,7 @@ static Shader LoadShaderDefault(void)
// changed for external custom shaders, we just use direct bindings above
//SetShaderDefaultLocations(&shader);
}
- else TraceLog(LOG_WARNING, "[SHDR ID %i] Default shader could not be loaded", shader.id);
+ else TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to load default shader", shader.id);
return shader;
}
@@ -3958,12 +4248,12 @@ static void SetShaderDefaultLocations(Shader *shader)
// vertex texcoord2 location = 5
// Get handles to GLSL input attibute locations
- shader->locs[LOC_VERTEX_POSITION] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_POSITION_NAME);
- shader->locs[LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD_NAME);
- shader->locs[LOC_VERTEX_TEXCOORD02] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD2_NAME);
- shader->locs[LOC_VERTEX_NORMAL] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_NORMAL_NAME);
- shader->locs[LOC_VERTEX_TANGENT] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TANGENT_NAME);
- shader->locs[LOC_VERTEX_COLOR] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_COLOR_NAME);
+ shader->locs[LOC_VERTEX_POSITION] = glGetAttribLocation(shader->id, DEFAULT_SHADER_ATTRIB_NAME_POSITION);
+ shader->locs[LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(shader->id, DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
+ shader->locs[LOC_VERTEX_TEXCOORD02] = glGetAttribLocation(shader->id, DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
+ shader->locs[LOC_VERTEX_NORMAL] = glGetAttribLocation(shader->id, DEFAULT_SHADER_ATTRIB_NAME_NORMAL);
+ shader->locs[LOC_VERTEX_TANGENT] = glGetAttribLocation(shader->id, DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
+ shader->locs[LOC_VERTEX_COLOR] = glGetAttribLocation(shader->id, DEFAULT_SHADER_ATTRIB_NAME_COLOR);
// Get handles to GLSL uniform locations (vertex shader)
shader->locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader->id, "mvp");
@@ -3982,132 +4272,165 @@ static void UnloadShaderDefault(void)
{
glUseProgram(0);
- glDetachShader(defaultShader.id, defaultVShaderId);
- glDetachShader(defaultShader.id, defaultFShaderId);
- glDeleteShader(defaultVShaderId);
- glDeleteShader(defaultFShaderId);
+ glDetachShader(RLGL.State.defaultShader.id, RLGL.State.defaultVShaderId);
+ glDetachShader(RLGL.State.defaultShader.id, RLGL.State.defaultFShaderId);
+ glDeleteShader(RLGL.State.defaultVShaderId);
+ glDeleteShader(RLGL.State.defaultFShaderId);
- glDeleteProgram(defaultShader.id);
+ glDeleteProgram(RLGL.State.defaultShader.id);
+
+ RL_FREE(RLGL.State.defaultShader.locs);
}
-// Load default internal buffers
-static void LoadBuffersDefault(void)
+// Load render batch
+static RenderBatch LoadRenderBatch(int numBuffers, int bufferElements)
{
- // Initialize CPU (RAM) arrays (vertex position, texcoord, color data and indexes)
+ RenderBatch batch = { 0 };
+
+ // Initialize CPU (RAM) vertex buffers (position, texcoord, color data and indexes)
//--------------------------------------------------------------------------------------------
- for (int i = 0; i < MAX_BATCH_BUFFERING; i++)
+ batch.vertexBuffer = (VertexBuffer *)RL_MALLOC(sizeof(VertexBuffer)*numBuffers);
+
+ for (int i = 0; i < numBuffers; i++)
{
- vertexData[i].vertices = (float *)RL_MALLOC(sizeof(float)*3*4*MAX_BATCH_ELEMENTS); // 3 float by vertex, 4 vertex by quad
- vertexData[i].texcoords = (float *)RL_MALLOC(sizeof(float)*2*4*MAX_BATCH_ELEMENTS); // 2 float by texcoord, 4 texcoord by quad
- vertexData[i].colors = (unsigned char *)RL_MALLOC(sizeof(unsigned char)*4*4*MAX_BATCH_ELEMENTS); // 4 float by color, 4 colors by quad
+ batch.vertexBuffer[i].elementsCount = bufferElements;
+
+ batch.vertexBuffer[i].vertices = (float *)RL_MALLOC(bufferElements*3*4*sizeof(float)); // 3 float by vertex, 4 vertex by quad
+ batch.vertexBuffer[i].texcoords = (float *)RL_MALLOC(bufferElements*2*4*sizeof(float)); // 2 float by texcoord, 4 texcoord by quad
+ batch.vertexBuffer[i].colors = (unsigned char *)RL_MALLOC(bufferElements*4*4*sizeof(unsigned char)); // 4 float by color, 4 colors by quad
#if defined(GRAPHICS_API_OPENGL_33)
- vertexData[i].indices = (unsigned int *)RL_MALLOC(sizeof(unsigned int)*6*MAX_BATCH_ELEMENTS); // 6 int by quad (indices)
+ batch.vertexBuffer[i].indices = (unsigned int *)RL_MALLOC(bufferElements*6*sizeof(unsigned int)); // 6 int by quad (indices)
#elif defined(GRAPHICS_API_OPENGL_ES2)
- vertexData[i].indices = (unsigned short *)RL_MALLOC(sizeof(unsigned short)*6*MAX_BATCH_ELEMENTS); // 6 int by quad (indices)
+ batch.vertexBuffer[i].indices = (unsigned short *)RL_MALLOC(bufferElements*6*sizeof(unsigned short)); // 6 int by quad (indices)
#endif
- for (int j = 0; j < (3*4*MAX_BATCH_ELEMENTS); j++) vertexData[i].vertices[j] = 0.0f;
