diff options
| author | raysan5 <[email protected]> | 2021-08-15 13:09:11 +0200 |
|---|---|---|
| committer | raysan5 <[email protected]> | 2021-08-15 13:09:11 +0200 |
| commit | b54475e48a9cb82c3ad8e5e160a4c7948078c511 (patch) | |
| tree | 24c244af1d66ae37815fa69a11f6a3243ecf9ad4 /examples | |
| parent | 5ccec1e542b3a1d52ecb5c409c003396cf75b59e (diff) | |
| download | raylib.com-b54475e48a9cb82c3ad8e5e160a4c7948078c511.tar.gz raylib.com-b54475e48a9cb82c3ad8e5e160a4c7948078c511.zip | |
DELETED: Some aux libraries, should be used directly from sources
Diffstat (limited to 'examples')
| -rw-r--r-- | examples/web/core/raymath.h | 1516 | ||||
| -rw-r--r-- | examples/web/models/rlgl.h | 4998 | ||||
| -rw-r--r-- | examples/web/shaders/raymath.h | 1516 |
3 files changed, 0 insertions, 8030 deletions
diff --git a/examples/web/core/raymath.h b/examples/web/core/raymath.h deleted file mode 100644 index 7f05ea4..0000000 --- a/examples/web/core/raymath.h +++ /dev/null @@ -1,1516 +0,0 @@ -/********************************************************************************************** -* -* raymath v1.2 - Math functions to work with Vector3, Matrix and Quaternions -* -* CONFIGURATION: -* -* #define RAYMATH_IMPLEMENTATION -* Generates the implementation of the library into the included file. -* If not defined, the library is in header only mode and can be included in other headers -* or source files without problems. But only ONE file should hold the implementation. -* -* #define RAYMATH_HEADER_ONLY -* Define static inline functions code, so #include header suffices for use. -* This may use up lots of memory. -* -* #define RAYMATH_STANDALONE -* Avoid raylib.h header inclusion in this file. -* Vector3 and Matrix data types are defined internally in raymath module. -* -* -* LICENSE: zlib/libpng -* -* Copyright (c) 2015-2020 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. -* -* Permission is granted to anyone to use this software for any purpose, including commercial -* applications, and to alter it and redistribute it freely, subject to the following restrictions: -* -* 1. The origin of this software must not be misrepresented; you must not claim that you -* wrote the original software. If you use this software in a product, an acknowledgment -* in the product documentation would be appreciated but is not required. -* -* 2. Altered source versions must be plainly marked as such, and must not be misrepresented -* as being the original software. -* -* 3. This notice may not be removed or altered from any source distribution. -* -**********************************************************************************************/ - -#ifndef RAYMATH_H -#define RAYMATH_H - -//#define RAYMATH_STANDALONE // NOTE: To use raymath as standalone lib, just uncomment this line -//#define RAYMATH_HEADER_ONLY // NOTE: To compile functions as static inline, uncomment this line - -#ifndef RAYMATH_STANDALONE - #include "raylib.h" // Required for structs: Vector3, Matrix -#endif - -#if defined(RAYMATH_IMPLEMENTATION) && defined(RAYMATH_HEADER_ONLY) - #error "Specifying both RAYMATH_IMPLEMENTATION and RAYMATH_HEADER_ONLY is contradictory" -#endif - -#if defined(RAYMATH_IMPLEMENTATION) - #if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED) - #define RMDEF __declspec(dllexport) extern inline // We are building raylib as a Win32 shared library (.dll). - #elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED) - #define RMDEF __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll) - #else - #define RMDEF extern inline // Provide external definition - #endif -#elif defined(RAYMATH_HEADER_ONLY) - #define RMDEF static inline // Functions may be inlined, no external out-of-line definition -#else - #if defined(__TINYC__) - #define RMDEF static inline // plain inline not supported by tinycc (See issue #435) - #else - #define RMDEF inline // Functions may be inlined or external definition used - #endif -#endif - -//---------------------------------------------------------------------------------- -// Defines and Macros -//---------------------------------------------------------------------------------- -#ifndef PI - #define PI 3.14159265358979323846 -#endif - -#ifndef DEG2RAD - #define DEG2RAD (PI/180.0f) -#endif - -#ifndef RAD2DEG - #define RAD2DEG (180.0f/PI) -#endif - -// Return float vector for Matrix -#ifndef MatrixToFloat - #define MatrixToFloat(mat) (MatrixToFloatV(mat).v) -#endif - -// Return float vector for Vector3 -#ifndef Vector3ToFloat - #define Vector3ToFloat(vec) (Vector3ToFloatV(vec).v) -#endif - -//---------------------------------------------------------------------------------- -// Types and Structures Definition -//---------------------------------------------------------------------------------- - -#if defined(RAYMATH_STANDALONE) - // Vector2 type - typedef struct Vector2 { - float x; - float y; - } Vector2; - - // Vector3 type - typedef struct Vector3 { - float x; - float y; - float z; - } Vector3; - - // Vector4 type - typedef struct Vector4 { - float x; - float y; - float z; - float w; - } Vector4; - - // Quaternion type - typedef Vector4 Quaternion; - - // Matrix type (OpenGL style 4x4 - right handed, column major) - typedef struct Matrix { - float m0, m4, m8, m12; - float m1, m5, m9, m13; - float m2, m6, m10, m14; - float m3, m7, m11, m15; - } Matrix; -#endif - -// NOTE: Helper types to be used instead of array return types for *ToFloat functions -typedef struct float3 { float v[3]; } float3; -typedef struct float16 { float v[16]; } float16; - -#include <math.h> // Required for: sinf(), cosf(), sqrtf(), tan(), fabs() - -//---------------------------------------------------------------------------------- -// Module Functions Definition - Utils math -//---------------------------------------------------------------------------------- - -// Clamp float value -RMDEF float Clamp(float value, float min, float max) -{ - const float res = value < min ? min : value; - return res > max ? max : res; -} - -// Calculate linear interpolation between two floats -RMDEF float Lerp(float start, float end, float amount) -{ - return start + amount*(end - start); -} - -// Normalize input value within input range -RMDEF float Normalize(float value, float start, float end) -{ - return (value - start) / (end - start); -} - -// Remap input value within input range to output range -RMDEF float Remap(float value, float inputStart, float inputEnd, float outputStart, float outputEnd) -{ - return (value - inputStart) / (inputEnd - inputStart) * (outputEnd - outputStart) + outputStart; -} - -//---------------------------------------------------------------------------------- -// Module Functions Definition - Vector2 math -//---------------------------------------------------------------------------------- - -// Vector with components value 0.0f -RMDEF Vector2 Vector2Zero(void) -{ - Vector2 result = { 0.0f, 0.0f }; - return result; -} - -// Vector with components value 1.0f -RMDEF Vector2 Vector2One(void) -{ - Vector2 result = { 1.0f, 1.0f }; - return result; -} - -// Add two vectors (v1 + v2) -RMDEF Vector2 Vector2Add(Vector2 v1, Vector2 v2) -{ - Vector2 result = { v1.x + v2.x, v1.y + v2.y }; - return result; -} - -// Add vector and float value -RMDEF Vector2 Vector2AddValue(Vector2 v, float add) -{ - Vector2 result = { v.x + add, v.y + add }; - return result; -} - -// Subtract two vectors (v1 - v2) -RMDEF Vector2 Vector2Subtract(Vector2 v1, Vector2 v2) -{ - Vector2 result = { v1.x - v2.x, v1.y - v2.y }; - return result; -} - -// Subtract vector by float value -RMDEF Vector2 Vector2SubtractValue(Vector2 v, float sub) -{ - Vector2 result = { v.x - sub, v.y - sub }; - return result; -} - -// Calculate vector length -RMDEF float Vector2Length(Vector2 v) -{ - float result = sqrtf((v.x*v.x) + (v.y*v.y)); - return result; -} - -// Calculate vector square length -RMDEF float Vector2LengthSqr(Vector2 v) -{ - float result = (v.x*v.x) + (v.y*v.y); - return result; -} - -// Calculate two vectors dot product -RMDEF float Vector2DotProduct(Vector2 v1, Vector2 v2) -{ - float result = (v1.x*v2.x + v1.y*v2.y); - return result; -} - -// Calculate distance between two vectors -RMDEF float Vector2Distance(Vector2 v1, Vector2 v2) -{ - float result = sqrtf((v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y)); - return result; -} - -// Calculate angle from two vectors in X-axis -RMDEF float Vector2Angle(Vector2 v1, Vector2 v2) -{ - float result = atan2f(v2.y - v1.y, v2.x - v1.x)*(180.0f/PI); - if (result < 0) result += 360.0f; - return result; -} - -// Scale vector (multiply by value) -RMDEF Vector2 Vector2Scale(Vector2 v, float scale) -{ - Vector2 result = { v.x*scale, v.y*scale }; - return result; -} - -// Multiply vector by vector -RMDEF Vector2 Vector2Multiply(Vector2 v1, Vector2 v2) -{ - Vector2 result = { v1.x*v2.x, v1.y*v2.y }; - return result; -} - -// Negate vector -RMDEF Vector2 Vector2Negate(Vector2 v) -{ - Vector2 result = { -v.x, -v.y }; - return result; -} - -// Divide vector by vector -RMDEF Vector2 Vector2Divide(Vector2 v1, Vector2 v2) -{ - Vector2 result = { v1.x/v2.x, v1.y/v2.y }; - return result; -} - -// Normalize provided vector -RMDEF Vector2 Vector2Normalize(Vector2 v) -{ - Vector2 result = Vector2Scale(v, 1/Vector2Length(v)); - return result; -} - -// Calculate linear interpolation between two vectors -RMDEF Vector2 Vector2Lerp(Vector2 v1, Vector2 v2, float amount) -{ - Vector2 result = { 0 }; - - result.x = v1.x + amount*(v2.x - v1.x); - result.y = v1.y + amount*(v2.y - v1.y); - - return result; -} - -// Calculate reflected vector to normal -RMDEF Vector2 Vector2Reflect(Vector2 v, Vector2 normal) -{ - Vector2 result = { 0 }; - - float dotProduct = Vector2DotProduct(v, normal); - - result.x = v.x - (2.0f*normal.x)*dotProduct; - result.y = v.y - (2.0f*normal.y)*dotProduct; - - return result; -} - -// Rotate Vector by float in Degrees. -RMDEF Vector2 Vector2Rotate(Vector2 v, float degs) -{ - float rads = degs*DEG2RAD; - Vector2 result = {v.x * cosf(rads) - v.y * sinf(rads) , v.x * sinf(rads) + v.y * cosf(rads) }; - return result; -} - -// Move Vector towards target -RMDEF Vector2 Vector2MoveTowards(Vector2 v, Vector2 target, float maxDistance) -{ - Vector2 result = { 0 }; - float dx = target.x - v.x; - float dy = target.y - v.y; - float value = (dx*dx) + (dy*dy); - - if ((value == 0) || ((maxDistance >= 0) && (value <= maxDistance*maxDistance))) result = target; - - float dist = sqrtf(value); - - result.x = v.x + dx/dist*maxDistance; - result.y = v.y + dy/dist*maxDistance; - - return result; -} - -//---------------------------------------------------------------------------------- -// Module Functions Definition - Vector3 math -//---------------------------------------------------------------------------------- - -// Vector with components value 0.0f -RMDEF Vector3 Vector3Zero(void) -{ - Vector3 result = { 0.0f, 0.0f, 0.0f }; - return result; -} - -// Vector with components value 1.0f -RMDEF Vector3 Vector3One(void) -{ - Vector3 result = { 1.0f, 1.0f, 1.0f }; - return result; -} - -// Add two vectors -RMDEF Vector3 Vector3Add(Vector3 v1, Vector3 v2) -{ - Vector3 result = { v1.x + v2.x, v1.y + v2.y, v1.z + v2.z }; - return result; -} - -// Add vector and float value -RMDEF Vector3 Vector3AddValue(Vector3 v, float add) -{ - Vector3 result = { v.x + add, v.y + add, v.z + add }; - return result; -} - -// Subtract two vectors -RMDEF Vector3 Vector3Subtract(Vector3 v1, Vector3 v2) -{ - Vector3 result = { v1.x - v2.x, v1.y - v2.y, v1.z - v2.z }; - return result; -} - -// Subtract vector by float value -RMDEF Vector3 Vector3SubtractValue(Vector3 v, float sub) -{ - Vector3 result = { v.x - sub, v.y - sub, v.z - sub }; - return result; -} - -// Multiply vector by scalar -RMDEF Vector3 Vector3Scale(Vector3 v, float scalar) -{ - Vector3 result = { v.x*scalar, v.y*scalar, v.z*scalar }; - return result; -} - -// Multiply vector by vector -RMDEF Vector3 Vector3Multiply(Vector3 v1, Vector3 v2) -{ - Vector3 result = { v1.x*v2.x, v1.y*v2.y, v1.z*v2.z }; - return result; -} - -// Calculate two vectors cross product -RMDEF Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2) -{ - Vector3 result = { v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x }; - return result; -} - -// Calculate one vector perpendicular vector -RMDEF Vector3 Vector3Perpendicular(Vector3 v) -{ - Vector3 result = { 0 }; - - float min = (float) fabs(v.x); - Vector3 cardinalAxis = {1.0f, 0.0f, 0.0f}; - - if (fabs(v.y) < min) - { - min = (float) fabs(v.y); - Vector3 tmp = {0.0f, 1.0f, 0.0f}; - cardinalAxis = tmp; - } - - if (fabs(v.z) < min) - { - Vector3 tmp = {0.0f, 0.0f, 1.0f}; - cardinalAxis = tmp; - } - - result = Vector3CrossProduct(v, cardinalAxis); - - return result; -} - -// Calculate vector length -RMDEF float Vector3Length(const Vector3 v) -{ - float result = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); - return result; -} - -// Calculate vector square length -RMDEF float Vector3LengthSqr(const Vector3 v) -{ - float result = v.x*v.x + v.y*v.y + v.z*v.z; - return result; -} - -// Calculate two vectors dot product -RMDEF float Vector3DotProduct(Vector3 v1, Vector3 v2) -{ - float result = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z); - return result; -} - -// Calculate distance between two vectors -RMDEF float Vector3Distance(Vector3 v1, Vector3 v2) -{ - float dx = v2.x - v1.x; - float dy = v2.y - v1.y; - float dz = v2.z - v1.z; - float result = sqrtf(dx*dx + dy*dy + dz*dz); - return result; -} - -// Negate provided vector (invert direction) -RMDEF Vector3 Vector3Negate(Vector3 v) -{ - Vector3 result = { -v.x, -v.y, -v.z }; - return result; -} - -// Divide vector by vector -RMDEF Vector3 Vector3Divide(Vector3 v1, Vector3 v2) -{ - Vector3 result = { v1.x/v2.x, v1.y/v2.y, v1.z/v2.z }; - return result; -} - -// Normalize provided vector -RMDEF Vector3 Vector3Normalize(Vector3 v) -{ - Vector3 result = v; - - float length, ilength; - length = Vector3Length(v); - if (length == 0.0f) length = 1.0f; - ilength = 1.0f/length; - - result.x *= ilength; - result.y *= ilength; - result.z *= ilength; - - return result; -} - -// Orthonormalize provided vectors -// Makes vectors normalized and orthogonal to each other -// Gram-Schmidt function implementation -RMDEF void Vector3OrthoNormalize(Vector3 *v1, Vector3 *v2) -{ - *v1 = Vector3Normalize(*v1); - Vector3 vn = Vector3CrossProduct(*v1, *v2); - vn = Vector3Normalize(vn); - *v2 = Vector3CrossProduct(vn, *v1); -} - -// Transforms a Vector3 by a given Matrix -RMDEF Vector3 Vector3Transform(Vector3 v, Matrix mat) -{ - Vector3 result = { 0 }; - float x = v.x; - float y = v.y; - float z = v.z; - - result.x = mat.m0*x + mat.m4*y + mat.m8*z + mat.m12; - result.y = mat.m1*x + mat.m5*y + mat.m9*z + mat.m13; - result.z = mat.m2*x + mat.m6*y + mat.m10*z + mat.m14; - - return result; -} - -// Transform a vector by quaternion rotation -RMDEF Vector3 Vector3RotateByQuaternion(Vector3 v, Quaternion q) -{ - Vector3 result = { 0 }; - - result.x = v.x*(q.x*q.x + q.w*q.w - q.y*q.y - q.z*q.z) + v.y*(2*q.x*q.y - 2*q.w*q.z) + v.z*(2*q.x*q.z + 2*q.w*q.y); - result.y = v.x*(2*q.w*q.z + 2*q.x*q.y) + v.y*(q.w*q.w - q.x*q.x + q.y*q.y - q.z*q.z) + v.z*(-2*q.w*q.x + 2*q.y*q.z); - result.z = v.x*(-2*q.w*q.y + 2*q.x*q.z) + v.y*(2*q.w*q.x + 2*q.y*q.z)+ v.z*(q.w*q.w - q.x*q.x - q.y*q.y + q.z*q.z); - - return result; -} - -// Calculate linear interpolation between two vectors -RMDEF Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount) -{ - Vector3 result = { 0 }; - - result.x = v1.x + amount*(v2.x - v1.x); - result.y = v1.y + amount*(v2.y - v1.y); - result.z = v1.z + amount*(v2.z - v1.z); - - return result; -} - -// Calculate reflected vector to normal -RMDEF Vector3 Vector3Reflect(Vector3 v, Vector3 normal) -{ - // I is the original vector - // N is the normal of the incident plane - // R = I - (2*N*( DotProduct[ I,N] )) - - Vector3 result = { 0 }; - - float dotProduct = Vector3DotProduct(v, normal); - - result.x = v.x - (2.0f*normal.x)*dotProduct; - result.y = v.y - (2.0f*normal.y)*dotProduct; - result.z = v.z - (2.0f*normal.z)*dotProduct; - - return result; -} - -// Return min value for each pair of components -RMDEF Vector3 Vector3Min(Vector3 v1, Vector3 v2) -{ - Vector3 result = { 0 }; - - result.x = fminf(v1.x, v2.x); - result.y = fminf(v1.y, v2.y); - result.z = fminf(v1.z, v2.z); - - return result; -} - -// Return max value for each pair of components -RMDEF Vector3 Vector3Max(Vector3 v1, Vector3 v2) -{ - Vector3 result = { 0 }; - - result.x = fmaxf(v1.x, v2.x); - result.y = fmaxf(v1.y, v2.y); - result.z = fmaxf(v1.z, v2.z); - - return result; -} - -// Compute barycenter coordinates (u, v, w) for point p with respect to triangle (a, b, c) -// NOTE: Assumes P is on the plane of the triangle -RMDEF Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c) -{ - //Vector v0 = b - a, v1 = c - a, v2 = p - a; - - Vector3 v0 = Vector3Subtract(b, a); - Vector3 v1 = Vector3Subtract(c, a); - Vector3 v2 = Vector3Subtract(p, a); - float d00 = Vector3DotProduct(v0, v0); - float d01 = Vector3DotProduct(v0, v1); - float d11 = Vector3DotProduct(v1, v1); - float d20 = Vector3DotProduct(v2, v0); - float d21 = Vector3DotProduct(v2, v1); - - float denom = d00*d11 - d01*d01; - - Vector3 result = { 0 }; - - result.y = (d11*d20 - d01*d21)/denom; - result.z = (d00*d21 - d01*d20)/denom; - result.x = 1.0f - (result.z + result.y); - - return result; -} - -// Returns Vector3 as float array -RMDEF float3 Vector3ToFloatV(Vector3 v) -{ - float3 buffer = { 0 }; - - buffer.v[0] = v.x; - buffer.v[1] = v.y; - buffer.v[2] = v.z; - - return buffer; -} - -//---------------------------------------------------------------------------------- -// Module Functions Definition - Matrix math -//---------------------------------------------------------------------------------- - -// Compute matrix determinant -RMDEF float MatrixDeterminant(Matrix mat) -{ - // Cache the matrix values (speed optimization) - float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3; - float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7; - float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11; - float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15; - - float result = a30*a21*a12*a03 - a20*a31*a12*a03 - a30*a11*a22*a03 + a10*a31*a22*a03 + - a20*a11*a32*a03 - a10*a21*a32*a03 - a30*a21*a02*a13 + a20*a31*a02*a13 + - a30*a01*a22*a13 - a00*a31*a22*a13 - a20*a01*a32*a13 + a00*a21*a32*a13 + - a30*a11*a02*a23 - a10*a31*a02*a23 - a30*a01*a12*a23 + a00*a31*a12*a23 + - a10*a01*a32*a23 - a00*a11*a32*a23 - a20*a11*a02*a33 + a10*a21*a02*a33 + - a20*a01*a12*a33 - a00*a21*a12*a33 - a10*a01*a22*a33 + a00*a11*a22*a33; - - return result; -} - -// Returns the trace of the matrix (sum of the values along the diagonal) -RMDEF float MatrixTrace(Matrix mat) -{ - float result = (mat.m0 + mat.m5 + mat.m10 + mat.m15); - return result; -} - -// Transposes provided matrix -RMDEF Matrix MatrixTranspose(Matrix mat) -{ - Matrix result = { 0 }; - - result.m0 = mat.m0; - result.m1 = mat.m4; - result.m2 = mat.m8; - result.m3 = mat.m12; - result.m4 = mat.m1; - result.m5 = mat.m5; - result.m6 = mat.m9; - result.m7 = mat.m13; - result.m8 = mat.m2; - result.m9 = mat.m6; - result.m10 = mat.m10; - result.m11 = mat.m14; - result.m12 = mat.m3; - result.m13 = mat.m7; - result.m14 = mat.m11; - result.m15 = mat.m15; - - return result; -} - -// Invert provided matrix -RMDEF Matrix MatrixInvert(Matrix mat) -{ - Matrix result = { 0 }; - - // Cache the matrix values (speed