- for (int j = 0; j < (2*4*MAX_BATCH_ELEMENTS); j++) vertexData[i].texcoords[j] = 0.0f;
- for (int j = 0; j < (4*4*MAX_BATCH_ELEMENTS); j++) vertexData[i].colors[j] = 0;
+ for (int j = 0; j < (3*4*bufferElements); j++) batch.vertexBuffer[i].vertices[j] = 0.0f;
+ for (int j = 0; j < (2*4*bufferElements); j++) batch.vertexBuffer[i].texcoords[j] = 0.0f;
+ for (int j = 0; j < (4*4*bufferElements); j++) batch.vertexBuffer[i].colors[j] = 0;
int k = 0;
// Indices can be initialized right now
- for (int j = 0; j < (6*MAX_BATCH_ELEMENTS); j += 6)
+ for (int j = 0; j < (6*bufferElements); j += 6)
{
- vertexData[i].indices[j] = 4*k;
- vertexData[i].indices[j + 1] = 4*k + 1;
- vertexData[i].indices[j + 2] = 4*k + 2;
- vertexData[i].indices[j + 3] = 4*k;
- vertexData[i].indices[j + 4] = 4*k + 2;
- vertexData[i].indices[j + 5] = 4*k + 3;
+ batch.vertexBuffer[i].indices[j] = 4*k;
+ batch.vertexBuffer[i].indices[j + 1] = 4*k + 1;
+ batch.vertexBuffer[i].indices[j + 2] = 4*k + 2;
+ batch.vertexBuffer[i].indices[j + 3] = 4*k;
+ batch.vertexBuffer[i].indices[j + 4] = 4*k + 2;
+ batch.vertexBuffer[i].indices[j + 5] = 4*k + 3;
k++;
}
- vertexData[i].vCounter = 0;
- vertexData[i].tcCounter = 0;
- vertexData[i].cCounter = 0;
+ batch.vertexBuffer[i].vCounter = 0;
+ batch.vertexBuffer[i].tcCounter = 0;
+ batch.vertexBuffer[i].cCounter = 0;
}
- TraceLog(LOG_INFO, "Internal buffers initialized successfully (CPU)");
+ TRACELOG(LOG_INFO, "RLGL: Internal vertex buffers initialized successfully in RAM (CPU)");
//--------------------------------------------------------------------------------------------
// Upload to GPU (VRAM) vertex data and initialize VAOs/VBOs
//--------------------------------------------------------------------------------------------
- for (int i = 0; i < MAX_BATCH_BUFFERING; i++)
+ for (int i = 0; i < numBuffers; i++)
{
- if (vaoSupported)
+ if (RLGL.ExtSupported.vao)
{
// Initialize Quads VAO
- glGenVertexArrays(1, &vertexData[i].vaoId);
- glBindVertexArray(vertexData[i].vaoId);
+ glGenVertexArrays(1, &batch.vertexBuffer[i].vaoId);
+ glBindVertexArray(batch.vertexBuffer[i].vaoId);
}
// Quads - Vertex buffers binding and attributes enable
// Vertex position buffer (shader-location = 0)
- glGenBuffers(1, &vertexData[i].vboId[0]);
- glBindBuffer(GL_ARRAY_BUFFER, vertexData[i].vboId[0]);
- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_BATCH_ELEMENTS, vertexData[i].vertices, GL_DYNAMIC_DRAW);
- glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]);
- glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
+ glGenBuffers(1, &batch.vertexBuffer[i].vboId[0]);
+ glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[0]);
+ glBufferData(GL_ARRAY_BUFFER, bufferElements*3*4*sizeof(float), batch.vertexBuffer[i].vertices, GL_DYNAMIC_DRAW);
+ glEnableVertexAttribArray(RLGL.State.currentShader.locs[LOC_VERTEX_POSITION]);
+ glVertexAttribPointer(RLGL.State.currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
// Vertex texcoord buffer (shader-location = 1)
- glGenBuffers(1, &vertexData[i].vboId[1]);
- glBindBuffer(GL_ARRAY_BUFFER, vertexData[i].vboId[1]);
- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_BATCH_ELEMENTS, vertexData[i].texcoords, GL_DYNAMIC_DRAW);
- glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_TEXCOORD01]);
- glVertexAttribPointer(currentShader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
+ glGenBuffers(1, &batch.vertexBuffer[i].vboId[1]);
+ glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[1]);
+ glBufferData(GL_ARRAY_BUFFER, bufferElements*2*4*sizeof(float), batch.vertexBuffer[i].texcoords, GL_DYNAMIC_DRAW);
+ glEnableVertexAttribArray(RLGL.State.currentShader.locs[LOC_VERTEX_TEXCOORD01]);
+ glVertexAttribPointer(RLGL.State.currentShader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
// Vertex color buffer (shader-location = 3)
- glGenBuffers(1, &vertexData[i].vboId[2]);
- glBindBuffer(GL_ARRAY_BUFFER, vertexData[i].vboId[2]);
- glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*4*MAX_BATCH_ELEMENTS, vertexData[i].colors, GL_DYNAMIC_DRAW);
- glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]);
- glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+ glGenBuffers(1, &batch.vertexBuffer[i].vboId[2]);
+ glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[2]);
+ glBufferData(GL_ARRAY_BUFFER, bufferElements*4*4*sizeof(unsigned char), batch.vertexBuffer[i].colors, GL_DYNAMIC_DRAW);
+ glEnableVertexAttribArray(RLGL.State.currentShader.locs[LOC_VERTEX_COLOR]);
+ glVertexAttribPointer(RLGL.State.currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
// Fill index buffer
- glGenBuffers(1, &vertexData[i].vboId[3]);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vertexData[i].vboId[3]);
+ glGenBuffers(1, &batch.vertexBuffer[i].vboId[3]);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[3]);
#if defined(GRAPHICS_API_OPENGL_33)
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int)*6*MAX_BATCH_ELEMENTS, vertexData[i].indices, GL_STATIC_DRAW);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(int), batch.vertexBuffer[i].indices, GL_STATIC_DRAW);
#elif defined(GRAPHICS_API_OPENGL_ES2)
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(short)*6*MAX_BATCH_ELEMENTS, vertexData[i].indices, GL_STATIC_DRAW);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(short), batch.vertexBuffer[i].indices, GL_STATIC_DRAW);
#endif
}
- TraceLog(LOG_INFO, "Internal buffers uploaded successfully (GPU)");
+ TRACELOG(LOG_INFO, "RLGL: Render batch vertex buffers loaded successfully");
// Unbind the current VAO
- if (vaoSupported) glBindVertexArray(0);
+ if (RLGL.ExtSupported.vao) glBindVertexArray(0);
+ //--------------------------------------------------------------------------------------------
+
+ // Init draw calls tracking system
//--------------------------------------------------------------------------------------------
+ batch.draws = (DrawCall *)RL_MALLOC(DEFAULT_BATCH_DRAWCALLS*sizeof(DrawCall));
+
+ for (int i = 0; i < DEFAULT_BATCH_DRAWCALLS; i++)
+ {
+ batch.draws[i].mode = RL_QUADS;
+ batch.draws[i].vertexCount = 0;
+ batch.draws[i].vertexAlignment = 0;
+ //batch.draws[i].vaoId = 0;
+ //batch.draws[i].shaderId = 0;
+ batch.draws[i].textureId = RLGL.State.defaultTextureId;
+ //batch.draws[i].RLGL.State.projection = MatrixIdentity();
+ //batch.draws[i].RLGL.State.modelview = MatrixIdentity();
+ }
+
+ batch.buffersCount = numBuffers; // Record buffer count
+ batch.drawsCounter = 1; // Reset draws counter
+ batch.currentDepth = -1.0f; // Reset depth value
+ //--------------------------------------------------------------------------------------------
+
+ return batch;
}
-// Update default internal buffers (VAOs/VBOs) with vertex array data
-// NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0)
-// TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (change flag required)
-static void UpdateBuffersDefault(void)
+// Draw render batch
+// NOTE: We require a pointer to reset batch and increase current buffer (multi-buffer)
+static void DrawRenderBatch(RenderBatch *batch)
{
- // Update vertex buffers data
- if (vertexData[currentBuffer].vCounter > 0)
+ // Update batch vertex buffers
+ //------------------------------------------------------------------------------------------------------------
+ // 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)
+ if (batch->vertexBuffer[batch->currentBuffer].vCounter > 0)
{
// Activate elements VAO
- if (vaoSupported) glBindVertexArray(vertexData[currentBuffer].vaoId);
+ if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId);
// Vertex positions buffer
- glBindBuffer(GL_ARRAY_BUFFER, vertexData[currentBuffer].vboId[0]);
- glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*vertexData[currentBuffer].vCounter, vertexData[currentBuffer].vertices);
- //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_BATCH_ELEMENTS, vertexData[currentBuffer].vertices, GL_DYNAMIC_DRAW); // Update all buffer
+ glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, batch->vertexBuffer[batch->currentBuffer].vCounter*3*sizeof(float), batch->vertexBuffer[batch->currentBuffer].vertices);
+ //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementsCount, batch->vertexBuffer[batch->currentBuffer].vertices, GL_DYNAMIC_DRAW); // Update all buffer
// Texture coordinates buffer
- glBindBuffer(GL_ARRAY_BUFFER, vertexData[currentBuffer].vboId[1]);
- glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*vertexData[currentBuffer].vCounter, vertexData[currentBuffer].texcoords);
- //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_BATCH_ELEMENTS, vertexData[currentBuffer].texcoords, GL_DYNAMIC_DRAW); // Update all buffer
+ glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[1]);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, batch->vertexBuffer[batch->currentBuffer].vCounter*2*sizeof(float), batch->vertexBuffer[batch->currentBuffer].texcoords);
+ //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*batch->vertexBuffer[batch->currentBuffer].elementsCount, batch->vertexBuffer[batch->currentBuffer].texcoords, GL_DYNAMIC_DRAW); // Update all buffer
// Colors buffer
- glBindBuffer(GL_ARRAY_BUFFER, vertexData[currentBuffer].vboId[2]);
- glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*vertexData[currentBuffer].vCounter, vertexData[currentBuffer].colors);
- //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*MAX_BATCH_ELEMENTS, vertexData[currentBuffer].colors, GL_DYNAMIC_DRAW); // Update all buffer
+ glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, batch->vertexBuffer[batch->currentBuffer].vCounter*4*sizeof(unsigned char), batch->vertexBuffer[batch->currentBuffer].colors);
+ //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*batch->vertexBuffer[batch->currentBuffer].elementsCount, batch->vertexBuffer[batch->currentBuffer].colors, GL_DYNAMIC_DRAW); // Update all buffer
// NOTE: glMapBuffer() causes sync issue.
// If GPU is working with this buffer, glMapBuffer() will wait(stall) until GPU to finish its job.
@@ -4117,27 +4440,26 @@ static void UpdateBuffersDefault(void)
// Another option: map the buffer object into client's memory
// Probably this code could be moved somewhere else...
- // vertexData[currentBuffer].vertices = (float *)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
- // if (vertexData[currentBuffer].vertices)
+ // batch->vertexBuffer[batch->currentBuffer].vertices = (float *)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
+ // if (batch->vertexBuffer[batch->currentBuffer].vertices)
// {
// Update vertex data
// }
// glUnmapBuffer(GL_ARRAY_BUFFER);
// Unbind the current VAO
- if (vaoSupported) glBindVertexArray(0);
+ if (RLGL.ExtSupported.vao) glBindVertexArray(0);
}
-}
+ //------------------------------------------------------------------------------------------------------------
-// Draw default internal buffers vertex data
-static void DrawBuffersDefault(void)
-{
- Matrix matProjection = projection;
- Matrix matModelView = modelview;
+ // Draw batch vertex buffers (considering VR stereo if required)
+ //------------------------------------------------------------------------------------------------------------
+ Matrix matProjection = RLGL.State.projection;
+ Matrix matModelView = RLGL.State.modelview;
int eyesCount = 1;
#if defined(SUPPORT_VR_SIMULATOR)
- if (vrStereoRender) eyesCount = 2;
+ if (RLGL.Vr.stereoRender) eyesCount = 2;
#endif
for (int eye = 0; eye < eyesCount; eye++)
@@ -4145,76 +4467,78 @@ static void DrawBuffersDefault(void)
#if defined(SUPPORT_VR_SIMULATOR)
if (eyesCount == 2) SetStereoView(eye, matProjection, matModelView);
#endif
-
// Draw buffers
- if (vertexData[currentBuffer].vCounter > 0)
+ if (batch->vertexBuffer[batch->currentBuffer].vCounter > 0)
{
// Set current shader and upload current MVP matrix
- glUseProgram(currentShader.id);
-
- // Create modelview-projection matrix
- Matrix matMVP = MatrixMultiply(modelview, projection);
-
- glUniformMatrix4fv(currentShader.locs[LOC_MATRIX_MVP], 1, false, MatrixToFloat(matMVP));
- glUniform4f(currentShader.locs[LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f);
- glUniform1i(currentShader.locs[LOC_MAP_DIFFUSE], 0); // Provided value refers to the texture unit (active)
-
- // TODO: Support additional texture units on custom shader
- //if (currentShader->locs[LOC_MAP_SPECULAR] > 0) glUniform1i(currentShader.locs[LOC_MAP_SPECULAR], 1);
- //if (currentShader->locs[LOC_MAP_NORMAL] > 0) glUniform1i(currentShader.locs[LOC_MAP_NORMAL], 2);
-
- // NOTE: Right now additional map textures not considered for default buffers drawing
+ glUseProgram(RLGL.State.currentShader.id);
- int vertexOffset = 0;
+ // Create modelview-projection matrix and upload to shader
+ Matrix matMVP = MatrixMultiply(RLGL.State.modelview, RLGL.State.projection);
+ glUniformMatrix4fv(RLGL.State.currentShader.locs[LOC_MATRIX_MVP], 1, false, MatrixToFloat(matMVP));
- if (vaoSupported) glBindVertexArray(vertexData[currentBuffer].vaoId);
+ if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId);
else
{
// Bind vertex attrib: position (shader-location = 0)
- glBindBuffer(GL_ARRAY_BUFFER, vertexData[currentBuffer].vboId[0]);
- glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]);
+ glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]);
+ glVertexAttribPointer(RLGL.State.currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(RLGL.State.currentShader.locs[LOC_VERTEX_POSITION]);
// Bind vertex attrib: texcoord (shader-location = 1)
- glBindBuffer(GL_ARRAY_BUFFER, vertexData[currentBuffer].vboId[1]);
- glVertexAttribPointer(currentShader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_TEXCOORD01]);
+ glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[1]);
+ glVertexAttribPointer(RLGL.State.currentShader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(RLGL.State.currentShader.locs[LOC_VERTEX_TEXCOORD01]);
// Bind vertex attrib: color (shader-location = 3)
- glBindBuffer(GL_ARRAY_BUFFER, vertexData[currentBuffer].vboId[2]);
- glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
- glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]);
+ glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]);