optimization) - float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3; - float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7; - float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11; - float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15; - - float b00 = a00*a11 - a01*a10; - float b01 = a00*a12 - a02*a10; - float b02 = a00*a13 - a03*a10; - float b03 = a01*a12 - a02*a11; - float b04 = a01*a13 - a03*a11; - float b05 = a02*a13 - a03*a12; - float b06 = a20*a31 - a21*a30; - float b07 = a20*a32 - a22*a30; - float b08 = a20*a33 - a23*a30; - float b09 = a21*a32 - a22*a31; - float b10 = a21*a33 - a23*a31; - float b11 = a22*a33 - a23*a32; - - // Calculate the invert determinant (inlined to avoid double-caching) - float invDet = 1.0f/(b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06); - - result.m0 = (a11*b11 - a12*b10 + a13*b09)*invDet; - result.m1 = (-a01*b11 + a02*b10 - a03*b09)*invDet; - result.m2 = (a31*b05 - a32*b04 + a33*b03)*invDet; - result.m3 = (-a21*b05 + a22*b04 - a23*b03)*invDet; - result.m4 = (-a10*b11 + a12*b08 - a13*b07)*invDet; - result.m5 = (a00*b11 - a02*b08 + a03*b07)*invDet; - result.m6 = (-a30*b05 + a32*b02 - a33*b01)*invDet; - result.m7 = (a20*b05 - a22*b02 + a23*b01)*invDet; - result.m8 = (a10*b10 - a11*b08 + a13*b06)*invDet; - result.m9 = (-a00*b10 + a01*b08 - a03*b06)*invDet; - result.m10 = (a30*b04 - a31*b02 + a33*b00)*invDet; - result.m11 = (-a20*b04 + a21*b02 - a23*b00)*invDet; - result.m12 = (-a10*b09 + a11*b07 - a12*b06)*invDet; - result.m13 = (a00*b09 - a01*b07 + a02*b06)*invDet; - result.m14 = (-a30*b03 + a31*b01 - a32*b00)*invDet; - result.m15 = (a20*b03 - a21*b01 + a22*b00)*invDet; - - return result; -} - -// Normalize provided matrix -RMDEF Matrix MatrixNormalize(Matrix mat) -{ - Matrix result = { 0 }; - - float det = MatrixDeterminant(mat); - - result.m0 = mat.m0/det; - result.m1 = mat.m1/det; - result.m2 = mat.m2/det; - result.m3 = mat.m3/det; - result.m4 = mat.m4/det; - result.m5 = mat.m5/det; - result.m6 = mat.m6/det; - result.m7 = mat.m7/det; - result.m8 = mat.m8/det; - result.m9 = mat.m9/det; - result.m10 = mat.m10/det; - result.m11 = mat.m11/det; - result.m12 = mat.m12/det; - result.m13 = mat.m13/det; - result.m14 = mat.m14/det; - result.m15 = mat.m15/det; - - return result; -} - -// Returns identity matrix -RMDEF Matrix MatrixIdentity(void) -{ - Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f, - 0.0f, 1.0f, 0.0f, 0.0f, - 0.0f, 0.0f, 1.0f, 0.0f, - 0.0f, 0.0f, 0.0f, 1.0f }; - - return result; -} - -// Add two matrices -RMDEF Matrix MatrixAdd(Matrix left, Matrix right) -{ - Matrix result = MatrixIdentity(); - - result.m0 = left.m0 + right.m0; - result.m1 = left.m1 + right.m1; - result.m2 = left.m2 + right.m2; - result.m3 = left.m3 + right.m3; - result.m4 = left.m4 + right.m4; - result.m5 = left.m5 + right.m5; - result.m6 = left.m6 + right.m6; - result.m7 = left.m7 + right.m7; - result.m8 = left.m8 + right.m8; - result.m9 = left.m9 + right.m9; - result.m10 = left.m10 + right.m10; - result.m11 = left.m11 + right.m11; - result.m12 = left.m12 + right.m12; - result.m13 = left.m13 + right.m13; - result.m14 = left.m14 + right.m14; - result.m15 = left.m15 + right.m15; - - return result; -} - -// Subtract two matrices (left - right) -RMDEF Matrix MatrixSubtract(Matrix left, Matrix right) -{ - Matrix result = MatrixIdentity(); - - result.m0 = left.m0 - right.m0; - result.m1 = left.m1 - right.m1; - result.m2 = left.m2 - right.m2; - result.m3 = left.m3 - right.m3; - result.m4 = left.m4 - right.m4; - result.m5 = left.m5 - right.m5; - result.m6 = left.m6 - right.m6; - result.m7 = left.m7 - right.m7; - result.m8 = left.m8 - right.m8; - result.m9 = left.m9 - right.m9; - result.m10 = left.m10 - right.m10; - result.m11 = left.m11 - right.m11; - result.m12 = left.m12 - right.m12; - result.m13 = left.m13 - right.m13; - result.m14 = left.m14 - right.m14; - result.m15 = left.m15 - right.m15; - - return result; -} - -// Returns two matrix multiplication -// NOTE: When multiplying matrices... the order matters! -RMDEF Matrix MatrixMultiply(Matrix left, Matrix right) -{ - Matrix result = { 0 }; - - result.m0 = left.m0*right.m0 + left.m1*right.m4 + left.m2*right.m8 + left.m3*right.m12; - result.m1 = left.m0*right.m1 + left.m1*right.m5 + left.m2*right.m9 + left.m3*right.m13; - result.m2 = left.m0*right.m2 + left.m1*right.m6 + left.m2*right.m10 + left.m3*right.m14; - result.m3 = left.m0*right.m3 + left.m1*right.m7 + left.m2*right.m11 + left.m3*right.m15; - result.m4 = left.m4*right.m0 + left.m5*right.m4 + left.m6*right.m8 + left.m7*right.m12; - result.m5 = left.m4*right.m1 + left.m5*right.m5 + left.m6*right.m9 + left.m7*right.m13; - result.m6 = left.m4*right.m2 + left.m5*right.m6 + left.m6*right.m10 + left.m7*right.m14; - result.m7 = left.m4*right.m3 + left.m5*right.m7 + left.m6*right.m11 + left.m7*right.m15; - result.m8 = left.m8*right.m0 + left.m9*right.m4 + left.m10*right.m8 + left.m11*right.m12; - result.m9 = left.m8*right.m1 + left.m9*right.m5 + left.m10*right.m9 + left.m11*right.m13; - result.m10 = left.m8*right.m2 + left.m9*right.m6 + left.m10*right.m10 + left.m11*right.m14; - result.m11 = left.m8*right.m3 + left.m9*right.m7 + left.m10*right.m11 + left.m11*right.m15; - result.m12 = left.m12*right.m0 + left.m13*right.m4 + left.m14*right.m8 + left.m15*right.m12; - result.m13 = left.m12*right.m1 + left.m13*right.m5 + left.m14*right.m9 + left.m15*right.m13; - result.m14 = left.m12*right.m2 + left.m13*right.m6 + left.m14*right.m10 + left.m15*right.m14; - result.m15 = left.m12*right.m3 + left.m13*right.m7 + left.m14*right.m11 + left.m15*right.m15; - - return result; -} - -// Returns translation matrix -RMDEF Matrix MatrixTranslate(float x, float y, float z) -{ - Matrix result = { 1.0f, 0.0f, 0.0f, x, - 0.0f, 1.0f, 0.0f, y, - 0.0f, 0.0f, 1.0f, z, - 0.0f, 0.0f, 0.0f, 1.0f }; - - return result; -} - -// Create rotation matrix from axis and angle -// NOTE: Angle should be provided in radians -RMDEF Matrix MatrixRotate(Vector3 axis, float angle) -{ - Matrix result = { 0 }; - - float x = axis.x, y = axis.y, z = axis.z; - - float length = sqrtf(x*x + y*y + z*z); - - if ((length != 1.0f) && (length != 0.0f)) - { - length = 1.0f/length; - x *= length; - y *= length; - z *= length; - } - - float sinres = sinf(angle); - float cosres = cosf(angle); - float t = 1.0f - cosres; - - result.m0 = x*x*t + cosres; - result.m1 = y*x*t + z*sinres; - result.m2 = z*x*t - y*sinres; - result.m3 = 0.0f; - - result.m4 = x*y*t - z*sinres; - result.m5 = y*y*t + cosres; - result.m6 = z*y*t + x*sinres; - result.m7 = 0.0f; - - result.m8 = x*z*t + y*sinres; - result.m9 = y*z*t - x*sinres; - result.m10 = z*z*t + cosres; - result.m11 = 0.0f; - - result.m12 = 0.0f; - result.m13 = 0.0f; - result.m14 = 0.0f; - result.m15 = 1.0f; - - return result; -} - -// Returns x-rotation matrix (angle in radians) -RMDEF Matrix MatrixRotateX(float angle) -{ - Matrix result = MatrixIdentity(); - - float cosres = cosf(angle); - float sinres = sinf(angle); - - result.m5 = cosres; - result.m6 = -sinres; - result.m9 = sinres; - result.m10 = cosres; - - return result; -} - -// Returns y-rotation matrix (angle in radians) -RMDEF Matrix MatrixRotateY(float angle) -{ - Matrix result = MatrixIdentity(); - - float cosres = cosf(angle); - float sinres = sinf(angle); - - result.m0 = cosres; - result.m2 = sinres; - result.m8 = -sinres; - result.m10 = cosres; - - return result; -} - -// Returns z-rotation matrix (angle in radians) -RMDEF Matrix MatrixRotateZ(float angle) -{ - Matrix result = MatrixIdentity(); - - float cosres = cosf(angle); - float sinres = sinf(angle); - - result.m0 = cosres; - result.m1 = -sinres; - result.m4 = sinres; - result.m5 = cosres; - - return result; -} - - -// Returns xyz-rotation matrix (angles in radians) -RMDEF Matrix MatrixRotateXYZ(Vector3 ang) -{ - Matrix result = MatrixIdentity(); - - float cosz = cosf(-ang.z); - float sinz = sinf(-ang.z); - float cosy = cosf(-ang.y); - float siny = sinf(-ang.y); - float cosx = cosf(-ang.x); - float sinx = sinf(-ang.x); - - result.m0 = cosz * cosy; - result.m4 = (cosz * siny * sinx) - (sinz * cosx); - result.m8 = (cosz * siny * cosx) + (sinz * sinx); - - result.m1 = sinz * cosy; - result.m5 = (sinz * siny * sinx) + (cosz * cosx); - result.m9 = (sinz * siny * cosx) - (cosz * sinx); - - result.m2 = -siny; - result.m6 = cosy * sinx; - result.m10= cosy * cosx; - - return result; -} - -// Returns zyx-rotation matrix (angles in radians) -// TODO: This solution is suboptimal, it should be possible to create this matrix in one go -// instead of using a 3 matrix multiplication -RMDEF Matrix MatrixRotateZYX(Vector3 ang) -{ - Matrix result = MatrixRotateZ(ang.z); - result = MatrixMultiply(result, MatrixRotateY(ang.y)); - result = MatrixMultiply(result, MatrixRotateX(ang.x)); - - return result; -} - -// Returns scaling matrix -RMDEF Matrix MatrixScale(float x, float y, float z) -{ - Matrix result = { x, 0.0f, 0.0f, 0.0f, - 0.0f, y, 0.0f, 0.0f, - 0.0f, 0.0f, z, 0.0f, - 0.0f, 0.0f, 0.0f, 1.0f }; - - return result; -} - -// Returns perspective projection matrix -RMDEF Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far) -{ - Matrix result = { 0 }; - - float rl = (float)(right - left); - float tb = (float)(top - bottom); - float fn = (float)(far - near); - - result.m0 = ((float) near*2.0f)/rl; - result.m1 = 0.0f; - result.m2 = 0.0f; - result.m3 = 0.0f; - - result.m4 = 0.0f; - result.m5 = ((float) near*2.0f)/tb; - result.m6 = 0.0f; - result.m7 = 0.0f; - - result.m8 = ((float)right + (float)left)/rl; - result.m9 = ((float)top + (float)bottom)/tb; - result.m10 = -((float)far + (float)near)/fn; - result.m11 = -1.0f; - - result.m12 = 0.0f; - result.m13 = 0.0f; - result.m14 = -((float)far*(float)near*2.0f)/fn; - result.m15 = 0.0f; - - return result; -} - -// Returns perspective projection matrix -// NOTE: Angle should be provided in radians -RMDEF Matrix MatrixPerspective(double fovy, double aspect, double near, double far) -{ - double top = near*tan(fovy*0.5); - double right = top*aspect; - Matrix result = MatrixFrustum(-right, right, -top, top, near, far); - - return result; -} - -// Returns orthographic projection matrix -RMDEF Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far) -{ - Matrix result = { 0 }; - - float rl = (float)(right - left); - float tb = (float)(top - bottom); - float fn = (float)(far - near); - - result.m0 = 2.0f/rl; - result.m1 = 0.0f; - result.m2 = 0.0f; - result.m3 = 0.0f; - result.m4 = 0.0f; - result.m5 = 2.0f/tb; - result.m6 = 0.0f; - result.m7 = 0.0f; - result.m8 = 0.0f; - result.m9 = 0.0f; - result.m10 = -2.0f/fn; - result.m11 = 0.0f; - result.m12 = -((float)left + (float)right)/rl; - result.m13 = -((float)top + (float)bottom)/tb; - result.m14 = -((float)far + (float)near)/fn; - result.m15 = 1.0f; - - return result; -} - -// Returns camera look-at matrix (view matrix) -RMDEF Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up) -{ - Matrix result = { 0 }; - - Vector3 z = Vector3Subtract(eye, target); - z = Vector3Normalize(z); - Vector3 x = Vector3CrossProduct(up, z); - x = Vector3Normalize(x); - Vector3 y = Vector3CrossProduct(z, x); - - result.m0 = x.x; - result.m1 = y.x; - result.m2 = z.x; - result.m3 = 0.0f; - result.m4 = x.y; - result.m5 = y.y; - result.m6 = z.y; - result.m7 = 0.0f; - result.m8 = x.z; - result.m9 = y.z; - result.m10 = z.z; - result.m11 = 0.0f; - result.m12 = -Vector3DotProduct(x, eye); - result.m13 = -Vector3DotProduct(y, eye); - result.m14 = -Vector3DotProduct(z, eye); - result.m15 = 1.0f; - - return result; -} - -// Returns float array of matrix data -RMDEF float16 MatrixToFloatV(Matrix mat) -{ - float16 buffer = { 0 }; - - buffer.v[0] = mat.m0; - buffer.v[1] = mat.m1; - buffer.v[2] = mat.m2; - buffer.v[3] = mat.m3; - buffer.v[4] = mat.m4; - buffer.v[5] = mat.m5; - buffer.v[6] = mat.m6; - buffer.v[7] = mat.m7; - buffer.v[8] = mat.m8; - buffer.v[9] = mat.m9; - buffer.v[10] = mat.m10; - buffer.v[11] = mat.m11; - buffer.v[12] = mat.m12; - buffer.v[13] = mat.m13; - buffer.v[14] = mat.m14; - buffer.v[15] = mat.m15; - - return buffer; -} - -//---------------------------------------------------------------------------------- -// Module Functions Definition - Quaternion math -//---------------------------------------------------------------------------------- - -// Add two quaternions -RMDEF Quaternion QuaternionAdd(Quaternion q1, Quaternion q2) -{ - Quaternion result = {q1.x + q2.x, q1.y + q2.y, q1.z + q2.z, q1.w + q2.w}; - return result; -} - -// Add quaternion and float value -RMDEF Quaternion QuaternionAddValue(Quaternion q, float add) -{ - Quaternion result = {q.x + add, q.y + add, q.z + add, q.w + add}; - return result; -} - -// Subtract two quaternions -RMDEF Quaternion QuaternionSubtract(Quaternion q1, Quaternion q2) -{ - Quaternion result = {q1.x - q2.x, q1.y - q2.y, q1.z - q2.z, q1.w - q2.w}; - return result; -} - -// Subtract quaternion and float value -RMDEF Quaternion QuaternionSubtractValue(Quaternion q, float sub) -{ - Quaternion result = {q.x - sub, q.y - sub, q.z - sub, q.w - sub}; - return result; -} - -// Returns identity quaternion -RMDEF Quaternion QuaternionIdentity(void) -{ - Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f }; - return result; -} - -// Computes the length of a quaternion -RMDEF float QuaternionLength(Quaternion q) -{ - float result = (float)sqrt(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w); - return result; -} - -// Normalize provided quaternion -RMDEF Quaternion QuaternionNormalize(Quaternion q) -{ - Quaternion result = { 0 }; - - float length, ilength; - length = QuaternionLength(q); - if (length == 0.0f) length = 1.0f; - ilength = 1.0f/length; - - result.x = q.x*ilength; - result.y = q.y*ilength; - result.z = q.z*ilength; - result.w = q.w*ilength; - - return result; -} - -// Invert provided quaternion -RMDEF Quaternion QuaternionInvert(Quaternion q) -{ - Quaternion result = q; - float length = QuaternionLength(q); - float lengthSq = length*length; - - if (lengthSq != 0.0) - { - float i = 1.0f/lengthSq; - - result.x *= -i; - result.y *= -i; - result.z *= -i; - result.w *= i; - } - - return result; -} - -// Calculate two quaternion multiplication -RMDEF Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2) -{ - Quaternion result = { 0 }; - - float qax = q1.x, qay = q1.y, qaz = q1.z, qaw = q1.w; - float qbx = q2.x, qby = q2.y, qbz = q2.z, qbw = q2.w; - - result.x = qax*qbw + qaw*qbx + qay*qbz - qaz*qby; - result.y = qay*qbw + qaw*qby + qaz*qbx - qax*qbz; - result.z = qaz*qbw + qaw*qbz + qax*qby - qay*qbx; - result.w = qaw*qbw - qax*qbx - qay*qby - qaz*qbz; - - return result; -} - -// Scale quaternion by float value -RMDEF Quaternion QuaternionScale(Quaternion q, float mul) -{ - Quaternion result = { 0 }; - - float qax = q.x, qay = q.y, qaz = q.z, qaw = q.w; - - result.x = qax * mul + qaw * mul + qay * mul - qaz * mul; - result.y = qay * mul + qaw * mul + qaz * mul - qax * mul; - result.z = qaz * mul + qaw * mul + qax * mul - qay * mul; - result.w = qaw * mul - qax * mul - qay * mul - qaz * mul; - - return result; -} - -// Divide two quaternions -RMDEF Quaternion QuaternionDivide(Quaternion q1, Quaternion q2) -{ - Quaternion result = {q1.x / q2.x, q1.y / q2.y, q1.z / q2.z, q1.w / q2.w}; - return result; -} - -// Calculate linear interpolation between two quaternions -RMDEF Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount) -{ - Quaternion result = { 0 }; - - result.x = q1.x + amount*(q2.x - q1.x); - result.y = q1.y + amount*(q2.y - q1.y); - result.z = q1.z + amount*(q2.z - q1.z); - result.w = q1.w + amount*(q2.w - q1.w); - - return result; -} - -// Calculate slerp-optimized interpolation between two quaternions -RMDEF Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount) -{ - Quaternion result = QuaternionLerp(q1, q2, amount); - result = QuaternionNormalize(result); - - return result; -} - -// Calculates spherical linear interpolation between two quaternions -RMDEF Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount) -{ - Quaternion result = { 0 }; - - float cosHalfTheta = q1.x*q2.x + q1.y*q2.y + q1.z*q2.z + q1.w*q2.w; - - if (fabs(cosHalfTheta) >= 1.0f) result = q1; - else if (cosHalfTheta > 0.95f) result = QuaternionNlerp(q1, q2, amount); - else - { - float halfTheta = acosf(cosHalfTheta); - float sinHalfTheta = sqrtf(1.0f - cosHalfTheta*cosHalfTheta); - - if (fabs(sinHalfTheta) < 0.001f) - { - result.x = (q1.x*0.5f + q2.x*0.5f); - result.y = (q1.y*0.5f + q2.y*0.5f); - result.z = (q1.z*0.5f + q2.z*0.5f); - result.w = (q1.w*0.5f + q2.w*0.5f); - } - else - { - float ratioA = sinf((1 - amount)*halfTheta)/sinHalfTheta; - float ratioB = sinf(amount*halfTheta)/sinHalfTheta; - - result.x = (q1.x*ratioA + q2.x*ratioB); - result.y = (q1.y*ratioA + q2.y*ratioB); - result.z = (q1.z*ratioA + q2.z*ratioB); - result.w = (q1.w*ratioA + q2.w*ratioB); - } - } - - return result; -} - -// Calculate quaternion based on the rotation from one vector to another -RMDEF Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to) -{ - Quaternion result = { 0 }; - - float cos2Theta = Vector3DotProduct(from, to); - Vector3 cross = Vector3CrossProduct(from, to); - - result.x = cross.x; - result.y = cross.y; - result.z = cross.z; - result.w = 1.0f + cos2Theta; // NOTE: Added QuaternioIdentity() - - // Normalize to essentially nlerp the original and identity to 0.5 - result = QuaternionNormalize(result); - - // Above lines are equivalent to: - //Quaternion result = QuaternionNlerp(q, QuaternionIdentity(), 0.5f); - - return result; -} - -// Returns a quaternion for a given rotation matrix -RMDEF Quaternion QuaternionFromMatrix(Matrix mat) -{ - Quaternion result = { 0 }; - - if ((mat.m0 > mat.m5) && (mat.m0 > mat.m10)) - { - float s = sqrtf(1.0f + mat.m0 - mat.m5 - mat.m10)*2; - - result.x = 0.25f*s; - result.y = (mat.m4 + mat.m1)/s; - result.z = (mat.m2 + mat.m8)/s; - result.w = (mat.m9 - mat.m6)/s; - } - else if (mat.m5 > mat.m10) - { - float s = sqrtf(1.0f + mat.m5 - mat.m0 - mat.m10)*2; - result.x = (mat.m4 + mat.m1)/s; - result.y = 0.25f*s; - result.z = (mat.m9 + mat.m6)/s; - result.w = (mat.m2 - mat.m8)/s; - } - else - { - float s = sqrtf(1.0f + mat.m10 - mat.m0 - mat.m5)*2; - result.x = (mat.m2 + mat.m8)/s; - result.y = (mat.m9 + mat.m6)/s; - result.z = 0.25f*s; - result.w = (mat.m4 - mat.m1)/s; - } - - return result; -} - -// Returns a matrix for a given quaternion -RMDEF Matrix QuaternionToMatrix(Quaternion q) -{ - Matrix result = MatrixIdentity(); - - float a2 = 2*(q.x*q.x), b2=2*(q.y*q.y), c2=2*(q.z*q.z); //, d2=2*(q.w*q.w); - - float ab = 2*(q.x*q.y), ac=2*(q.x*q.z), bc=2*(q.y*q.z); - float ad = 2*(q.x*q.w), bd=2*(q.y*q.w), cd=2*(q.z*q.w); - - result.m0 = 1 - b2 - c2; - result.m1 = ab - cd; - result.m2 = ac + bd; - - result.m4 = ab + cd; - result.m5 = 1 - a2 - c2; - result.m6 = bc - ad; - - result.m8 = ac - bd; - result.m9 = bc + ad; - result.m10 = 1 - a2 - b2; - - return result; -} - -// Returns rotation quaternion for an angle and axis -// NOTE: angle must be provided in radians -RMDEF Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle) -{ - Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f }; - - if (Vector3Length(axis) != 0.0f) - - angle *= 0.5f; - - axis = Vector3Normalize(axis); - - float sinres = sinf(angle); - float cosres = cosf(angle); - - result.x = axis.x*sinres; - result.y = axis.y*sinres; - result.z = axis.z*sinres; - result.w = cosres; - - result = QuaternionNormalize(result); - - return result; -} - -// Returns the rotation angle and axis for a given quaternion -RMDEF void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle) -{ - if (fabs(q.w) > 1.0f) q = QuaternionNormalize(q); - - Vector3 resAxis = { 0.0f, 0.0f, 0.0f }; - float resAngle = 2.0f*acosf(q.w); - float den = sqrtf(1.0f - q.w*q.w); - - if (den > 0.0001f) - { - resAxis.x = q.x/den; - resAxis.y = q.y/den; - resAxis.z = q.z/den; - } - else - { - // This occurs when the angle is zero. - // Not a problem: just set an arbitrary normalized axis. - resAxis.x = 1.0f; - } - - *outAxis = resAxis; - *outAngle = resAngle; -} - -// Returns he quaternion equivalent to Euler angles -RMDEF Quaternion QuaternionFromEuler(float roll, float pitch, float yaw) -{ - Quaternion q = { 0 }; - - float x0 = cosf(roll*0.5f); - float x1 = sinf(roll*0.5f); - float y0 = cosf(pitch*0.5f); - float y1 = sinf(pitch*0.5f); - float z0 = cosf(yaw*0.5f); - float z1 = sinf(yaw*0.5f); - - q.x = x1*y0*z0 - x0*y1*z1; - q.y = x0*y1*z0 + x1*y0*z1; - q.z = x0*y0*z1 - x1*y1*z0; - q.w = x0*y0*z0 + x1*y1*z1; - - return q; -} - -// Return the Euler angles equivalent to quaternion (roll, pitch, yaw) -// NOTE: Angles are returned in a Vector3 struct in degrees -RMDEF Vector3 QuaternionToEuler(Quaternion q) -{ - Vector3 result = { 0 }; - - // roll (x-axis rotation) - float x0 = 2.0f*(q.w*q.x + q.y*q.z); - float x1 = 1.0f - 2.0f*(q.x*q.x + q.y*q.y); - result.x = atan2f(x0, x1)*RAD2DEG; - - // pitch (y-axis rotation) - float y0 = 2.0f*(q.w*q.y - q.z*q.x); - y0 = y0 > 1.0f ? 