+ glVertexAttribPointer(RLGL.State.currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+ glEnableVertexAttribArray(RLGL.State.currentShader.locs[LOC_VERTEX_COLOR]);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vertexData[currentBuffer].vboId[3]);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]);
}
- glActiveTexture(GL_TEXTURE0);
+ // Setup some default shader values
+ glUniform4f(RLGL.State.currentShader.locs[LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f);
+ glUniform1i(RLGL.State.currentShader.locs[LOC_MAP_DIFFUSE], 0); // Active default sampler2D: texture0
- for (int i = 0; i < drawsCounter; i++)
+ // Activate additional sampler textures
+ // Those additional textures will be common for all draw calls of the batch
+ for (int i = 0; i < MAX_BATCH_ACTIVE_TEXTURES; i++)
{
- glBindTexture(GL_TEXTURE_2D, draws[i].textureId);
+ if (RLGL.State.activeTextureId[i] > 0)
+ {
+ glActiveTexture(GL_TEXTURE0 + 1 + i);
+ glBindTexture(GL_TEXTURE_2D, RLGL.State.activeTextureId[i]);
+ }
+ }
- // TODO: Find some way to bind additional textures --> Use global texture IDs? Register them on draw[i]?
- //if (currentShader->locs[LOC_MAP_SPECULAR] > 0) { glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, textureUnit1_id); }
- //if (currentShader->locs[LOC_MAP_SPECULAR] > 0) { glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, textureUnit2_id); }
+ // Activate default sampler2D texture0 (one texture is always active for default batch shader)
+ // NOTE: Batch system accumulates calls by texture0 changes, additional textures are enabled for all the draw calls
+ glActiveTexture(GL_TEXTURE0);
+
+ for (int i = 0, vertexOffset = 0; i < batch->drawsCounter; i++)
+ {
+ // Bind current draw call texture, activated as GL_TEXTURE0 and binded to sampler2D texture0 by default
+ glBindTexture(GL_TEXTURE_2D, batch->draws[i].textureId);
- if ((draws[i].mode == RL_LINES) || (draws[i].mode == RL_TRIANGLES)) glDrawArrays(draws[i].mode, vertexOffset, draws[i].vertexCount);
+ if ((batch->draws[i].mode == RL_LINES) || (batch->draws[i].mode == RL_TRIANGLES)) glDrawArrays(batch->draws[i].mode, vertexOffset, batch->draws[i].vertexCount);
else
{
#if defined(GRAPHICS_API_OPENGL_33)
// We need to define the number of indices to be processed: quadsCount*6
// NOTE: The final parameter tells the GPU the offset in bytes from the
// start of the index buffer to the location of the first index to process
- glDrawElements(GL_TRIANGLES, draws[i].vertexCount/4*6, GL_UNSIGNED_INT, (GLvoid *)(sizeof(GLuint)*vertexOffset/4*6));
+ glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_INT, (GLvoid *)(vertexOffset/4*6*sizeof(GLuint)));
#elif defined(GRAPHICS_API_OPENGL_ES2)
- glDrawElements(GL_TRIANGLES, draws[i].vertexCount/4*6, GL_UNSIGNED_SHORT, (GLvoid *)(sizeof(GLushort)*vertexOffset/4*6));
+ glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_SHORT, (GLvoid *)(vertexOffset/4*6*sizeof(GLushort)));
#endif
}
- vertexOffset += (draws[i].vertexCount + draws[i].vertexAlignment);
+ vertexOffset += (batch->draws[i].vertexCount + batch->draws[i].vertexAlignment);
}
- if (!vaoSupported)
+ if (!RLGL.ExtSupported.vao)
{
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
@@ -4223,43 +4547,51 @@ static void DrawBuffersDefault(void)
glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
}
- if (vaoSupported) glBindVertexArray(0); // Unbind VAO
+ if (RLGL.ExtSupported.vao) glBindVertexArray(0); // Unbind VAO
glUseProgram(0); // Unbind shader program
}
+ //------------------------------------------------------------------------------------------------------------
+ // Reset batch buffers
+ //------------------------------------------------------------------------------------------------------------
// Reset vertex counters for next frame
- vertexData[currentBuffer].vCounter = 0;
- vertexData[currentBuffer].tcCounter = 0;
- vertexData[currentBuffer].cCounter = 0;
+ batch->vertexBuffer[batch->currentBuffer].vCounter = 0;
+ batch->vertexBuffer[batch->currentBuffer].tcCounter = 0;
+ batch->vertexBuffer[batch->currentBuffer].cCounter = 0;
// Reset depth for next draw
- currentDepth = -1.0f;
+ batch->currentDepth = -1.0f;
// Restore projection/modelview matrices
- projection = matProjection;
- modelview = matModelView;
+ RLGL.State.projection = matProjection;
+ RLGL.State.modelview = matModelView;
- // Reset draws array
- for (int i = 0; i < MAX_DRAWCALL_REGISTERED; i++)
+ // Reset RLGL.currentBatch->draws array
+ for (int i = 0; i < DEFAULT_BATCH_DRAWCALLS; i++)
{
- draws[i].mode = RL_QUADS;
- draws[i].vertexCount = 0;
- draws[i].textureId = defaultTextureId;
+ batch->draws[i].mode = RL_QUADS;
+ batch->draws[i].vertexCount = 0;
+ batch->draws[i].textureId = RLGL.State.defaultTextureId;
}
- drawsCounter = 1;
+ // Reset active texture units for next batch