1.0f : y0; - y0 = y0 < -1.0f ? -1.0f : y0; - result.y = asinf(y0)*RAD2DEG; - - // yaw (z-axis rotation) - float z0 = 2.0f*(q.w*q.z + q.x*q.y); - float z1 = 1.0f - 2.0f*(q.y*q.y + q.z*q.z); - result.z = atan2f(z0, z1)*RAD2DEG; - - return result; -} - -// Transform a quaternion given a transformation matrix -RMDEF Quaternion QuaternionTransform(Quaternion q, Matrix mat) -{ - Quaternion result = { 0 }; - - result.x = mat.m0*q.x + mat.m4*q.y + mat.m8*q.z + mat.m12*q.w; - result.y = mat.m1*q.x + mat.m5*q.y + mat.m9*q.z + mat.m13*q.w; - result.z = mat.m2*q.x + mat.m6*q.y + mat.m10*q.z + mat.m14*q.w; - result.w = mat.m3*q.x + mat.m7*q.y + mat.m11*q.z + mat.m15*q.w; - - return result; -} - -// Projects a Vector3 from screen space into object space -RMDEF Vector3 Vector3Unproject(Vector3 source, Matrix projection, 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, projection); - 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; -} - -#endif // RAYMATH_H diff --git a/examples/web/models/rlgl.h b/examples/web/models/rlgl.h deleted file mode 100644 index 1b42c64..0000000 --- a/examples/web/models/rlgl.h +++ /dev/null @@ -1,4998 +0,0 @@ -/********************************************************************************************** -* -* 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...). -* -* When chosing an OpenGL version greater than OpenGL 1.1, rlgl stores vertex data on internal -* VBO buffers (and VAOs if available). It requires calling 3 functions: -* rlglInit() - Initialize internal buffers and auxiliar resources -* rlglDraw() - Process internal buffers and send required draw calls -* rlglClose() - De-initialize internal buffers data and other auxiliar resources -* -* CONFIGURATION: -* -* #define GRAPHICS_API_OPENGL_11 -* #define GRAPHICS_API_OPENGL_21 -* #define GRAPHICS_API_OPENGL_33 -* #define GRAPHICS_API_OPENGL_ES2 -* Use selected OpenGL graphics backend, should be supported by platform -* Those preprocessor defines are only used on rlgl module, if OpenGL version is -* required by any other module, use rlGetVersion() tocheck it -* -* #define RLGL_IMPLEMENTATION -* Generates the implementation of the library into the included file. -* If not defined, the library is in header only mode and can be included in other headers -* or source files without problems. But only ONE file should hold the implementation. -* -* #define RLGL_STANDALONE -* Use rlgl as standalone library (no raylib dependency) -* -* #define SUPPORT_VR_SIMULATOR -* Support VR simulation functionality (stereo rendering) -* -* DEPENDENCIES: -* raymath - 3D math functionality (Vector3, Matrix, Quaternion) -* GLAD - OpenGL extensions loading (OpenGL 3.3 Core only) -* -* -* LICENSE: zlib/libpng -* -* 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. -* -* Permission is granted to anyone to use this software for any purpose, including commercial -* applications, and to alter it and redistribute it freely, subject to the following restrictions: -* -* 1. The origin of this software must not be misrepresented; you must not claim that you -* wrote the original software. If you use this software in a product, an acknowledgment -* in the product documentation would be appreciated but is not required. -* -* 2. Altered source versions must be plainly marked as such, and must not be misrepresented -* as being the original software. -* -* 3. This notice may not be removed or altered from any source distribution. -* -**********************************************************************************************/ - -#ifndef RLGL_H -#define RLGL_H - -#if defined(RLGL_STANDALONE) - #define RAYMATH_STANDALONE - #define RAYMATH_HEADER_ONLY - - #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 - #ifndef RL_MALLOC - #define RL_MALLOC(sz) malloc(sz) - #endif - #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() -#endif - -#include "raymath.h" // Required for: Vector3, Matrix - -// Security check in case no GRAPHICS_API_OPENGL_* defined -#if !defined(GRAPHICS_API_OPENGL_11) && \ - !defined(GRAPHICS_API_OPENGL_21) && \ - !defined(GRAPHICS_API_OPENGL_33) && \ - !defined(GRAPHICS_API_OPENGL_ES2) - #define GRAPHICS_API_OPENGL_33 -#endif - -// Security check in case multiple GRAPHICS_API_OPENGL_* defined -#if defined(GRAPHICS_API_OPENGL_11) - #if defined(GRAPHICS_API_OPENGL_21) - #undef GRAPHICS_API_OPENGL_21 - #endif - #if defined(GRAPHICS_API_OPENGL_33) - #undef GRAPHICS_API_OPENGL_33 - #endif - #if defined(GRAPHICS_API_OPENGL_ES2) - #undef GRAPHICS_API_OPENGL_ES2 - #endif -#endif - -#if defined(GRAPHICS_API_OPENGL_21) - #define GRAPHICS_API_OPENGL_33 -#endif - -#define SUPPORT_RENDER_TEXTURES_HINT - -//---------------------------------------------------------------------------------- -// Defines and Macros -//---------------------------------------------------------------------------------- -// 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 - -// 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 -#define RL_TEXTURE_WRAP_T 0x2803 // GL_TEXTURE_WRAP_T -#define RL_TEXTURE_MAG_FILTER 0x2800 // GL_TEXTURE_MAG_FILTER -#define RL_TEXTURE_MIN_FILTER 0x2801 // GL_TEXTURE_MIN_FILTER -#define RL_TEXTURE_ANISOTROPIC_FILTER 0x3000 // Anisotropic filter (custom identifier) - -#define RL_FILTER_NEAREST 0x2600 // GL_NEAREST -#define RL_FILTER_LINEAR 0x2601 // GL_LINEAR -#define RL_FILTER_MIP_NEAREST 0x2700 // GL_NEAREST_MIPMAP_NEAREST -#define RL_FILTER_NEAREST_MIP_LINEAR 0x2702 // GL_NEAREST_MIPMAP_LINEAR -#define RL_FILTER_LINEAR_MIP_NEAREST 0x2701 // GL_LINEAR_MIPMAP_NEAREST -#define RL_FILTER_MIP_LINEAR 0x2703 // GL_LINEAR_MIPMAP_LINEAR - -#define RL_WRAP_REPEAT 0x2901 // GL_REPEAT -#define RL_WRAP_CLAMP 0x812F // GL_CLAMP_TO_EDGE -#define RL_WRAP_MIRROR_REPEAT 0x8370 // GL_MIRRORED_REPEAT -#define RL_WRAP_MIRROR_CLAMP 0x8742 // GL_MIRROR_CLAMP_EXT - -// Matrix modes (equivalent to OpenGL) -#define RL_MODELVIEW 0x1700 // GL_MODELVIEW -#define RL_PROJECTION 0x1701 // GL_PROJECTION -#define RL_TEXTURE 0x1702 // GL_TEXTURE - -// Primitive assembly draw modes -#define RL_LINES 0x0001 // GL_LINES -#define RL_TRIANGLES 0x0004 // GL_TRIANGLES -#define RL_QUADS 0x0007 // GL_QUADS - -//---------------------------------------------------------------------------------- -// Types and Structures Definition -//---------------------------------------------------------------------------------- -typedef enum { OPENGL_11 = 1, OPENGL_21, OPENGL_33, OPENGL_ES_20 } GlVersion; - -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 - // Boolean type - typedef enum { false, true } bool; - #endif - - // Color type, RGBA (32bit) - typedef struct Color { - unsigned char r; - unsigned char g; - unsigned char b; - unsigned char a; - } Color; - - // Rectangle type - typedef struct Rectangle { - float x; - float y; - float width; - float height; - } Rectangle; - - // Texture type - // NOTE: Data stored in GPU memory - 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) - } Texture; - - // Texture2D type, same as Texture - typedef Texture Texture2D; - - // TextureCubemap type, actually, same as Texture - typedef Texture TextureCubemap; - - // Vertex data definning a mesh - typedef struct Mesh { - int vertexCount; // number of vertices stored in arrays - int triangleCount; // number of triangles stored (indexed or not) - 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) - float *texcoords2; // vertex second texture coordinates (useful for lightmaps) (shader-location = 5) - float *normals; // vertex normals (XYZ - 3 components per vertex) (shader-location = 2) - float *tangents; // vertex tangents (XYZW - 4 components per vertex) (shader-location = 4) - unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3) - unsigned short *indices;// vertex indices (in case vertex data comes indexed) - - // Animation vertex data - float *animVertices; // Animated vertex positions (after bones transformations) - float *animNormals; // Animated normals (after bones transformations) - int *boneIds; // Vertex bone ids, up to 4 bones influence by vertex (skinning) - float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning) - - // OpenGL identifiers - unsigned int vaoId; // OpenGL Vertex Array Object id - unsigned int *vboId; // OpenGL Vertex Buffer Objects id (7 types of vertex data) - } Mesh; - - // Shader type (generic) - typedef struct Shader { - unsigned int id; // Shader program id - int *locs; // Shader locations array (MAX_SHADER_LOCATIONS) - } Shader; - - // Material texture map - typedef struct MaterialMap { - Texture2D texture; // Material map texture - Color color; // Material map color - float value; // Material map value - } MaterialMap; - - // Material type (generic) - typedef struct Material { - Shader shader; // Material shader - MaterialMap *maps; // Material maps (MAX_MATERIAL_MAPS) - float *params; // Material generic parameters (if required) - } Material; - - // Camera type, defines a camera position/orientation in 3d space - typedef struct Camera { - Vector3 position; // Camera position - Vector3 target; // Camera target it looks-at - Vector3 up; // Camera up vector (rotation over its axis) - float fovy; // Camera field-of-view apperture in Y (degrees) - } Camera; - - // Head-Mounted-Display device parameters - typedef struct VrDeviceInfo { - int hResolution; // HMD horizontal resolution in pixels - int vResolution; // HMD vertical resolution in pixels - float hScreenSize; // HMD horizontal size in meters - float vScreenSize; // HMD vertical size in meters - float vScreenCenter; // HMD screen center in meters - float eyeToScreenDistance; // HMD distance between eye and display in meters - float lensSeparationDistance; // HMD lens separation distance in meters - float interpupillaryDistance; // HMD IPD (distance between pupils) in meters - float lensDistortionValues[4]; // HMD lens distortion constant parameters - float chromaAbCorrection[4]; // HMD chromatic aberration correction parameters - } VrDeviceInfo; - - // VR Stereo rendering configuration for simulator - typedef struct VrStereoConfig { - Shader distortionShader; // VR stereo rendering distortion shader - Matrix eyesProjection[2]; // VR stereo rendering eyes projection matrices - Matrix eyesViewOffset[2]; // VR stereo rendering eyes view offset matrices - int eyeViewportRight[4]; // VR stereo rendering right eye viewport [x, y, w, h] - int eyeViewportLeft[4]; // VR stereo rendering left eye viewport [x, y, w, h] - } VrStereoConfig; - - // TraceLog message types - typedef enum { - LOG_ALL, - LOG_TRACE, - LOG_DEBUG, - LOG_INFO, - LOG_WARNING, - LOG_ERROR, - LOG_FATAL, - LOG_NONE - } TraceLogType; - - // Texture formats (support depends on OpenGL version) - typedef enum { - UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha) - UNCOMPRESSED_GRAY_ALPHA, - UNCOMPRESSED_R5G6B5, // 16 bpp - UNCOMPRESSED_R8G8B8, // 24 bpp - UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha) - UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha) - UNCOMPRESSED_R8G8B8A8, // 32 bpp - UNCOMPRESSED_R32, // 32 bpp (1 channel - float) - UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float) - UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float) - COMPRESSED_DXT1_RGB, // 4 bpp (no alpha) - COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha) - COMPRESSED_DXT3_RGBA, // 8 bpp - COMPRESSED_DXT5_RGBA, // 8 bpp - COMPRESSED_ETC1_RGB, // 4 bpp - COMPRESSED_ETC2_RGB, // 4 bpp - COMPRESSED_ETC2_EAC_RGBA, // 8 bpp - COMPRESSED_PVRT_RGB, // 4 bpp - COMPRESSED_PVRT_RGBA, // 4 bpp - COMPRESSED_ASTC_4x4_RGBA, // 8 bpp - COMPRESSED_ASTC_8x8_RGBA // 2 bpp - } PixelFormat; - - // Texture parameters: filter mode - // NOTE 1: Filtering considers mipmaps if available in the texture - // NOTE 2: Filter is accordingly set for minification and magnification - typedef enum { - FILTER_POINT = 0, // No filter, just pixel aproximation - FILTER_BILINEAR, // Linear filtering - FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps) - FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x - FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x - FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x - } TextureFilterMode; - - // Color blending modes (pre-defined) - typedef enum { - 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 - typedef enum { - LOC_VERTEX_POSITION = 0, - LOC_VERTEX_TEXCOORD01, - LOC_VERTEX_TEXCOORD02, - LOC_VERTEX_NORMAL, - LOC_VERTEX_TANGENT, - LOC_VERTEX_COLOR, - LOC_MATRIX_MVP, - LOC_MATRIX_MODEL, - LOC_MATRIX_VIEW, - LOC_MATRIX_PROJECTION, - LOC_VECTOR_VIEW, - LOC_COLOR_DIFFUSE, - LOC_COLOR_SPECULAR, - LOC_COLOR_AMBIENT, - LOC_MAP_ALBEDO, // LOC_MAP_DIFFUSE - LOC_MAP_METALNESS, // LOC_MAP_SPECULAR - LOC_MAP_NORMAL, - LOC_MAP_ROUGHNESS, - LOC_MAP_OCCLUSION, - LOC_MAP_EMISSION, - LOC_MAP_HEIGHT, - LOC_MAP_CUBEMAP, - LOC_MAP_IRRADIANCE, - LOC_MAP_PREFILTER, - LOC_MAP_BRDF - } ShaderLocationIndex; - - // Shader uniform data types - typedef enum { - UNIFORM_FLOAT = 0, - UNIFORM_VEC2, - UNIFORM_VEC3, - UNIFORM_VEC4, - UNIFORM_INT, - UNIFORM_IVEC2, - UNIFORM_IVEC3, - UNIFORM_IVEC4, - UNIFORM_SAMPLER2D - } ShaderUniformDataType; - - #define LOC_MAP_DIFFUSE LOC_MAP_ALBEDO - #define LOC_MAP_SPECULAR LOC_MAP_METALNESS - - // Material map type - typedef enum { - MAP_ALBEDO = 0, // MAP_DIFFUSE - MAP_METALNESS = 1, // MAP_SPECULAR - MAP_NORMAL = 2, - MAP_ROUGHNESS = 3, - MAP_OCCLUSION, - MAP_EMISSION, - MAP_HEIGHT, - MAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP - MAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP - MAP_PREFILTER, // NOTE: Uses GL_TEXTURE_CUBE_MAP - MAP_BRDF - } MaterialMapType; - - #define MAP_DIFFUSE MAP_ALBEDO - #define MAP_SPECULAR MAP_METALNESS -#endif - -#if defined(__cplusplus) -extern "C" { // Prevents name mangling of functions -#endif - -//------------------------------------------------------------------------------------ -// Functions Declaration - Matrix operations -//------------------------------------------------------------------------------------ -RLAPI void rlMatrixMode(int mode); // Choose the current matrix to be transformed -RLAPI void rlPushMatrix(void); // Push the current matrix to stack -RLAPI void rlPopMatrix(void); // Pop lattest inserted matrix from stack -RLAPI void rlLoadIdentity(void); // Reset current matrix to identity matrix -RLAPI void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix -RLAPI void rlRotatef(float angleDeg, float x, float y, float z); // Multiply the current matrix by a rotation matrix -RLAPI void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix -RLAPI void rlMultMatrixf(float *matf); // Multiply the current matrix by another matrix -RLAPI void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar); -RLAPI void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar); -RLAPI void rlViewport(int x, int y, int width, int height); // Set the viewport area - -//------------------------------------------------------------------------------------ -// Functions Declaration - Vertex level operations -//------------------------------------------------------------------------------------ -RLAPI void rlBegin(int mode); // Initialize drawing mode (how to organize vertex) -RLAPI void rlEnd(void); // Finish vertex providing -RLAPI void rlVertex2i(int x, int y); // Define one vertex (position) - 2 int -RLAPI void rlVertex2f(float x, float y); // Define one vertex (position) - 2 float -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(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 - -//------------------------------------------------------------------------------------ -// Functions Declaration - OpenGL equivalent functions (common to 1.1, 3.3+, ES2) -// NOTE: This functions are used to completely abstract raylib code from OpenGL layer -//------------------------------------------------------------------------------------ -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 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 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 - -//------------------------------------------------------------------------------------ -// Functions Declaration - rlgl functionality -//------------------------------------------------------------------------------------ -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 - -// 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, 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 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 - -RLAPI void rlGenerateMipmaps(Texture2D *texture); // Generate mipmap data for selected texture -RLAPI void *rlReadTexturePixels(Texture2D texture); // Read texture pixel data -RLAPI unsigned char *rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer) - -// 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 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 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 - -#if defined(RLGL_STANDALONE) -//------------------------------------------------------------------------------------ -// Shaders System Functions (Module: rlgl) -// NOTE: This functions are useless when using OpenGL 1.1 -//------------------------------------------------------------------------------------ -// Shader loading/unloading functions -RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files 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(void); // Get internal modelview matrix - -// Texture maps generation (PBR) -// NOTE: Required shaders should be provided -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 -RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing -RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader) -RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied) -RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending) - -// VR control functions -RLAPI void InitVrSimulator(void); // Init VR simulator for selected device parameters -RLAPI void CloseVrSimulator(void); // Close VR simulator for current device -RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera -RLAPI void SetVrConfiguration(VrDeviceInfo info, Shader distortion); // Set stereo rendering configuration parameters -RLAPI bool IsVrSimulatorReady(void); // Detect if VR simulator is ready -RLAPI void ToggleVrMode(void); // Enable/Disable VR experience -RLAPI void BeginVrDrawing(void); // Begin VR simulator stereo rendering -RLAPI void EndVrDrawing(void); // End VR simulator stereo rendering - -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 - -#if defined(__cplusplus) -} -#endif - -#endif // RLGL_H - -/*********************************************************************************** -* -* RLGL IMPLEMENTATION -* -************************************************************************************/ - -#if defined(RLGL_IMPLEMENTATION) - -#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 - #endif - #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/glext.h> - #else - // APIENTRY for OpenGL function pointer declarations is required - #ifndef APIENTRY - #if defined(_WIN32) - #define APIENTRY __stdcall - #else - #define APIENTRY - #endif - #endif - // WINGDIAPI definition. Some Windows OpenGL headers need it - #if !defined(WINGDIAPI) && defined(_WIN32) - #define WINGDIAPI __declspec(dllimport) - #endif - - #include <GL/gl.h> // OpenGL 1.1 library - #endif -#endif - -#if defined(GRAPHICS_API_OPENGL_21) - #define GRAPHICS_API_OPENGL_33 // OpenGL 2.1 uses mostly OpenGL 3.3 Core functionality -#endif - -#if defined(GRAPHICS_API_OPENGL_33) - #if defined(__APPLE__) - #include <OpenGL/gl3.h> // OpenGL 3 library for OSX - #include <OpenGL/gl3ext.h> // OpenGL 3 extensions library for OSX - #else - #define GLAD_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 - #else - #include "external/glad.h" // GLAD extensions loading library, includes OpenGL headers - #endif - #endif -#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 - -//---------------------------------------------------------------------------------- -// Defines and Macros -//---------------------------------------------------------------------------------- -#ifndef GL_SHADING_LANGUAGE_VERSION - #define GL_SHADING_LANGUAGE_VERSION 0x8B8C -#endif - -#ifndef GL_COMPRESSED_RGB_S3TC_DXT1_EXT - #define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0 -#endif -#ifndef GL_COMPRESSED_RGBA_S3TC_DXT1_EXT - #define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1 -#endif -#ifndef GL_COMPRESSED_RGBA_S3TC_DXT3_EXT - #define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2 -#endif -#ifndef GL_COMPRESSED_RGBA_S3TC_DXT5_EXT - #define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3 -#endif -#ifndef GL_ETC1_RGB8_OES - #define GL_ETC1_RGB8_OES 0x8D64 -#endif -#ifndef GL_COMPRESSED_RGB8_ETC2 - #define GL_COMPRESSED_RGB8_ETC2 0x9274 -#endif -#ifndef GL_COMPRESSED_RGBA8_ETC2_EAC - #define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278 -#endif -#ifndef GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG - #define GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00 -#endif -#ifndef GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG - #define GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02 -#endif -#ifndef GL_COMPRESSED_RGBA_ASTC_4x4_KHR - #define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93b0 -#endif -#ifndef GL_COMPRESSED_RGBA_ASTC_8x8_KHR - #define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93b7 -#endif - -#ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT - #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF -#endif -#ifndef GL_TEXTURE_MAX_ANISOTROPY_EXT - #define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE -#endif - -#if defined(GRAPHICS_API_OPENGL_11) - #define GL_UNSIGNED_SHORT_5_6_5 0x8363 - #define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 - #define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 -#endif -#if defined(GRAPHICS_API_OPENGL_21) - #define GL_LUMINANCE 0x1909 - #define GL_LUMINANCE_ALPHA 0x190A -#endif - -#if defined(GRAPHICS_API_OPENGL_ES2) - #define glClearDepth glClearDepthf - #define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER - #define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER -#endif - -// Default 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 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) -#elif defined(GRAPHICS_API_OPENGL_ES2) - 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) -} 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 -> 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 -> 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 { - Shader distortionShader; // VR stereo rendering distortion shader - Matrix eyesProjection[2]; // VR stereo rendering eyes projection matrices - Matrix eyesViewOffset[2]; // VR stereo rendering eyes view offset matrices - int eyeViewportRight[4]; // VR stereo rendering right eye viewport [x, y, w, h] - int eyeViewportLeft[4]; // VR stereo rendering left eye viewport [x, y, w, h] -} 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 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; // 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 - -//---------------------------------------------------------------------------------- -// Module specific Functions Declaration -//---------------------------------------------------------------------------------- -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) -static unsigned int CompileShader(const char *shaderStr, int type); // Compile custom shader and return shader id -static unsigned int LoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId); // Load custom shader program - -static Shader LoadShaderDefault(void); // Load default shader (just vertex positioning and texture coloring) -static void SetShaderDefaultLocations(Shader *shader); // Bind default shader locations (attributes and uniforms) -static void UnloadShaderDefault(void); // Unload default shader - -static 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 - -#if defined(SUPPORT_VR_SIMULATOR) -static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView); // Set internal projection and modelview matrix depending on eye -#endif - -#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 - -#if defined(GRAPHICS_API_OPENGL_11) -static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight); -static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight); -#endif - -//---------------------------------------------------------------------------------- -// Module Functions Definition - Matrix operations -//---------------------------------------------------------------------------------- - -#if defined(GRAPHICS_API_OPENGL_11) - -// Fallback to OpenGL 1.1 function calls -//--------------------------------------- -void rlMatrixMode(int mode) -{ - switch (mode) - { - case RL_PROJECTION: glMatrixMode(GL_PROJECTION); break; - case RL_MODELVIEW: glMatrixMode(GL_MODELVIEW); break; - case RL_TEXTURE: glMatrixMode(GL_TEXTURE); break; - default: break; - } -} - -void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar) -{ - glFrustum(left, right, bottom, top, znear, zfar); -} - -void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar) -{ - glOrtho(left, right, bottom, top, znear, zfar); -} - -void rlPushMatrix(void) { glPushMatrix(); } -void rlPopMatrix(void) { glPopMatrix(); } -void rlLoadIdentity(void) { glLoadIdentity(); } -void rlTranslatef(float x, float y, float z) { glTranslatef(x, y, z); } -void rlRotatef(float angleDeg, float x, float y, float z) { glRotatef(angleDeg, x, y, z); } -void rlScalef(float x, float y, float z) { glScalef(x, y, z); } -void rlMultMatrixf(float *matf) { glMultMatrixf(matf); } - -#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - -// Choose the current matrix to be transformed -void rlMatrixMode(int mode) -{ - if (mode == RL_PROJECTION) RLGL.State.currentMatrix = &RLGL.State.projection; - else if (mode == RL_MODELVIEW) RLGL.State.currentMatrix = &RLGL.State.modelview; - //else if (mode == RL_TEXTURE) // Not supported - - RLGL.State.currentMatrixMode = mode; -} - -// Push the current matrix into RLGL.State.stack -void rlPushMatrix(void) -{ - if (RLGL.State.stackCounter >= MAX_MATRIX_STACK_SIZE) TRACELOG(LOG_ERROR, "RLGL: Matrix stack overflow (MAX_MATRIX_STACK_SIZE)"); - - if (RLGL.State.currentMatrixMode == RL_MODELVIEW) - { - RLGL.State.transformRequired = true; - RLGL.State.currentMatrix = &RLGL.State.transform; - } - - RLGL.State.stack[RLGL.State.stackCounter] = *RLGL.State.currentMatrix; - RLGL.State.stackCounter++; -} - -// Pop lattest inserted matrix from RLGL.State.stack -void rlPopMatrix(void) -{ - if (RLGL.State.stackCounter > 0) - { - Matrix mat = RLGL.State.stack[RLGL.State.stackCounter - 1]; - *RLGL.State.currentMatrix = mat; - RLGL.State.stackCounter--; - } - - if ((RLGL.State.stackCounter == 0) && (RLGL.State.currentMatrixMode == RL_MODELVIEW)) - { - RLGL.State.currentMatrix = &RLGL.State.modelview; - RLGL.State.transformRequired = false; - } -} - -// Reset current matrix to identity matrix -void rlLoadIdentity(void) -{ - *RLGL.State.currentMatrix = MatrixIdentity(); -} - -// Multiply the current matrix by a translation matrix -void rlTranslatef(float x, float y, float z) -{ - Matrix matTranslation = MatrixTranslate(x, y, z); - - // NOTE: We transpose matrix with multiplication order - *RLGL.State.currentMatrix = MatrixMultiply(matTranslation, *RLGL.State.currentMatrix); -} - -// Multiply the current matrix by a rotation matrix -void rlRotatef(float angleDeg, float x, float y, float z) -{ - Matrix matRotation = MatrixIdentity(); - - Vector3 axis = (Vector3){ x, y, z }; - matRotation = MatrixRotate(Vector3Normalize(axis), angleDeg*DEG2RAD); - - // NOTE: We transpose matrix with multiplication order - *RLGL.State.currentMatrix = MatrixMultiply(matRotation, *RLGL.State.currentMatrix); -} - -// Multiply the current matrix by a scaling matrix -void rlScalef(float x, float y, float z) -{ - Matrix matScale = MatrixScale(x, y, z); - - // NOTE: We transpose matrix with multiplication order - *RLGL.State.currentMatrix = MatrixMultiply(matScale, *RLGL.State.currentMatrix); -} - -// Multiply the current matrix by another matrix -void rlMultMatrixf(float *matf) -{ - // Matrix creation from array - Matrix mat = { matf[0], matf[4], matf[8], matf[12], - matf[1], matf[5], matf[9], matf[13], - matf[2], matf[6], matf[10], matf[14], - matf[3], matf[7], matf[11], matf[15] }; - - *RLGL.State.currentMatrix = MatrixMultiply(*RLGL.State.currentMatrix, mat); -} - -// Multiply the current matrix by a perspective matrix generated by parameters -void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar) -{ - Matrix matPerps = MatrixFrustum(left, right, bottom, top, znear, zfar); - - *RLGL.State.currentMatrix = MatrixMultiply(*RLGL.State.currentMatrix, matPerps); -} - -// Multiply the current matrix by an orthographic matrix generated by parameters -void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar) -{ - Matrix matOrtho = MatrixOrtho(left, right, bottom, top, znear, zfar); - - *RLGL.State.currentMatrix = MatrixMultiply(*RLGL.State.currentMatrix, matOrtho); -} - -#endif - -// Set the viewport area (transformation from normalized device coordinates to window coordinates) -void rlViewport(int x, int y, int width, int height) -{ - glViewport(x, y, width, height); -} - -//---------------------------------------------------------------------------------- -// Module Functions Definition - Vertex level operations -//---------------------------------------------------------------------------------- -#if defined(GRAPHICS_API_OPENGL_11) - -// Fallback to OpenGL 1.1 function calls -//--------------------------------------- -void rlBegin(int mode) -{ - switch (mode) - { - case RL_LINES: glBegin(GL_LINES); break; - case RL_TRIANGLES: glBegin(GL_TRIANGLES); break; - case RL_QUADS: glBegin(GL_QUADS); break; - default: break; - } -} - -void rlEnd() { glEnd(); } -void rlVertex2i(int x, int y) { glVertex2i(x, y); } -void rlVertex2f(float x, float y) { glVertex2f(x, y); } -void rlVertex3f(float x, float y, float z) { glVertex3f(x, y, z); } -void rlTexCoord2f(float x, float y) { glTexCoord2f(x, y); } -void rlNormal3f(float x, float y, float z) { glNormal3f(x, y, z); } -void rlColor4ub(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); } - -#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - -// Initialize drawing mode (how to organize vertex) -void rlBegin(int mode) -{ - // Draw mode can be RL_LINES, RL_TRIANGLES and RL_QUADS - // NOTE: In all three cases, vertex are accumulated over default internal vertex buffer - if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode != mode) - { - if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount > 0) - { - // 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 (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(RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment)) DrawRenderBatch(RLGL.currentBatch); - else - { - 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; - - RLGL.currentBatch->drawsCounter++; - } - } - - if (RLGL.currentBatch->drawsCounter >= DEFAULT_BATCH_DRAWCALLS) DrawRenderBatch(RLGL.currentBatch); - - 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; - } -} - -// Finish vertex providing -void rlEnd(void) -{ - // Make sure vertexCount is the same for vertices, texcoords, colors and normals - // NOTE: In OpenGL 1.1, one glColor call can be made for all the subsequent glVertex calls - - // Make sure colors count match vertex count - if (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter != RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->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++) - { - 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 (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter != RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->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++) - { - 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++; - } - } - - // TODO: Make sure normals count match vertex count... if normals support is added in a future... :P - - // NOTE: Depth increment is dependant on rlOrtho(): z-near and z-far values, - // as well as depth buffer bit-depth (16bit or 24bit or 32bit) - // Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits) - RLGL.currentBatch->currentDepth += (1.0f/20000.0f); - - // Verify internal buffers limits - // NOTE: This check is combined with usage of rlCheckBufferLimit() - 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 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); - } -} - -// Define one vertex (position) -// NOTE: Vertex position data is the basic information required for drawing -void rlVertex3f(float x, float y, float z) -{ - Vector3 vec = { x, y, z }; - - // Transform provided vector if required - if (RLGL.State.transformRequired) vec = Vector3Transform(vec, RLGL.State.transform); - - // 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)) - { - 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++; - - RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount++; - } - else TRACELOG(LOG_ERROR, "RLGL: Batch elements overflow"); -} - -// Define one vertex (position) -void rlVertex2f(float x, float y) -{ - rlVertex3f(x, y, RLGL.currentBatch->currentDepth); -} - -// Define one vertex (position) -void rlVertex2i(int x, int y) -{ - 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) -{ - 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) -// NOTE: Normals limited to TRIANGLES only? -void rlNormal3f(float x, float y, float z) -{ - // TODO: Normals usage... -} - -// Define one vertex (color) -void rlColor4ub(unsigned char x, unsigned char y, unsigned char z, unsigned char w) -{ - 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((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((unsigned char)(x*255), (unsigned char)(y*255), (unsigned char)(z*255), 255); -} - -#endif - -//---------------------------------------------------------------------------------- -// Module Functions Definition - OpenGL equivalent functions (common to 1.1, 3.3+, ES2) -//---------------------------------------------------------------------------------- - -// Enable texture usage -void rlEnableTexture(unsigned int id) -{ -#if defined(GRAPHICS_API_OPENGL_11) - glEnable(GL_TEXTURE_2D); - glBindTexture(GL_TEXTURE_2D, id); -#endif - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].textureId != id) - { - if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount > 0) - { - // 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 (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(RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment)) DrawRenderBatch(RLGL.currentBatch); - else - { - 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; - - RLGL.currentBatch->drawsCounter++; - } - } - - if (RLGL.currentBatch->drawsCounter >= DEFAULT_BATCH_DRAWCALLS) DrawRenderBatch(RLGL.currentBatch); - - RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].textureId = id; - RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount = 0; - } -#endif -} - -// Disable texture usage -void rlDisableTexture(void) -{ -#if defined(GRAPHICS_API_OPENGL_11) - glDisable(GL_TEXTURE_2D); - glBindTexture(GL_TEXTURE_2D, 0); -#else - // NOTE: If quads batch limit is reached, - // we force a draw call and next batch starts - if (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter >= (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4)) DrawRenderBatch(RLGL.currentBatch); -#endif -} - -// Set texture parameters (wrap mode/filter mode) -void rlTextureParameters(unsigned int id, int param, int value) -{ - glBindTexture(GL_TEXTURE_2D, id); - - switch (param) - { - case RL_TEXTURE_WRAP_S: - case RL_TEXTURE_WRAP_T: - { - if (value == RL_WRAP_MIRROR_CLAMP) - { -#if !defined(GRAPHICS_API_OPENGL_11) - if (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 <= RLGL.ExtSupported.maxAnisotropicLevel) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value); - else if (RLGL.ExtSupported.maxAnisotropicLevel > 0.0f) - { - 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, "GL: Anisotropic filtering not supported"); -#endif - } break; - default: break; - } - - 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 rlEnableFramebuffer(unsigned int id) -{ -#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(SUPPORT_RENDER_TEXTURES_HINT) - glBindFramebuffer(GL_FRAMEBUFFER, id); -#endif -} - -// Disable rendering to texture -void rlDisableFramebuffer(void) -{ -#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(SUPPORT_RENDER_TEXTURES_HINT) - glBindFramebuffer(GL_FRAMEBUFFER, 0); -#endif -} - -// Enable depth test -void rlEnableDepthTest(void) { glEnable(GL_DEPTH_TEST); } - -// Disable 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); } - -// Disable backface culling -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) - // NOTE: glPolygonMode() not available on OpenGL ES - glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); -#endif -} - -// Disable wire mode -void rlDisableWireMode(void) -{ -#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) - // NOTE: glPolygonMode() not available on OpenGL ES - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); -#endif -} -// Set the line drawing width -void rlSetLineWidth(float width) -{ - glLineWidth(width); -} - -// Get the line drawing width -float rlGetLineWidth(void) -{ - float width = 0; - glGetFloatv(GL_LINE_WIDTH, &width); - return width; -} - -// Enable line aliasing -void rlEnableSmoothLines(void) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_11) - glEnable(GL_LINE_SMOOTH); -#endif -} - -// Disable line aliasing -void rlDisableSmoothLines(void) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_11) - glDisable(GL_LINE_SMOOTH); -#endif -} - -// 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)) && 