+ for (int i = 0; i < MAX_BATCH_ACTIVE_TEXTURES; i++) RLGL.State.activeTextureId[i] = 0;
+
+ // Reset draws counter to one draw for the batch
+ batch->drawsCounter = 1;
+ //------------------------------------------------------------------------------------------------------------
- // Change to next buffer in the list
- currentBuffer++;
- if (currentBuffer >= MAX_BATCH_BUFFERING) currentBuffer = 0;
+ // Change to next buffer in the list (in case of multi-buffering)
+ batch->currentBuffer++;
+ if (batch->currentBuffer >= batch->buffersCount) batch->currentBuffer = 0;
}
// Unload default internal buffers vertex data from CPU and GPU
-static void UnloadBuffersDefault(void)
+static void UnloadRenderBatch(RenderBatch batch)
{
// Unbind everything
- if (vaoSupported) glBindVertexArray(0);
+ if (RLGL.ExtSupported.vao) glBindVertexArray(0);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(2);
@@ -4267,23 +4599,42 @@ static void UnloadBuffersDefault(void)
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- for (int i = 0; i < MAX_BATCH_BUFFERING; i++)
+ // Unload all vertex buffers data
+ for (int i = 0; i < batch.buffersCount; i++)
{
// Delete VBOs from GPU (VRAM)
- glDeleteBuffers(1, &vertexData[i].vboId[0]);
- glDeleteBuffers(1, &vertexData[i].vboId[1]);
- glDeleteBuffers(1, &vertexData[i].vboId[2]);
- glDeleteBuffers(1, &vertexData[i].vboId[3]);
+ glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[0]);
+ glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[1]);
+ glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[2]);
+ glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[3]);
// Delete VAOs from GPU (VRAM)
- if (vaoSupported) glDeleteVertexArrays(1, &vertexData[i].vaoId);
+ if (RLGL.ExtSupported.vao) glDeleteVertexArrays(1, &batch.vertexBuffer[i].vaoId);
// Free vertex arrays memory from CPU (RAM)
- RL_FREE(vertexData[i].vertices);
- RL_FREE(vertexData[i].texcoords);
- RL_FREE(vertexData[i].colors);
- RL_FREE(vertexData[i].indices);
+ RL_FREE(batch.vertexBuffer[i].vertices);
+ RL_FREE(batch.vertexBuffer[i].texcoords);
+ RL_FREE(batch.vertexBuffer[i].colors);
+ RL_FREE(batch.vertexBuffer[i].indices);
}
+
+ // Unload arrays
+ RL_FREE(batch.vertexBuffer);
+ RL_FREE(batch.draws);
+}
+
+// Set the active render batch for rlgl
+static void SetRenderBatchActive(RenderBatch *batch)
+{
+ DrawRenderBatch(RLGL.currentBatch);
+ RLGL.currentBatch = batch;
+}
+
+// Set default render batch for rlgl
+static void SetRenderBatchDefault(void)
+{
+ DrawRenderBatch(RLGL.currentBatch);
+ RLGL.currentBatch = &RLGL.defaultBatch;
}
// Renders a 1x1 XY quad in NDC
@@ -4293,33 +4644,34 @@ static void GenDrawQuad(void)
unsigned int quadVBO = 0;
float vertices[] = {
- // Positions // Texture Coords
- -1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
- -1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
- 1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
- 1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
+ // Positions Texcoords
+ -1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
+ -1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
+ 1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
+ 1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
};
- // Set up plane VAO
+ // Gen VAO to contain VBO
glGenVertexArrays(1, &quadVAO);
- glGenBuffers(1, &quadVBO);
glBindVertexArray(quadVAO);
- // Fill buffer
+ // Gen and fill vertex buffer (VBO)
+ glGenBuffers(1, &quadVBO);
glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW);
- // Link vertex attributes
+ // Bind vertex attributes (position, texcoords)
glEnableVertexAttribArray(0);
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)0);
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)0); // Positions
glEnableVertexAttribArray(1);
- glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)(3*sizeof(float)));
+ glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)(3*sizeof(float))); // Texcoords
// Draw quad
glBindVertexArray(quadVAO);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
+ // Delete buffers (VBO and VAO)
glDeleteBuffers(1, &quadVBO);
glDeleteVertexArrays(1, &quadVAO);
}
@@ -4331,60 +4683,62 @@ static void GenDrawCube(void)
unsigned int cubeVBO = 0;
float vertices[] = {
- -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
- 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
- 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
- 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
- -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
- -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
- -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
- 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
- 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
- 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