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(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; - float cg = (float)g/255; - float cb = (float)b/255; - float ca = (float)a/255; - - glClearColor(cr, cg, cb, ca); -} - -// Clear used screen buffers (color and depth) -void rlClearScreenBuffers(void) -{ - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers: Color and Depth (Depth is used for 3D) - //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Stencil buffer not used... -} - -// Update GPU buffer with new data -void rlUpdateBuffer(int bufferId, void *data, int dataSize) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glBindBuffer(GL_ARRAY_BUFFER, bufferId); - glBufferSubData(GL_ARRAY_BUFFER, 0, dataSize, data); -#endif -} - -//---------------------------------------------------------------------------------- -// Module Functions Definition - rlgl Functions -//---------------------------------------------------------------------------------- - -// Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states -void rlglInit(int width, int height) -{ - // Check OpenGL information and capabilities - //------------------------------------------------------------------------------ - // Print current OpenGL and GLSL version - TRACELOG(LOG_INFO, "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: 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: 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, "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 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) && !defined(GRAPHICS_API_OPENGL_21) - // NOTE: On OpenGL 3.3 VAO and NPOT are supported by default - RLGL.ExtSupported.vao = true; - - // Multiple texture extensions supported by default - 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); - - // 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); - -#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_CALLOC(len, sizeof(char)); - strcpy(extensionsDup, extensions); - - extList[numExt] = extensionsDup; - - for (int i = 0; i < len; i++) - { - if (extensionsDup[i] == ' ') - { - extensionsDup[i] = '\0'; - - numExt++; - extList[numExt] = &extensionsDup[i + 1]; - } - } - - // NOTE: Duplicated string (extensionsDup) must be deallocated -#endif - - 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]); - - // Check required extensions - for (int i = 0; i < numExt; i++) - { -#if defined(GRAPHICS_API_OPENGL_ES2) - // Check VAO support - // NOTE: Only check on OpenGL ES, OpenGL 3.3 has VAO support as core feature - if (strcmp(extList[i], (const char *)"GL_OES_vertex_array_object") == 0) - { - // The extension is supported by our hardware and driver, try to get related functions pointers - // NOTE: emscripten does not support VAOs natively, it uses emulation and it reduces overall performance... - glGenVertexArrays = (PFNGLGENVERTEXARRAYSOESPROC)eglGetProcAddress("glGenVertexArraysOES"); - glBindVertexArray = (PFNGLBINDVERTEXARRAYOESPROC)eglGetProcAddress("glBindVertexArrayOES"); - glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSOESPROC)eglGetProcAddress("glDeleteVertexArraysOES"); - //glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)eglGetProcAddress("glIsVertexArrayOES"); // NOTE: Fails in WebGL, omitted - - 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) RLGL.ExtSupported.texNPOT = true; - - // Check texture float support - 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)) RLGL.ExtSupported.texDepth = true; - - 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)) 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)) RLGL.ExtSupported.texCompETC1 = true; - - // ETC2/EAC texture compression support - 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) RLGL.ExtSupported.texCompPVRT = true; - - // ASTC texture compression support - 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) - { - 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) RLGL.ExtSupported.texMirrorClamp = true; - - // Debug marker support - 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 (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 (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 (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 (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 (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) - RLGL.State.defaultTextureId = rlLoadTexture(pixels, 1, 1, UNCOMPRESSED_R8G8B8A8, 1); - - 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) - RLGL.State.defaultShader = LoadShaderDefault(); - RLGL.State.currentShader = RLGL.State.defaultShader; - - // Init default vertex arrays buffers - RLGL.defaultBatch = LoadRenderBatch(DEFAULT_BATCH_BUFFERS, DEFAULT_BATCH_BUFFER_ELEMENTS); - RLGL.currentBatch = &RLGL.defaultBatch; - - // Init stack matrices (emulating OpenGL 1.1) - for (int i = 0; i < MAX_MATRIX_STACK_SIZE; i++) RLGL.State.stack[i] = MatrixIdentity(); - - // Init internal matrices - RLGL.State.transform = MatrixIdentity(); - RLGL.State.projection = MatrixIdentity(); - RLGL.State.modelview = MatrixIdentity(); - RLGL.State.currentMatrix = &RLGL.State.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) - - // Init state: Blending mode - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Color blending function (how colors are mixed) - glEnable(GL_BLEND); // Enable color blending (required to work with transparencies) - - // Init state: Culling - // NOTE: All shapes/models triangles are drawn CCW - glCullFace(GL_BACK); // Cull the back face (default) - glFrontFace(GL_CCW); // Front face are defined counter clockwise (default) - glEnable(GL_CULL_FACE); // Enable backface culling - - // 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) -} - -// Vertex Buffer Object deinitialization (memory free) -void rlglClose(void) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - UnloadRenderBatch(RLGL.defaultBatch); - - UnloadShaderDefault(); // Unload default shader - glDeleteTextures(1, &RLGL.State.defaultTextureId); // Unload default texture - - TRACELOG(LOG_INFO, "TEXTURE: [ID %i] Unloaded default texture data from VRAM (GPU)", RLGL.State.defaultTextureId); -#endif -} - -// Update and draw internal buffers -void rlglDraw(void) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - 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 -} - -// Returns current OpenGL version -int rlGetVersion(void) -{ -#if defined(GRAPHICS_API_OPENGL_11) - return OPENGL_11; -#elif defined(GRAPHICS_API_OPENGL_21) - #if defined(__APPLE__) - return OPENGL_33; // NOTE: Force OpenGL 3.3 on OSX - #else - return OPENGL_21; - #endif -#elif defined(GRAPHICS_API_OPENGL_33) - return OPENGL_33; -#elif defined(GRAPHICS_API_OPENGL_ES2) - return OPENGL_ES_20; -#endif -} - -// Check internal buffer overflow for a given number of vertex -bool rlCheckBufferLimit(int vCount) -{ - bool overflow = false; -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if ((RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter + vCount) >= (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4)) overflow = true; -#endif - return overflow; -} - -// Set debug marker -void rlSetDebugMarker(const char *text) -{ -#if defined(GRAPHICS_API_OPENGL_33) - 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 -} - -// Load OpenGL extensions -// NOTE: External loader function could be passed as a pointer -void rlLoadExtensions(void *loader) -{ -#if defined(GRAPHICS_API_OPENGL_33) - // NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions) - #if !defined(__APPLE__) - if (!gladLoadGLLoader((GLADloadproc)loader)) TRACELOG(LOG_WARNING, "GLAD: Cannot load OpenGL extensions"); - else TRACELOG(LOG_INFO, "GLAD: OpenGL extensions loaded successfully"); - - #if defined(GRAPHICS_API_OPENGL_21) - if (GLAD_GL_VERSION_2_1) TRACELOG(LOG_INFO, "GL: OpenGL 2.1 profile supported"); - #elif defined(GRAPHICS_API_OPENGL_33) - 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 - - // With GLAD, we can check if an extension is supported using the GLAD_GL_xxx booleans - //if (GLAD_GL_ARB_vertex_array_object) // Use GL_ARB_vertex_array_object -#endif -} - -// Convert image data to OpenGL texture (returns OpenGL valid Id) -unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount) -{ - glBindTexture(GL_TEXTURE_2D, 0); // Free any old binding - - unsigned int id = 0; - - // Check texture format support by OpenGL 1.1 (compressed textures not supported) -#if defined(GRAPHICS_API_OPENGL_11) - if (format >= COMPRESSED_DXT1_RGB) - { - TRACELOG(LOG_WARNING, "GL: OpenGL 1.1 does not support GPU compressed texture formats"); - return id; - } -#else - if ((!RLGL.ExtSupported.texCompDXT) && ((format == COMPRESSED_DXT1_RGB) || (format == COMPRESSED_DXT1_RGBA) || - (format == COMPRESSED_DXT3_RGBA) || (format == COMPRESSED_DXT5_RGBA))) - { - TRACELOG(LOG_WARNING, "GL: DXT compressed texture format not supported"); - return id; - } -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if ((!RLGL.ExtSupported.texCompETC1) && (format == COMPRESSED_ETC1_RGB)) - { - TRACELOG(LOG_WARNING, "GL: ETC1 compressed texture format not supported"); - return id; - } - - if ((!RLGL.ExtSupported.texCompETC2) && ((format == COMPRESSED_ETC2_RGB) || (format == COMPRESSED_ETC2_EAC_RGBA))) - { - TRACELOG(LOG_WARNING, "GL: ETC2 compressed texture format not supported"); - return id; - } - - if ((!RLGL.ExtSupported.texCompPVRT) && ((format == COMPRESSED_PVRT_RGB) || (format == COMPRESSED_PVRT_RGBA))) - { - TRACELOG(LOG_WARNING, "GL: PVRT compressed texture format not supported"); - return id; - } - - if ((!RLGL.ExtSupported.texCompASTC) && ((format == COMPRESSED_ASTC_4x4_RGBA) || (format == COMPRESSED_ASTC_8x8_RGBA))) - { - TRACELOG(LOG_WARNING, "GL: ASTC compressed texture format not supported"); - return id; - } -#endif -#endif // GRAPHICS_API_OPENGL_11 - - glPixelStorei(GL_UNPACK_ALIGNMENT, 1); - - glGenTextures(1, &id); // Generate texture id - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - //glActiveTexture(GL_TEXTURE0); // If not defined, using GL_TEXTURE0 by default (shader texture) -#endif - - glBindTexture(GL_TEXTURE_2D, id); - - int mipWidth = width; - int mipHeight = height; - int mipOffset = 0; // Mipmap data offset - - // Load the different mipmap levels - for (int i = 0; i < mipmapCount; i++) - { - unsigned int mipSize = GetPixelDataSize(mipWidth, mipHeight, format); - - unsigned int glInternalFormat, glFormat, glType; - rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType); - - TRACELOGD("TEXTURE: Load mipmap level %i (%i x %i), size: %i, offset: %i", i, mipWidth, mipHeight, mipSize, mipOffset); - - if (glInternalFormat != -1) - { - if (format < COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, glFormat, glType, (unsigned char *)data + mipOffset); - #if !defined(GRAPHICS_API_OPENGL_11) - else glCompressedTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, mipSize, (unsigned char *)data + mipOffset); - #endif - - #if defined(GRAPHICS_API_OPENGL_33) - if (format == UNCOMPRESSED_GRAYSCALE) - { - GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE }; - glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask); - } - else if (format == UNCOMPRESSED_GRAY_ALPHA) - { - #if defined(GRAPHICS_API_OPENGL_21) - GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA }; - #elif defined(GRAPHICS_API_OPENGL_33) - GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN }; - #endif - glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask); - } - #endif - } - - mipWidth /= 2; - mipHeight /= 2; - mipOffset += mipSize; - - // Security check for NPOT textures - if (mipWidth < 1) mipWidth = 1; - if (mipHeight < 1) mipHeight = 1; - } - - // Texture parameters configuration - // NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used -#if defined(GRAPHICS_API_OPENGL_ES2) - // NOTE: OpenGL ES 2.0 with no GL_OES_texture_npot support (i.e. WebGL) has limited NPOT support, so CLAMP_TO_EDGE must be used - if (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 - } - else - { - // NOTE: If using negative texture coordinates (LoadOBJ()), it does not work! - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // Set texture to clamp on x-axis - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Set texture to clamp on y-axis - } -#else - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repeat on x-axis - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repeat on y-axis -#endif - - // Magnification and minification filters - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Alternative: GL_LINEAR - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Alternative: GL_LINEAR - -#if defined(GRAPHICS_API_OPENGL_33) - if (mipmapCount > 1) - { - // Activate Trilinear filtering if mipmaps are available - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); - } -#endif - - // At this point we have the texture loaded in GPU and texture parameters configured - - // NOTE: If mipmaps were not in data, they are not generated automatically - - // Unbind current texture - glBindTexture(GL_TEXTURE_2D, 0); - - if (id > 0) TRACELOG(LOG_INFO, "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, bool useRenderBuffer) -{ - unsigned int id = 0; - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - // In case depth textures not supported, we force renderbuffer usage - if (!RLGL.ExtSupported.texDepth) useRenderBuffer = true; - - // 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 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 && RLGL.ExtSupported.texDepth) - { - glGenTextures(1, &id); - glBindTexture(GL_TEXTURE_2D, id); - glTexImage2D(GL_TEXTURE_2D, 0, glInternalFormat, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); - - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - - glBindTexture(GL_TEXTURE_2D, 0); - - TRACELOG(LOG_INFO, "TEXTURE: Depth texture loaded successfully"); - } - else - { - // Create the renderbuffer that will serve as the depth attachment for the framebuffer - // NOTE: A renderbuffer is simpler than a texture and could offer better performance on embedded devices - glGenRenderbuffers(1, &id); - glBindRenderbuffer(GL_RENDERBUFFER, id); - glRenderbufferStorage(GL_RENDERBUFFER, glInternalFormat, width, height); - - glBindRenderbuffer(GL_RENDERBUFFER, 0); - - TRACELOG(LOG_INFO, "TEXTURE: [ID %i] Depth renderbuffer loaded successfully (%i bits)", id, (RLGL.ExtSupported.maxDepthBits >= 24)? RLGL.ExtSupported.maxDepthBits : 16); - } -#endif - - return id; -} - -// Load texture cubemap -// 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 id = 0; - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - 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); - - if (glInternalFormat != -1) - { - // Load cubemap faces - for (unsigned int i = 0; i < 6; i++) - { - 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) - { - GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE }; - glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask); - } - else if (format == UNCOMPRESSED_GRAY_ALPHA) - { -#if defined(GRAPHICS_API_OPENGL_21) - GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA }; -#elif defined(GRAPHICS_API_OPENGL_33) - GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN }; -#endif - glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask); - } -#endif - } - } - - // Set cubemap texture sampling parameters - glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); -#if defined(GRAPHICS_API_OPENGL_33) - glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); // Flag not supported on OpenGL ES 2.0 -#endif - - glBindTexture(GL_TEXTURE_CUBE_MAP, 0); -#endif - - 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 offsetX, int offsetY, int width, int height, int format, const void *data) -{ - glBindTexture(GL_TEXTURE_2D, id); - - unsigned int glInternalFormat, glFormat, glType; - rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType); - - if ((glInternalFormat != -1) && (format < COMPRESSED_DXT1_RGB)) - { - glTexSubImage2D(GL_TEXTURE_2D, 0, offsetX, offsetY, width, height, glFormat, glType, (unsigned char *)data); - } - 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 -void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType) -{ - *glInternalFormat = -1; - *glFormat = -1; - *glType = -1; - - switch (format) - { - #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_ES2) - // NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA - case UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_UNSIGNED_BYTE; break; - case UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_LUMINANCE_ALPHA; *glFormat = GL_LUMINANCE_ALPHA; *glType = GL_UNSIGNED_BYTE; break; - case UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break; - case UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break; - case UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break; - case UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break; - case UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break; - #if !defined(GRAPHICS_API_OPENGL_11) - case UNCOMPRESSED_R32: if (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; - case UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_RG8; *glFormat = GL_RG; *glType = GL_UNSIGNED_BYTE; break; - case UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB565; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break; - case UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB8; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break; - case UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGB5_A1; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break; - case UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA4; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break; - case UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA8; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break; - case UNCOMPRESSED_R32: if (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 (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: Current format not supported (%i)", format); break; - } -} - -// Unload texture from GPU memory -void rlUnloadTexture(unsigned int id) -{ - glDeleteTextures(1, &id); -} - -// Load a framebuffer to be used for rendering -// NOTE: No textures attached -unsigned int rlLoadFramebuffer(int width, int height) -{ - unsigned int fboId = 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 fboId; -} - -// Attach color buffer texture to an fbo (unloads previous attachment) -// NOTE: Attach type: 0-Color, 1-Depth renderbuffer, 2-Depth texture -void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType) -{ -#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(SUPPORT_RENDER_TEXTURES_HINT) - glBindFramebuffer(GL_FRAMEBUFFER, fboId); - - switch (attachType) - { - 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); -#endif -} - -// Verify render texture is complete -bool rlFramebufferComplete(unsigned int id) -{ - bool result = false; - -#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); - - if (status != GL_FRAMEBUFFER_COMPLETE) - { - switch (status) - { - 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, "FBO: [ID %i] Framebuffer has incomplete dimensions", id); break; -#endif - case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TRACELOG(LOG_WARNING, "FBO: [ID %i] Framebuffer has a missing attachment", id); break; - default: break; - } - } - - glBindFramebuffer(GL_FRAMEBUFFER, 0); - - result = (status == GL_FRAMEBUFFER_COMPLETE); -#endif - - return result; -} - -// Generate mipmap data for selected texture -void rlGenerateMipmaps(Texture2D *texture) -{ - glBindTexture(GL_TEXTURE_2D, texture->id); - - // Check if texture is power-of-two (POT) - bool texIsPOT = false; - - if (((texture->width > 0) && ((texture->width & (texture->width - 1)) == 0)) && - ((texture->height > 0) && ((texture->height & (texture->height - 1)) == 0))) texIsPOT = true; - -#if defined(GRAPHICS_API_OPENGL_11) - if (texIsPOT) - { - // WARNING: Manual mipmap generation only works for RGBA 32bit textures! - if (texture->format == UNCOMPRESSED_R8G8B8A8) - { - // Retrieve texture data from VRAM - void *data = rlReadTexturePixels(*texture); - - // NOTE: data size is reallocated to fit mipmaps data - // NOTE: CPU mipmap generation only supports RGBA 32bit data - int mipmapCount = GenerateMipmaps(data, texture->width, texture->height); - - int size = texture->width*texture->height*4; - int offset = size; - - int mipWidth = texture->width/2; - int mipHeight = texture->height/2; - - // Load the mipmaps - for (int level = 1; level < mipmapCount; level++) - { - glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA8, mipWidth, mipHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data + offset); - - size = mipWidth*mipHeight*4; - offset += size; - - mipWidth /= 2; - mipHeight /= 2; - } - - texture->mipmaps = mipmapCount + 1; - RL_FREE(data); // Once mipmaps have been generated and data has been uploaded to GPU VRAM, we can discard RAM data - - TRACELOG(LOG_WARNING, "TEXTURE: [ID %i] Mipmaps generated manually on CPU side, total: %i", texture->id, texture->mipmaps); - } - 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) || (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 - - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // Activate Trilinear filtering for mipmaps - - #define MIN(a,b) (((a)<(b))?