- -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
- -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
- -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
- -1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
- -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
- -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
- -1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
- -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
- 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
- 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
- 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
- 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
- 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
- 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
- -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
- 1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
- 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
- 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
- -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
- -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
- -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
- 1.0f, 1.0f , 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
- 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
- 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
- -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
- -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f
+ // Positions Normals Texcoords
+ -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
+ 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
+ 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
+ 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
+ -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
+ -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
+ -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
+ 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
+ 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
+ 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
+ -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
+ -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
+ -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
+ -1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
+ -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
+ -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
+ -1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
+ -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
+ 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
+ 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
+ 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
+ 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
+ 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
+ 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
+ -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
+ 1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
+ 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
+ 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
+ -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
+ -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
+ -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
+ 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
+ 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
+ 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
+ -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
+ -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f
};
- // Set up cube VAO
+ // Gen VAO to contain VBO
glGenVertexArrays(1, &cubeVAO);
- glGenBuffers(1, &cubeVBO);
+ glBindVertexArray(cubeVAO);
- // Fill buffer
+ // Gen and fill vertex buffer (VBO)
+ glGenBuffers(1, &cubeVBO);
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
- // Link vertex attributes
+ // Bind vertex attributes (position, normals, texcoords)
glBindVertexArray(cubeVAO);
glEnableVertexAttribArray(0);
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)0);
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)0); // Positions
glEnableVertexAttribArray(1);
- glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(3*sizeof(float)));
+ glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(3*sizeof(float))); // Normals
glEnableVertexAttribArray(2);
- glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(6*sizeof(float)));
+ glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(6*sizeof(float))); // Texcoords
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
@@ -4393,6 +4747,7 @@ static void GenDrawCube(void)
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0);
+ // Delete VBO and VAO
glDeleteBuffers(1, &cubeVBO);
glDeleteVertexArrays(1, &cubeVAO);
}
@@ -4405,13 +4760,13 @@ static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView)
Matrix eyeModelView = matModelView;
// Setup viewport and projection/modelview matrices using tracking data
- rlViewport(eye*screenWidth/2, 0, screenWidth/2, screenHeight);
+ rlViewport(eye*RLGL.State.framebufferWidth/2, 0, RLGL.State.framebufferWidth/2, RLGL.State.framebufferHeight);
// Apply view offset to modelview matrix
- eyeModelView = MatrixMultiply(matModelView, vrConfig.eyesViewOffset[eye]);
+ eyeModelView = MatrixMultiply(matModelView, RLGL.Vr.config.eyesViewOffset[eye]);
// Set current eye projection matrix
- eyeProjection = vrConfig.eyesProjection[eye];
+ eyeProjection = RLGL.Vr.config.eyesProjection[eye];
SetMatrixModelview(eyeModelView);
SetMatrixProjection(eyeProjection);
@@ -4436,20 +4791,20 @@ static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight)
if (width != 1) width /= 2;
if (height != 1) height /= 2;
- TraceLog(LOG_DEBUG, "Next mipmap size: %i x %i", width, height);
+ TRACELOGD("TEXTURE: Next mipmap size: %i x %i", width, height);
mipmapCount++;
size += (width*height*4); // Add mipmap size (in bytes)
}
- TraceLog(LOG_DEBUG, "Total mipmaps required: %i", mipmapCount);
- TraceLog(LOG_DEBUG, "Total size of data required: %i", size);
+ TRACELOGD("TEXTURE: Total mipmaps required: %i", mipmapCount);
+ TRACELOGD("TEXTURE: Total size of data required: %i", size);
- unsigned char *temp = realloc(data, size);
+ unsigned char *temp = RL_REALLOC(data, size);
if (temp != NULL) data = temp;
- else TraceLog(LOG_WARNING, "Mipmaps required memory could not be allocated");
+ else TRACELOG(LOG_WARNING, "TEXTURE: Failed to allocate required mipmaps memory");
width = baseWidth;
height = baseHeight;
@@ -4471,7 +4826,7 @@ static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight)
j++;
}
- TraceLog(LOG_DEBUG, "Mipmap base (%ix%i)", width, height);
+ TRACELOGD("TEXTURE: Mipmap base size (%ix%i)", width, height);
for (int mip = 1; mip < mipmapCount; mip++)
{
@@ -4542,34 +4897,55 @@ static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight)
}
}
- TraceLog(LOG_DEBUG, "Mipmap generated successfully (%ix%i)", width, height);
+ TRACELOGD("TEXTURE: Mipmap generated successfully (%ix%i)", width, height);
return mipmap;
}
#endif
#if defined(RLGL_STANDALONE)
-// Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG)
-void TraceLog(int msgType, const char *text, ...)
+// Load text data from file, returns a '\0' terminated string
+// NOTE: text chars array should be freed manually
+char *LoadFileText(const char *fileName)
{
- va_list args;
- va_start(args, text);
+ char *text = NULL;
- switch (msgType)
+ if (fileName != NULL)
{
- case LOG_INFO: fprintf(stdout, "INFO: "); break;
- case LOG_ERROR: fprintf(stdout, "ERROR: "); break;
- case LOG_WARNING: fprintf(stdout, "WARNING: "); break;
- case LOG_DEBUG: fprintf(stdout, "DEBUG: "); break;
- default: break;
- }
+ FILE *textFile = fopen(fileName, "rt");
+
+ if (textFile != NULL)
+ {
+ // WARNING: When reading a file as 'text' file,
+ // text mode causes carriage return-linefeed translation...
+ // ...but using fseek() should return correct byte-offset
+ fseek(textFile, 0, SEEK_END);
+ int size = ftell(textFile);
+ fseek(textFile, 0, SEEK_SET);
- vfprintf(stdout, text, args);
- fprintf(stdout, "\n");
+ if (size > 0)
+ {
+ text = (char *)RL_MALLOC((size + 1)*sizeof(char));
+ int count = fread(text, sizeof(char), size, textFile);
- va_end(args);
+ // WARNING: \r\n is converted to \n on reading, so,
+ // read bytes count gets reduced by the number of lines
+ if (count < size) text = RL_REALLOC(text, count + 1);
+
+ // Zero-terminate the string
+ text[count] = '\0';
+
+ TRACELOG(LOG_INFO, "FILEIO: [%s] Text file loaded successfully", fileName);
+ }
+ else TRACELOG(LOG_WARNING, "FILEIO: [%s] Failed to read text file", fileName);
- if (msgType == LOG_ERROR) exit(1);
+ fclose(textFile);
+ }
+ else TRACELOG(LOG_WARNING, "FILEIO: [%s] Failed to open text file", fileName);
+ }
+ else TRACELOG(LOG_WARNING, "FILEIO: File name provided is not valid");
+
+ return text;
}
// Get pixel data size in bytes (image or texture)
@@ -4607,8 +4983,16 @@ int GetPixelDataSize(int width, int height, int format)
dataSize = width*height*bpp/8; // Total data size in bytes
+ // Most compressed formats works on 4x4 blocks,
+ // if texture is smaller, minimum dataSize is 8 or 16
+ if ((width < 4) && (height < 4))
+ {
+ if ((format >= COMPRESSED_DXT1_RGB) && (format < COMPRESSED_DXT3_RGBA)) dataSize = 8;
+ else if ((format >= COMPRESSED_DXT3_RGBA) && (format < COMPRESSED_ASTC_8x8_RGBA)) dataSize = 16;
+ }
+
return dataSize;
}
#endif // RLGL_STANDALONE
-#endif // RLGL_IMPLEMENTATION \ No newline at end of file
+#endif // RLGL_IMPLEMENTATION