(a):(b)) - #define MAX(a,b) (((a)>(b))?(a):(b)) - - texture->mipmaps = 1 + (int)floor(log(MAX(texture->width, texture->height))/log(2)); - TRACELOG(LOG_INFO, "TEXTURE: [ID %i] Mipmaps generated automatically, total: %i", texture->id, texture->mipmaps); - } -#endif - else TRACELOG(LOG_WARNING, "TEXTURE: [ID %i] Failed to generate mipmaps", texture->id); - - glBindTexture(GL_TEXTURE_2D, 0); -} - -// Upload vertex data into a VAO (if supported) and VBO -void rlLoadMesh(Mesh *mesh, bool dynamic) -{ - if (mesh->vaoId > 0) - { - // Check if mesh has already been loaded in GPU - TRACELOG(LOG_WARNING, "VAO: [ID %i] Trying to re-load an already loaded mesh", mesh->vaoId); - return; - } - - mesh->vaoId = 0; // Vertex Array Object - mesh->vboId[0] = 0; // Vertex positions VBO - mesh->vboId[1] = 0; // Vertex texcoords VBO - mesh->vboId[2] = 0; // Vertex normals VBO - mesh->vboId[3] = 0; // Vertex colors VBO - mesh->vboId[4] = 0; // Vertex tangents VBO - mesh->vboId[5] = 0; // Vertex texcoords2 VBO - mesh->vboId[6] = 0; // Vertex indices VBO - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - int drawHint = GL_STATIC_DRAW; - if (dynamic) drawHint = GL_DYNAMIC_DRAW; - - if (RLGL.ExtSupported.vao) - { - // Initialize Quads VAO (Buffer A) - glGenVertexArrays(1, &mesh->vaoId); - glBindVertexArray(mesh->vaoId); - } - - // NOTE: Attributes must be uploaded considering default locations points - - // Enable vertex attributes: position (shader-location = 0) - glGenBuffers(1, &mesh->vboId[0]); - glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[0]); - glBufferData(GL_ARRAY_BUFFER, 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, mesh->vertexCount*2*sizeof(float), mesh->texcoords, drawHint); - glVertexAttribPointer(1, 2, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(1); - - // Enable vertex attributes: normals (shader-location = 2) - if (mesh->normals != NULL) - { - glGenBuffers(1, &mesh->vboId[2]); - glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[2]); - glBufferData(GL_ARRAY_BUFFER, mesh->vertexCount*3*sizeof(float), mesh->normals, drawHint); - glVertexAttribPointer(2, 3, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(2); - } - else - { - // Default color vertex attribute set to WHITE - glVertexAttrib3f(2, 1.0f, 1.0f, 1.0f); - glDisableVertexAttribArray(2); - } - - // Default color vertex attribute (shader-location = 3) - if (mesh->colors != NULL) - { - glGenBuffers(1, &mesh->vboId[3]); - glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[3]); - glBufferData(GL_ARRAY_BUFFER, mesh->vertexCount*4*sizeof(unsigned char), mesh->colors, drawHint); - glVertexAttribPointer(3, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); - glEnableVertexAttribArray(3); - } - else - { - // Default color vertex attribute set to WHITE - glVertexAttrib4f(3, 1.0f, 1.0f, 1.0f, 1.0f); - glDisableVertexAttribArray(3); - } - - // Default tangent vertex attribute (shader-location = 4) - if (mesh->tangents != NULL) - { - glGenBuffers(1, &mesh->vboId[4]); - glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[4]); - glBufferData(GL_ARRAY_BUFFER, mesh->vertexCount*4*sizeof(float), mesh->tangents, drawHint); - glVertexAttribPointer(4, 4, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(4); - } - else - { - // Default tangents vertex attribute - glVertexAttrib4f(4, 0.0f, 0.0f, 0.0f, 0.0f); - glDisableVertexAttribArray(4); - } - - // Default texcoord2 vertex attribute (shader-location = 5) - if (mesh->texcoords2 != NULL) - { - glGenBuffers(1, &mesh->vboId[5]); - glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[5]); - glBufferData(GL_ARRAY_BUFFER, mesh->vertexCount*2*sizeof(float), mesh->texcoords2, drawHint); - glVertexAttribPointer(5, 2, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(5); - } - else - { - // Default texcoord2 vertex attribute - glVertexAttrib2f(5, 0.0f, 0.0f); - glDisableVertexAttribArray(5); - } - - if (mesh->indices != NULL) - { - glGenBuffers(1, &mesh->vboId[6]); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh->vboId[6]); - glBufferData(GL_ELEMENT_ARRAY_BUFFER, mesh->triangleCount*3*sizeof(unsigned short), mesh->indices, drawHint); - } - - 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, "VAO: Failed to load mesh to VRAM (GPU)"); - } - else - { - TRACELOG(LOG_INFO, "VBO: Mesh uploaded successfully to VRAM (GPU)"); - } -#endif -} - -// Load a new attributes buffer -unsigned int rlLoadAttribBuffer(unsigned int vaoId, int shaderLoc, void *buffer, int size, bool dynamic) -{ - unsigned int id = 0; - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - int drawHint = GL_STATIC_DRAW; - if (dynamic) drawHint = GL_DYNAMIC_DRAW; - - if (RLGL.ExtSupported.vao) glBindVertexArray(vaoId); - - glGenBuffers(1, &id); - glBindBuffer(GL_ARRAY_BUFFER, id); - glBufferData(GL_ARRAY_BUFFER, size, buffer, drawHint); - glVertexAttribPointer(shaderLoc, 2, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(shaderLoc); - - if (RLGL.ExtSupported.vao) glBindVertexArray(0); -#endif - - return id; -} - -// 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 (RLGL.ExtSupported.vao) glBindVertexArray(mesh.vaoId); - - switch (buffer) - { - case 0: // Update vertices (vertex position) - { - glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]); - 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 (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 (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 (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 (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 (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 (RLGL.ExtSupported.vao) glBindVertexArray(0); - - // Another option would be using buffer mapping... - //mesh.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE); - // Now we can modify vertices - //glUnmapBuffer(GL_ARRAY_BUFFER); -#endif -} - -// Draw a 3d mesh with material and transform -void rlDrawMesh(Mesh mesh, Material material, Matrix transform) -{ -#if defined(GRAPHICS_API_OPENGL_11) - glEnable(GL_TEXTURE_2D); - glBindTexture(GL_TEXTURE_2D, material.maps[MAP_DIFFUSE].texture.id); - - // NOTE: On OpenGL 1.1 we use Vertex Arrays to draw model - glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array - glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable texture coords array - if (mesh.normals != NULL) glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array - if (mesh.colors != NULL) glEnableClientState(GL_COLOR_ARRAY); // Enable colors array - - glVertexPointer(3, GL_FLOAT, 0, mesh.vertices); // Pointer to vertex coords array - glTexCoordPointer(2, GL_FLOAT, 0, mesh.texcoords); // Pointer to texture coords array - if (mesh.normals != NULL) glNormalPointer(GL_FLOAT, 0, mesh.normals); // Pointer to normals array - if (mesh.colors != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh.colors); // Pointer to colors array - - rlPushMatrix(); - rlMultMatrixf(MatrixToFloat(transform)); - rlColor4ub(material.maps[MAP_DIFFUSE].color.r, material.maps[MAP_DIFFUSE].color.g, material.maps[MAP_DIFFUSE].color.b, material.maps[MAP_DIFFUSE].color.a); - - if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, mesh.indices); - else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount); - rlPopMatrix(); - - glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array - glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array - if (mesh.normals != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array - if (mesh.colors != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable colors array - - glDisable(GL_TEXTURE_2D); - glBindTexture(GL_TEXTURE_2D, 0); -#endif - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - // Bind shader program - glUseProgram(material.shader.id); - - // Matrices and other values required by shader - //----------------------------------------------------- - // Calculate and send to shader model matrix (used by PBR shader) - if (material.shader.locs[LOC_MATRIX_MODEL] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_MODEL], transform); - - // Upload to shader material.colDiffuse - if (material.shader.locs[LOC_COLOR_DIFFUSE] != -1) - glUniform4f(material.shader.locs[LOC_COLOR_DIFFUSE], (float)material.maps[MAP_DIFFUSE].color.r/255.0f, - (float)material.maps[MAP_DIFFUSE].color.g/255.0f, - (float)material.maps[MAP_DIFFUSE].color.b/255.0f, - (float)material.maps[MAP_DIFFUSE].color.a/255.0f); - - // Upload to shader material.colSpecular (if available) - if (material.shader.locs[LOC_COLOR_SPECULAR] != -1) - glUniform4f(material.shader.locs[LOC_COLOR_SPECULAR], (float)material.maps[MAP_SPECULAR].color.r/255.0f, - (float)material.maps[MAP_SPECULAR].color.g/255.0f, - (float)material.maps[MAP_SPECULAR].color.b/255.0f, - (float)material.maps[MAP_SPECULAR].color.a/255.0f); - - if (material.shader.locs[LOC_MATRIX_VIEW] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_VIEW], 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 = RLGL.State.modelview; // View matrix (camera) - Matrix matProjection = RLGL.State.projection; // Projection matrix (perspective) - - // 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) - for (int i = 0; i < MAX_MATERIAL_MAPS; i++) - { - if (material.maps[i].texture.id > 0) - { - glActiveTexture(GL_TEXTURE0 + i); - if ((i == MAP_IRRADIANCE) || (i == MAP_PREFILTER) || (i == MAP_CUBEMAP)) glBindTexture(GL_TEXTURE_CUBE_MAP, material.maps[i].texture.id); - else glBindTexture(GL_TEXTURE_2D, material.maps[i].texture.id); - - glUniform1i(material.shader.locs[LOC_MAP_DIFFUSE + i], i); - } - } - - // Bind vertex array objects (or VBOs) - if (RLGL.ExtSupported.vao) glBindVertexArray(mesh.vaoId); - else - { - // Bind mesh VBO data: vertex position (shader-location = 0) - glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]); - glVertexAttribPointer(material.shader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_POSITION]); - - // Bind mesh VBO data: vertex texcoords (shader-location = 1) - glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]); - glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TEXCOORD01]); - - // Bind mesh VBO data: vertex normals (shader-location = 2, if available) - if (material.shader.locs[LOC_VERTEX_NORMAL] != -1) - { - glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]); - glVertexAttribPointer(material.shader.locs[LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_NORMAL]); - } - - // Bind mesh VBO data: vertex colors (shader-location = 3, if available) - if (material.shader.locs[LOC_VERTEX_COLOR] != -1) - { - if (mesh.vboId[3] != 0) - { - glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]); - glVertexAttribPointer(material.shader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); - glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_COLOR]); - } - else - { - // Set default value for unused attribute - // NOTE: Required when using default shader and no VAO support - glVertexAttrib4f(material.shader.locs[LOC_VERTEX_COLOR], 1.0f, 1.0f, 1.0f, 1.0f); - glDisableVertexAttribArray(material.shader.locs[LOC_VERTEX_COLOR]); - } - } - - // Bind mesh VBO data: vertex tangents (shader-location = 4, if available) - if (material.shader.locs[LOC_VERTEX_TANGENT] != -1) - { - glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]); - glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TANGENT], 4, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TANGENT]); - } - - // Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available) - if (material.shader.locs[LOC_VERTEX_TEXCOORD02] != -1) - { - glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]); - glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TEXCOORD02], 2, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TEXCOORD02]); - } - - if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.vboId[6]); - } - - int eyesCount = 1; -#if defined(SUPPORT_VR_SIMULATOR) - if (RLGL.Vr.stereoRender) eyesCount = 2; -#endif - - for (int eye = 0; eye < eyesCount; eye++) - { - 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(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)); - - // Draw call! - if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, 0); // Indexed vertices draw - else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount); - } - - // Unbind all binded texture maps - for (int i = 0; i < MAX_MATERIAL_MAPS; i++) - { - glActiveTexture(GL_TEXTURE0 + i); // Set shader active texture - if ((i == MAP_IRRADIANCE) || (i == MAP_PREFILTER) || (i == MAP_CUBEMAP)) glBindTexture(GL_TEXTURE_CUBE_MAP, 0); - else glBindTexture(GL_TEXTURE_2D, 0); // Unbind current active texture - } - - // Unind vertex array objects (or VBOs) - if (RLGL.ExtSupported.vao) glBindVertexArray(0); - else - { - glBindBuffer(GL_ARRAY_BUFFER, 0); - if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); - } - - // Unbind shader program - glUseProgram(0); - - // Restore RLGL.State.projection/RLGL.State.modelview matrices - // NOTE: In stereo rendering matrices are being modified to fit every eye - 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) -{ - 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) -unsigned char *rlReadScreenPixels(int width, int height) -{ - unsigned char *screenData = (unsigned char *)RL_CALLOC(width*height*4, sizeof(unsigned char)); - - // NOTE 1: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer - // NOTE 2: We are getting alpha channel! Be careful, it can be transparent if not cleared properly! - glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, screenData); - - // Flip image vertically! - unsigned char *imgData = (unsigned char *)RL_MALLOC(width*height*4*sizeof(unsigned char)); - - for (int y = height - 1; y >= 0; y--) - { - for (int x = 0; x < (width*4); x++) - { - imgData[((height - 1) - y)*width*4 + x] = screenData[(y*width*4) + x]; // Flip line - - // Set alpha component value to 255 (no trasparent image retrieval) - // NOTE: Alpha value has already been applied to RGB in framebuffer, we don't need it! - if (((x + 1)%4) == 0) imgData[((height - 1) - y)*width*4 + x] = 255; - } - } - - RL_FREE(screenData); - - return imgData; // NOTE: image data should be freed -} - -// Read texture pixel data -void *rlReadTexturePixels(Texture2D texture) -{ - void *pixels = NULL; - -#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) - glBindTexture(GL_TEXTURE_2D, texture.id); - - // NOTE: Using texture.id, we can retrieve some texture info (but not on OpenGL ES 2.0) - // Possible texture info: GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE - //int width, height, format; - //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width); - //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height); - //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format); - - // NOTE: Each row written to or read from by OpenGL pixel operations like glGetTexImage are aligned to a 4 byte boundary by default, which may add some padding. - // Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting. - // GL_PACK_ALIGNMENT affects operations that read from OpenGL memory (glReadPixels, glGetTexImage, etc.) - // GL_UNPACK_ALIGNMENT affects operations that write to OpenGL memory (glTexImage, etc.) - glPixelStorei(GL_PACK_ALIGNMENT, 1); - - unsigned int glInternalFormat, glFormat, glType; - rlGetGlTextureFormats(texture.format, &glInternalFormat, &glFormat, &glType); - unsigned int size = GetPixelDataSize(texture.width, texture.height, texture.format); - - if ((glInternalFormat != -1) && (texture.format < COMPRESSED_DXT1_RGB)) - { - pixels = RL_MALLOC(size); - glGetTexImage(GL_TEXTURE_2D, 0, glFormat, glType, pixels); - } - 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 - -#if defined(GRAPHICS_API_OPENGL_ES2) - // glGetTexImage() is not available on OpenGL ES 2.0 - // Texture2D width and height are required on OpenGL ES 2.0. There is no way to get it from texture id. - // Two possible Options: - // 1 - Bind texture to color fbo attachment and glReadPixels() - // 2 - Create an fbo, activate it, render quad with texture, glReadPixels() - // We are using Option 1, just need to care for texture format on retrieval - // NOTE: This behaviour could be conditioned by graphic driver... - unsigned int fboId = rlLoadFramebuffer(texture.width, texture.height); - - // TODO: Create depth texture/renderbuffer for fbo? - - glBindFramebuffer(GL_FRAMEBUFFER, fboId); - glBindTexture(GL_TEXTURE_2D, 0); - - // Attach our texture to FBO - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 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 - rlUnloadFramebuffer(fboId); -#endif - - return pixels; -} - -//---------------------------------------------------------------------------------- -// Module Functions Definition - Shaders Functions -// NOTE: Those functions are exposed directly to the user in raylib.h -//---------------------------------------------------------------------------------- - -// Get default internal texture (white texture) -Texture2D GetTextureDefault(void) -{ - Texture2D texture = { 0 }; -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - texture.id = RLGL.State.defaultTextureId; - texture.width = 1; - texture.height = 1; - texture.mipmaps = 1; - texture.format = UNCOMPRESSED_R8G8B8A8; -#endif - return texture; -} - -// Get texture to draw shapes (RAII) -Texture2D GetShapesTexture(void) -{ -#if defined(GRAPHICS_API_OPENGL_11) - Texture2D texture = { 0 }; - return texture; -#else - return RLGL.State.shapesTexture; -#endif -} - -// Get texture rectangle to draw shapes -Rectangle GetShapesTextureRec(void) -{ -#if defined(GRAPHICS_API_OPENGL_11) - Rectangle rec = { 0 }; - return rec; -#else - return RLGL.State.shapesTextureRec; -#endif -} - -// 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 -} - -// 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 -// NOTE: If shader string is NULL, using default vertex/fragment shaders -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 = LoadFileText(vsFileName); - if (fsFileName != NULL) fShaderStr = LoadFileText(fsFileName); - - shader = LoadShaderCode(vShaderStr, fShaderStr); - - if (vShaderStr != NULL) RL_FREE(vShaderStr); - if (fShaderStr != NULL) RL_FREE(fShaderStr); - - return shader; -} - -// Load shader from code strings -// NOTE: If shader string is NULL, using default vertex/fragment shaders -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 = 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 == RLGL.State.defaultVShaderId) && (fragmentShaderId == RLGL.State.defaultFShaderId)) shader = RLGL.State.defaultShader; - else - { - shader.id = LoadShaderProgram(vertexShaderId, 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, "SHADER: Failed to load custom shader code"); - shader = RLGL.State.defaultShader; - } - - // After shader loading, we TRY to set default location names - if (shader.id > 0) SetShaderDefaultLocations(&shader); - } - - // Get available shader uniforms - // NOTE: This information is useful for debug... - int uniformCount = -1; - - glGetProgramiv(shader.id, GL_ACTIVE_UNIFORMS, &uniformCount); - - for (int i = 0; i < uniformCount; i++) - { - int namelen = -1; - int num = -1; - char name[256]; // Assume no variable names longer than 256 - GLenum type = GL_ZERO; - - // Get the name of the uniforms - glGetActiveUniform(shader.id, i, sizeof(name) - 1, &namelen, &num, &type, name); - - name[namelen] = 0; - - TRACELOGD("SHADER: [ID %i] Active uniform (%s) set at location: %i", shader.id, name, glGetUniformLocation(shader.id, name)); - } -#endif - - return shader; -} - -// Unload shader from GPU memory (VRAM) -void UnloadShader(Shader shader) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if (shader.id != RLGL.State.defaultShader.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 (RLGL.State.currentShader.id != shader.id) - { - DrawRenderBatch(RLGL.currentBatch); - RLGL.State.currentShader = shader; - } -#endif -} - -// End custom shader mode (returns to default shader) -void EndShaderMode(void) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - BeginShaderMode(RLGL.State.defaultShader); -#endif -} - -// Get shader uniform location -int GetShaderLocation(Shader shader, const char *uniformName) -{ - int location = -1; -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - location = glGetUniformLocation(shader.id, uniformName); - - if (location == -1) TRACELOG(LOG_WARNING, "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; -} - -// Set shader uniform value -void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType) -{ - SetShaderValueV(shader, uniformLoc, value, uniformType, 1); -} - -// Set shader uniform value vector -void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glUseProgram(shader.id); - - switch (uniformType) - { - case UNIFORM_FLOAT: glUniform1fv(uniformLoc, count, (float *)value); break; - case UNIFORM_VEC2: glUniform2fv(uniformLoc, count, (float *)value); break; - case UNIFORM_VEC3: glUniform3fv(uniformLoc, count, (float *)value); break; - case UNIFORM_VEC4: glUniform4fv(uniformLoc, count, (float *)value); break; - case UNIFORM_INT: glUniform1iv(uniformLoc, count, (int *)value); break; - case UNIFORM_IVEC2: glUniform2iv(uniformLoc, count, (int *)value); break; - case UNIFORM_IVEC3: glUniform3iv(uniformLoc, count, (int *)value); break; - case UNIFORM_IVEC4: glUniform4iv(uniformLoc, count, (int *)value); break; - case UNIFORM_SAMPLER2D: glUniform1iv(uniformLoc, count, (int *)value); break; - default: TRACELOG(LOG_WARNING, "SHADER: [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 -#endif -} - - -// Set shader uniform value (matrix 4x4) -void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glUseProgram(shader.id); - - glUniformMatrix4fv(uniformLoc, 1, false, MatrixToFloat(mat)); - - //glUseProgram(0); -#endif -} - -// Set shader uniform value for texture -void SetShaderValueTexture(Shader shader, int uniformLoc, Texture2D texture) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glUseProgram(shader.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 projection) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - 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) - RLGL.State.modelview = view; -#endif -} - -// Return internal modelview matrix -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 = RLGL.State.modelview; -#endif - return matrix; -} - -// Generate cubemap texture from HDR texture -TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format) -{ - TextureCubemap cubemap = { 0 }; -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - rlDisableBackfaceCulling(); // Disable backface culling to render inside the cube - - // STEP 1: Setup framebuffer - //------------------------------------------------------------------------------------------ - unsigned int rbo = rlLoadTextureDepth(size, size, true); - cubemap.id = rlLoadTextureCubemap(NULL, size, format); - - 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); - - // Check if framebuffer is complete with attachments (valid) - if (rlFramebufferComplete(fbo)) TRACELOG(LOG_INFO, "FBO: [ID %i] Framebuffer object created successfully", fbo); - //------------------------------------------------------------------------------------------ - - // 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); - - // 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 }) - }; - - rlEnableShader(shader.id); -#if !defined(GENTEXTURECUBEMAP_USE_BATCH_SYSTEM) - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, panorama.id); -#endif - - 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]); - 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 - } - //------------------------------------------------------------------------------------------ - - // 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 - rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight); - //rlEnableBackfaceCulling(); - //------------------------------------------------------------------------------------------ - - cubemap.width = size; - cubemap.height = size; - cubemap.mipmaps = 1; - cubemap.format = UNCOMPRESSED_R32G32B32; -#endif - return cubemap; -} - -// Generate irradiance texture using cubemap data -TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int size) -{ - TextureCubemap irradiance = { 0 }; - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - rlDisableBackfaceCulling(); // Disable backface culling to render inside the cube - - // 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); - - // 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 }) - }; - - rlEnableShader(shader.id); - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id); - - 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]); - rlFramebufferAttach(fbo, irradiance.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i); - - rlEnableFramebuffer(fbo); - rlClearScreenBuffers(); - GenDrawCube(); - } - //------------------------------------------------------------------------------------------ - - // 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 - rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight); - //rlEnableBackfaceCulling(); - //------------------------------------------------------------------------------------------ - - irradiance.width = size; - irradiance.height = size; - irradiance.mipmaps = 1; - irradiance.format = UNCOMPRESSED_R32G32B32; -#endif - return irradiance; -} - -// Generate prefilter texture using cubemap data -TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int size) -{ - TextureCubemap prefilter = { 0 }; - -#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2) - rlDisableBackfaceCulling(); // Disable backface culling to render inside the cube - - // 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); - - 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 - - // 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 }) - }; - - rlEnableShader(shader.id); - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id); - - // 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 - - for (int mip = 0; mip < MAX_MIPMAP_LEVELS; mip++) - { - // Resize framebuffer according to mip-level size. - unsigned int mipWidth = size*(int)powf(0.5f, (float)mip); - unsigned int mipHeight = size*(int)powf(0.5f, (float)mip); - - rlViewport(0, 0, mipWidth, mipHeight); - - glBindRenderbuffer(GL_RENDERBUFFER, rbo); - glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, mipWidth, mipHeight); - - float roughness = (float)mip/(float)(MAX_MIPMAP_LEVELS - 1); - glUniform1f(roughnessLoc, roughness); - - for (int i = 0; i < 6; i++) - { - SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, prefilter.id, mip); - //rlFramebufferAttach(fbo, irradiance.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i); // TODO: Support mip levels? - - rlEnableFramebuffer(fbo); - rlClearScreenBuffers(); - GenDrawCube(); - } - } - //------------------------------------------------------------------------------------------ - - // 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 - 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)); // MAX_MIPMAP_LEVELS - //prefilter.format = UNCOMPRESSED_R32G32B32; -#endif - return prefilter; -} - -// Generate BRDF texture using cubemap data -// 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) - // STEP 1: Setup framebuffer - //------------------------------------------------------------------------------------------ - unsigned int rbo = rlLoadTextureDepth(size, size, true); - brdf.id = rlLoadTexture(NULL, size, size, UNCOMPRESSED_R32G32B32, 1); - - 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); - //------------------------------------------------------------------------------------------ - - // STEP 2: Draw to framebuffer - //------------------------------------------------------------------------------------------ - // NOTE: Render BRDF LUT into a quad using FBO - - rlEnableShader(shader.id); - - rlViewport(0, 0, size, size); - - 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 - rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight); - //------------------------------------------------------------------------------------------ - - brdf.width = size; - brdf.height = size; - brdf.mipmaps = 1; - brdf.format = UNCOMPRESSED_R32G32B32; -#endif - return brdf; -} - -// Begin blending mode (alpha, additive, multiplied) -// NOTE: Only 3 blending modes supported, default blend mode is alpha -void BeginBlendMode(int mode) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if (RLGL.State.currentBlendMode != mode) - { - DrawRenderBatch(RLGL.currentBatch); - - switch (mode) - { - 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; - } - - RLGL.State.currentBlendMode = mode; - } -#endif -} - -// End blending mode (reset to default: alpha blending) -void EndBlendMode(void) -{ - BeginBlendMode(BLEND_ALPHA); -} - -#if defined(SUPPORT_VR_SIMULATOR) -// Init VR simulator for selected device parameters -// 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 - 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); - - // 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, "RLGL: VR Simulator not supported on OpenGL 1.1"); -#endif -} - -// Update VR tracking (position and orientation) and camera -// NOTE: Camera (position, target, up) gets update with head tracking information -void UpdateVrTracking(Camera *camera) -{ - // TODO: Simulate 1st person camera system -} - -// Close VR simulator for current device -void CloseVrSimulator(void) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if (RLGL.Vr.simulatorReady) - { - rlUnloadTexture(RLGL.Vr.stereoTexId); // Unload color texture - rlUnloadFramebuffer(RLGL.Vr.stereoFboId); // Unload stereo framebuffer and depth texture/renderbuffer - } -#endif -} - -// Set stereo rendering configuration parameters -void SetVrConfiguration(VrDeviceInfo hmd, Shader distortion) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - // Reset RLGL.Vr.config for a new values assignment - memset(&RLGL.Vr.config, 0, sizeof(RLGL.Vr.config)); - - // Assign distortion shader - RLGL.Vr.config.distortionShader = distortion; - - // Compute aspect ratio - float aspect = ((float)hmd.hResolution*0.5f)/(float)hmd.vResolution; - - // Compute lens parameters - float lensShift = (hmd.hScreenSize*0.25f - hmd.lensSeparationDistance*0.5f)/hmd.hScreenSize; - float leftLensCenter[2] = { 0.25f + lensShift, 0.5f }; - float rightLensCenter[2] = { 0.75f - lensShift, 0.5f }; - float leftScreenCenter[2] = { 0.25f, 0.5f }; - float rightScreenCenter[2] = { 0.75f, 0.5f }; - - // Compute distortion scale parameters - // NOTE: To get lens max radius, lensShift must be normalized to [-1..1] - float lensRadius = 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; - - 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 }; - - 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*atan2f(hmd.vScreenSize, 2*hmd.eyeToScreenDistance) - // ...but with lens distortion it is increased (see Oculus SDK Documentation) - //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, 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. - 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 - RLGL.Vr.config.eyeViewportRight[2] = hmd.hResolution/2; - RLGL.Vr.config.eyeViewportRight[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 (RLGL.Vr.config.distortionShader.id > 0) - { - // Update distortion shader with lens and distortion-scale parameters - 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 -} - -// Detect if VR simulator is running -bool IsVrSimulatorReady(void) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - return RLGL.Vr.simulatorReady; -#else - return false; -#endif -} - -// Enable/Disable VR experience (device or simulator) -void ToggleVrMode(void) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - RLGL.Vr.simulatorReady = !RLGL.Vr.simulatorReady; - - if (!RLGL.Vr.simulatorReady) - { - RLGL.Vr.stereoRender = false; - - // Reset viewport and default projection-modelview matrices - 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 RLGL.Vr.stereoRender = true; -#endif -} - -// Begin VR drawing configuration -void BeginVrDrawing(void) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if (RLGL.Vr.simulatorReady) - { - rlEnableFramebuffer(RLGL.Vr.stereoFboId); // Setup framebuffer for stereo rendering - //glEnable(GL_FRAMEBUFFER_SRGB); // Enable SRGB framebuffer (only if required) - - //rlViewport(0, 0, buffer.width, buffer.height); // Useful if rendering to separate framebuffers (every eye) - rlClearScreenBuffers(); // Clear current framebuffer - - RLGL.Vr.stereoRender = true; - } -#endif -} - -// End VR drawing process (and desktop mirror) -void EndVrDrawing(void) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if (RLGL.Vr.simulatorReady) - { - RLGL.Vr.stereoRender = false; // Disable stereo render - - rlDisableFramebuffer(); // Unbind current framebuffer - - rlClearScreenBuffers(); // Clear current framebuffer - - // Set viewport to default framebuffer size (screen size) - 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, 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 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(RLGL.Vr.stereoTexId); - - rlPushMatrix(); - rlBegin(RL_QUADS); - rlColor4ub(255, 255, 255, 255); - rlNormal3f(0.0f, 0.0f, 1.0f); - - // Bottom-left corner for texture and quad - rlTexCoord2f(0.0f, 1.0f); - rlVertex2f(0.0f, 0.0f); - - // Bottom-right corner for texture and quad - rlTexCoord2f(0.0f, 0.0f); - rlVertex2f(0.0f, (float)RLGL.State.framebufferHeight); - - // Top-right corner for texture and quad - rlTexCoord2f(1.0f, 0.0f); - rlVertex2f((float)RLGL.State.framebufferWidth, (float)RLGL.State.framebufferHeight); - - // Top-left corner for texture and quad - rlTexCoord2f(1.0f, 1.0f); - rlVertex2f((float)RLGL.State.framebufferWidth, 0.0f); - rlEnd(); - rlPopMatrix(); - - rlDisableTexture(); - - // Update and draw render texture fbo with distortion to backbuffer - DrawRenderBatch(RLGL.currentBatch); - - // Restore RLGL.State.defaultShader - RLGL.State.currentShader = RLGL.State.defaultShader; - - // Reset viewport and default projection-modelview matrices - 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(); - } -#endif -} -#endif // SUPPORT_VR_SIMULATOR - -//---------------------------------------------------------------------------------- -// Module specific Functions Definition -//---------------------------------------------------------------------------------- - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) -// Compile custom shader and return shader id -static unsigned int CompileShader(const char *shaderStr, int type) -{ - unsigned int shader = glCreateShader(type); - glShaderSource(shader, 1, &shaderStr, NULL); - - GLint success = 0; - glCompileShader(shader); - glGetShaderiv(shader, GL_COMPILE_STATUS, &success); - - if (success != GL_TRUE) - { - TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to compile shader code", shader); - int maxLength = 0; - int length; - glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength); - -#if defined(_MSC_VER) - char *log = RL_MALLOC(maxLength); -#else - char log[maxLength]; -#endif - glGetShaderInfoLog(shader, maxLength, &length, log); - - TRACELOG(LOG_WARNING, "SHADER: [ID %i] Compile error: %s", shader, log); - -#if defined(_MSC_VER) - RL_FREE(log); -#endif - } - else TRACELOG(LOG_INFO, "SHADER: [ID %i] Compiled successfully", shader); - - return shader; -} - -// Load custom shader strings and return program id -static unsigned int LoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId) -{ - unsigned int program = 0; - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - GLint success = 0; - program = glCreateProgram(); - - glAttachShader(program, vShaderId); - glAttachShader(program, fShaderId); - - // NOTE: Default attribute shader locations must be binded before linking - glBindAttribLocation(program, 0, DEFAULT_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 - - glLinkProgram(program); - - // NOTE: All uniform variables are intitialised to 0 when a program links - - glGetProgramiv(program, GL_LINK_STATUS, &success); - - if (success == GL_FALSE) - { - TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to link shader program", program); - - int maxLength = 0; - int length; - - glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength); - -#if defined(_MSC_VER) - char *log = RL_MALLOC(maxLength); -#else - char log[maxLength]; -#endif - glGetProgramInfoLog(program, maxLength, &length, log); - - TRACELOG(LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log); - -#if defined(_MSC_VER) - RL_FREE(log); -#endif - glDeleteProgram(program); - - program = 0; - } - else TRACELOG(LOG_INFO, "SHADER: [ID %i] Program loaded successfully", program); -#endif - return program; -} - - -// Load default shader (just vertex positioning and texture coloring) -// NOTE: This shader program is used for internal buffers -static Shader LoadShaderDefault(void) -{ - Shader shader = { 0 }; - 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 - const char *defaultVShaderStr = -#if defined(GRAPHICS_API_OPENGL_21) - "#version 120 \n" -#elif defined(GRAPHICS_API_OPENGL_ES2) - "#version 100 \n" -#endif -#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21) - "attribute vec3 vertexPosition; \n" - "attribute vec2 vertexTexCoord; \n" - "attribute vec4 vertexColor; \n" - "varying vec2 fragTexCoord; \n" - "varying vec4 fragColor; \n" -#elif defined(GRAPHICS_API_OPENGL_33) - "#version 330 \n" - "in vec3 vertexPosition; \n" - "in vec2 vertexTexCoord; \n" - "in vec4 vertexColor; \n" - "out vec2 fragTexCoord; \n" - "out vec4 fragColor; \n" -#endif - "uniform mat4 mvp; \n" - "void main() \n" - "{ \n" - " fragTexCoord = vertexTexCoord; \n" - " fragColor = vertexColor; \n" - " gl_Position = mvp*vec4(vertexPosition, 1.0); \n" - "} \n"; - - // Fragment shader directly defined, no external file required - const char *defaultFShaderStr = -#if defined(GRAPHICS_API_OPENGL_21) - "#version 120 \n" -#elif defined(GRAPHICS_API_OPENGL_ES2) - "#version 100 \n" - "precision mediump float; \n" // precision required for OpenGL ES2 (WebGL) -#endif -#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21) - "varying vec2 fragTexCoord; \n" - "varying vec4 fragColor; \n" -#elif defined(GRAPHICS_API_OPENGL_33) - "#version 330 \n" - "in vec2 fragTexCoord; \n" - "in vec4 fragColor; \n" - "out vec4 finalColor; \n" -#endif - "uniform sampler2D texture0; \n" - "uniform vec4 colDiffuse; \n" - "void main() \n" - "{ \n" -#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21) - " vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0 - " gl_FragColor = texelColor*colDiffuse*fragColor; \n" -#elif defined(GRAPHICS_API_OPENGL_33) - " vec4 texelColor = texture(texture0, fragTexCoord); \n" - " finalColor = texelColor*colDiffuse*fragColor; \n" -#endif - "} \n"; - - // NOTE: Compiled vertex/fragment shaders are kept for re-use - 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(RLGL.State.defaultVShaderId, RLGL.State.defaultFShaderId); - - if (shader.id > 0) - { - 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"); - shader.locs[LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(shader.id, "vertexTexCoord"); - shader.locs[LOC_VERTEX_COLOR] = glGetAttribLocation(shader.id, "vertexColor"); - - // Set default shader locations: uniform locations - shader.locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader.id, "mvp"); - shader.locs[LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader.id, "colDiffuse"); - shader.locs[LOC_MAP_DIFFUSE] = glGetUniformLocation(shader.id, "texture0"); - - // NOTE: We could also use below function but in case DEFAULT_ATTRIB_* points are - // changed for external custom shaders, we just use direct bindings above - //SetShaderDefaultLocations(&shader); - } - else TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to load default shader", shader.id); - - return shader; -} - -// Get location handlers to for shader attributes and uniforms -// NOTE: If any location is not found, loc point becomes -1 -static void SetShaderDefaultLocations(Shader *shader) -{ - // NOTE: Default shader attrib locations have been fixed before linking: - // vertex position location = 0 - // vertex texcoord location = 1 - // vertex normal location = 2 - // vertex color location = 3 - // vertex tangent location = 4 - // vertex texcoord2 location = 5 - - // Get handles to GLSL input attibute locations - shader->locs[LOC_VERTEX_POSITION] = glGetAttribLocation(shader->id, DEFAULT_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"); - shader->locs[LOC_MATRIX_PROJECTION] = glGetUniformLocation(shader->id, "projection"); - shader->locs[LOC_MATRIX_VIEW] = glGetUniformLocation(shader->id, "view"); - - // Get handles to GLSL uniform locations (fragment shader) - shader->locs[LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader->id, "colDiffuse"); - shader->locs[LOC_MAP_DIFFUSE] = glGetUniformLocation(shader->id, "texture0"); - shader->locs[LOC_MAP_SPECULAR] = glGetUniformLocation(shader->id, "texture1"); - shader->locs[LOC_MAP_NORMAL] = glGetUniformLocation(shader->id, "texture2"); -} - -// Unload default shader -static void UnloadShaderDefault(void) -{ - glUseProgram(0); - - glDetachShader(RLGL.State.defaultShader.id, RLGL.State.defaultVShaderId); - glDetachShader(RLGL.State.defaultShader.id, RLGL.State.defaultFShaderId); - glDeleteShader(RLGL.State.defaultVShaderId); - glDeleteShader(RLGL.State.defaultFShaderId); - - glDeleteProgram(RLGL.State.defaultShader.id); - - RL_FREE(RLGL.State.defaultShader.locs); -} - -// Load render batch -static RenderBatch LoadRenderBatch(int numBuffers, int bufferElements) -{ - RenderBatch batch = { 0 }; - - // Initialize CPU (RAM) vertex buffers (position, texcoord, color data and indexes) - //-------------------------------------------------------------------------------------------- - batch.vertexBuffer = (VertexBuffer *)RL_MALLOC(sizeof(VertexBuffer)*numBuffers); - - for (int i = 0; i < numBuffers; i++) - { - 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) - batch.vertexBuffer[i].indices = (unsigned int *)RL_MALLOC(bufferElements*6*sizeof(unsigned int)); // 6 int by quad (indices) -#elif defined(GRAPHICS_API_OPENGL_ES2) - 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*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*bufferElements); j += 6) - { - 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++; - } - - batch.vertexBuffer[i].vCounter = 0; - batch.vertexBuffer[i].tcCounter = 0; - batch.vertexBuffer[i].cCounter = 0; - } - - 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 < numBuffers; i++) - { - if (RLGL.ExtSupported.vao) - { - // Initialize Quads VAO - 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, &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, &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, &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, &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, bufferElements*6*sizeof(int), batch.vertexBuffer[i].indices, GL_STATIC_DRAW); -#elif defined(GRAPHICS_API_OPENGL_ES2) - glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(short), batch.vertexBuffer[i].indices, GL_STATIC_DRAW); -#endif - } - - TRACELOG(LOG_INFO, "RLGL: Render batch vertex buffers loaded successfully"); - - // Unbind the current VAO - 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; -} - -// Draw render batch -// NOTE: We require a pointer to reset batch and increase current buffer (multi-buffer) -static void DrawRenderBatch(RenderBatch *batch) -{ - // 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 (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId); - - // Vertex positions 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, 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, 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. - // To avoid waiting (idle), you can call first glBufferData() with NULL pointer before glMapBuffer(). - // If you do that, the previous data in PBO will be discarded and glMapBuffer() returns a new - // allocated pointer immediately even if GPU is still working with the previous data. - - // Another option: map the buffer object into client's memory - // Probably this code could be moved somewhere else... - // 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 (RLGL.ExtSupported.vao) glBindVertexArray(0); - } - //------------------------------------------------------------------------------------------------------------ - - // 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 (RLGL.Vr.stereoRender) eyesCount = 2; -#endif - - for (int eye = 0; eye < eyesCount; eye++) - { -#if defined(SUPPORT_VR_SIMULATOR) - if (eyesCount == 2) SetStereoView(eye, matProjection, matModelView); -#endif - // Draw buffers - if (batch->vertexBuffer[batch->currentBuffer].vCounter > 0) - { - // Set current shader and upload current MVP matrix - glUseProgram(RLGL.State.currentShader.id); - - // 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 (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId); - else - { - // Bind vertex attrib: position (shader-location = 0) - 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, 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, 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, batch->vertexBuffer[batch->currentBuffer].vboId[3]); - } - - // 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 - - // 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++) - { - if (RLGL.State.activeTextureId[i] > 0) - { - glActiveTexture(GL_TEXTURE0 + 1 + i); - glBindTexture(GL_TEXTURE_2D, RLGL.State.activeTextureId[i]); - } - } - - // 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 ((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, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_INT, (GLvoid *)(vertexOffset/4*6*sizeof(GLuint))); -#elif defined(GRAPHICS_API_OPENGL_ES2) - glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_SHORT, (GLvoid *)(vertexOffset/4*6*sizeof(GLushort))); -#endif - } - - vertexOffset += (batch->draws[i].vertexCount + batch->draws[i].vertexAlignment); - } - - if (!RLGL.ExtSupported.vao) - { - glBindBuffer(GL_ARRAY_BUFFER, 0); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); - } - - glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures - } - - if (RLGL.ExtSupported.vao) glBindVertexArray(0); // Unbind VAO - - glUseProgram(0); // Unbind shader program - } - //------------------------------------------------------------------------------------------------------------ - - // Reset batch buffers - //------------------------------------------------------------------------------------------------------------ - // Reset vertex counters for next frame - batch->vertexBuffer[batch->currentBuffer].vCounter = 0; - batch->vertexBuffer[batch->currentBuffer].tcCounter = 0; - batch->vertexBuffer[batch->currentBuffer].cCounter = 0; - - // Reset depth for next draw - batch->currentDepth = -1.0f; - - // Restore projection/modelview matrices - RLGL.State.projection = matProjection; - RLGL.State.modelview = matModelView; - - // Reset RLGL.currentBatch->draws array - for (int i = 0; i < DEFAULT_BATCH_DRAWCALLS; i++) - { - batch->draws[i].mode = RL_QUADS; - batch->draws[i].vertexCount = 0; - batch->draws[i].textureId = RLGL.State.defaultTextureId; - } - - // 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 (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 UnloadRenderBatch(RenderBatch batch) -{ - // Unbind everything - if (RLGL.ExtSupported.vao) glBindVertexArray(0); - glDisableVertexAttribArray(0); - glDisableVertexAttribArray(1); - glDisableVertexAttribArray(2); - glDisableVertexAttribArray(3); - glBindBuffer(GL_ARRAY_BUFFER, 0); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); - - // Unload all vertex buffers data - for (int i = 0; i < batch.buffersCount; i++) - { - // Delete VBOs from GPU (VRAM) - 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 (RLGL.ExtSupported.vao) glDeleteVertexArrays(1, &batch.vertexBuffer[i].vaoId); - - // Free vertex arrays memory from CPU (RAM) - 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 -static void GenDrawQuad(void) -{ - unsigned int quadVAO = 0; - unsigned int quadVBO = 0; - - float vertices[] = { - // 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, - }; - - // Gen VAO to contain VBO - glGenVertexArrays(1, &quadVAO); - glBindVertexArray(quadVAO); - - // Gen and fill vertex buffer (VBO) - glGenBuffers(1, &quadVBO); - glBindBuffer(GL_ARRAY_BUFFER, quadVBO); - glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW); - - // Bind vertex attributes (position, texcoords) - glEnableVertexAttribArray(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))); // Texcoords - - // Draw quad - glBindVertexArray(quadVAO); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - glBindVertexArray(0); - - // Delete buffers (VBO and VAO) - glDeleteBuffers(1, &quadVBO); - glDeleteVertexArrays(1, &quadVAO); -} - -// Renders a 1x1 3D cube in NDC -static void GenDrawCube(void) -{ - unsigned int cubeVAO = 0; - unsigned int cubeVBO = 0; - - float vertices[] = { - // 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 - }; - - // Gen VAO to contain VBO - glGenVertexArrays(1, &cubeVAO); - glBindVertexArray(cubeVAO); - - // Gen and fill vertex buffer (VBO) - glGenBuffers(1, &cubeVBO); - glBindBuffer(GL_ARRAY_BUFFER, cubeVBO); - glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); - - // Bind vertex attributes (position, normals, texcoords) - glBindVertexArray(cubeVAO); - glEnableVertexAttribArray(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))); // Normals - glEnableVertexAttribArray(2); - glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(6*sizeof(float))); // Texcoords - glBindBuffer(GL_ARRAY_BUFFER, 0); - glBindVertexArray(0); - - // Draw cube - glBindVertexArray(cubeVAO); - glDrawArrays(GL_TRIANGLES, 0, 36); - glBindVertexArray(0); - - // Delete VBO and VAO - glDeleteBuffers(1, &cubeVBO); - glDeleteVertexArrays(1, &cubeVAO); -} - -#if defined(SUPPORT_VR_SIMULATOR) -// Set internal projection and modelview matrix depending on eyes tracking data -static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView) -{ - Matrix eyeProjection = matProjection; - Matrix eyeModelView = matModelView; - - // Setup viewport and projection/modelview matrices using tracking data - rlViewport(eye*RLGL.State.framebufferWidth/2, 0, RLGL.State.framebufferWidth/2, RLGL.State.framebufferHeight); - - // Apply view offset to modelview matrix - eyeModelView = MatrixMultiply(matModelView, RLGL.Vr.config.eyesViewOffset[eye]); - - // Set current eye projection matrix - eyeProjection = RLGL.Vr.config.eyesProjection[eye]; - - SetMatrixModelview(eyeModelView); - SetMatrixProjection(eyeProjection); -} -#endif // SUPPORT_VR_SIMULATOR - -#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 - -#if defined(GRAPHICS_API_OPENGL_11) -// Mipmaps data is generated after image data -// NOTE: Only works with RGBA (4 bytes) data! -static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight) -{ - int mipmapCount = 1; // Required mipmap levels count (including base level) - int width = baseWidth; - int height = baseHeight; - int size = baseWidth*baseHeight*4; // Size in bytes (will include mipmaps...), RGBA only - - // Count mipmap levels required - while ((width != 1) && (height != 1)) - { - if (width != 1) width /= 2; - if (height != 1) height /= 2; - - TRACELOGD("TEXTURE: Next mipmap size: %i x %i", width, height); - - mipmapCount++; - - size += (width*height*4); // Add mipmap size (in bytes) - } - - TRACELOGD("TEXTURE: Total mipmaps required: %i", mipmapCount); - TRACELOGD("TEXTURE: Total size of data required: %i", size); - - unsigned char *temp = RL_REALLOC(data, size); - - if (temp != NULL) data = temp; - else TRACELOG(LOG_WARNING, "TEXTURE: Failed to allocate required mipmaps memory"); - - width = baseWidth; - height = baseHeight; - size = (width*height*4); - - // Generate mipmaps - // NOTE: Every mipmap data is stored after data - Color *image = (Color *)RL_MALLOC(width*height*sizeof(Color)); - Color *mipmap = NULL; - int offset = 0; - int j = 0; - - for (int i = 0; i < size; i += 4) - { - image[j].r = data[i]; - image[j].g = data[i + 1]; - image[j].b = data[i + 2]; - image[j].a = data[i + 3]; - j++; - } - - TRACELOGD("TEXTURE: Mipmap base size (%ix%i)", width, height); - - for (int mip = 1; mip < mipmapCount; mip++) - { - mipmap = GenNextMipmap(image, width, height); - - offset += (width*height*4); // Size of last mipmap - j = 0; - - width /= 2; - height /= 2; - size = (width*height*4); // Mipmap size to store after offset - - // Add mipmap to data - for (int i = 0; i < size; i += 4) - { - data[offset + i] = mipmap[j].r; - data[offset + i + 1] = mipmap[j].g; - data[offset + i + 2] = mipmap[j].b; - data[offset + i + 3] = mipmap[j].a; - j++; - } - - RL_FREE(image); - - image = mipmap; - mipmap = NULL; - } - - RL_FREE(mipmap); // free mipmap data - - return mipmapCount; -} - -// Manual mipmap generation (basic scaling algorithm) -static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight) -{ - int x2, y2; - Color prow, pcol; - - int width = srcWidth/2; - int height = srcHeight/2; - - Color *mipmap = (Color *)RL_MALLOC(width*height*sizeof(Color)); - - // Scaling algorithm works perfectly (box-filter) - for (int y = 0; y < height; y++) - { - y2 = 2*y; - - for (int x = 0; x < width; x++) - { - x2 = 2*x; - - prow.r = (srcData[y2*srcWidth + x2].r + srcData[y2*srcWidth + x2 + 1].r)/2; - prow.g = (srcData[y2*srcWidth + x2].g + srcData[y2*srcWidth + x2 + 1].g)/2; - prow.b = (srcData[y2*srcWidth + x2].b + srcData[y2*srcWidth + x2 + 1].b)/2; - prow.a = (srcData[y2*srcWidth + x2].a + srcData[y2*srcWidth + x2 + 1].a)/2; - - pcol.r = (srcData[(y2+1)*srcWidth + x2].r + srcData[(y2+1)*srcWidth + x2 + 1].r)/2; - pcol.g = (srcData[(y2+1)*srcWidth + x2].g + srcData[(y2+1)*srcWidth + x2 + 1].g)/2; - pcol.b = (srcData[(y2+1)*srcWidth + x2].b + srcData[(y2+1)*srcWidth + x2 + 1].b)/2; - pcol.a = (srcData[(y2+1)*srcWidth + x2].a + srcData[(y2+1)*srcWidth + x2 + 1].a)/2; - - mipmap[y*width + x].r = (prow.r + pcol.r)/2; - mipmap[y*width + x].g = (prow.g + pcol.g)/2; - mipmap[y*width + x].b = (prow.b + pcol.b)/2; - mipmap[y*width + x].a = (prow.a + pcol.a)/2; - } - } - - TRACELOGD("TEXTURE: Mipmap generated successfully (%ix%i)", width, height); - - return mipmap; -} -#endif - -#if defined(RLGL_STANDALONE) -// Load text data from file, returns a '\0' terminated string -// NOTE: text chars array should be freed manually -char *LoadFileText(const char *fileName) -{ - char *text = NULL; - - if (fileName != NULL) - { - 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); - - if (size > 0) - { - text = (char *)RL_MALLOC((size + 1)*sizeof(char)); - int count = fread(text, sizeof(char), size, textFile); - - // 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); - - 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) -// NOTE: Size depends on pixel format -int GetPixelDataSize(int width, int height, int format) -{ - int dataSize = 0; // Size in bytes - int bpp = 0; // Bits per pixel - - switch (format) - { - case UNCOMPRESSED_GRAYSCALE: bpp = 8; break; - case UNCOMPRESSED_GRAY_ALPHA: - case UNCOMPRESSED_R5G6B5: - case UNCOMPRESSED_R5G5B5A1: - case UNCOMPRESSED_R4G4B4A4: bpp = 16; break; - case UNCOMPRESSED_R8G8B8A8: bpp = 32; break; - case UNCOMPRESSED_R8G8B8: bpp = 24; break; - case UNCOMPRESSED_R32: bpp = 32; break; - case UNCOMPRESSED_R32G32B32: bpp = 32*3; break; - case UNCOMPRESSED_R32G32B32A32: bpp = 32*4; break; - case COMPRESSED_DXT1_RGB: - case COMPRESSED_DXT1_RGBA: - case COMPRESSED_ETC1_RGB: - case COMPRESSED_ETC2_RGB: - case COMPRESSED_PVRT_RGB: - case COMPRESSED_PVRT_RGBA: bpp = 4; break; - case COMPRESSED_DXT3_RGBA: - case COMPRESSED_DXT5_RGBA: - case COMPRESSED_ETC2_EAC_RGBA: - case COMPRESSED_ASTC_4x4_RGBA: bpp = 8; break; - case COMPRESSED_ASTC_8x8_RGBA: bpp = 2; break; - default: break; - } - - dataSize = width*height*bpp/8; // Total data size in bytes - - // 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 diff --git a/examples/web/shaders/raymath.h b/examples/web/shaders/raymath.h deleted file mode 100644 index 7f05ea4..0000000 --- a/examples/web/shaders/raymath.h +++ /dev/null @@ -1,1516 +0,0 @@ -/********************************************************************************************** -* -* raymath v1.2 - Math functions to work with Vector3, Matrix and Quaternions -* -* CONFIGURATION: -* -* #define RAYMATH_IMPLEMENTATION -* Generates the implementation of the library into the included file. -* If not defined, the library is in header only mode and can be included in other headers -* or source files without problems. But only ONE file should hold the implementation. -* -* #define RAYMATH_HEADER_ONLY -* Define static inline functions code, so #include header suffices for use. -* This may use up lots of memory. -* -* #define RAYMATH_STANDALONE -* Avoid raylib.h header inclusion in this file. -* Vector3 and Matrix data types are defined internally in raymath module. -* -* -* LICENSE: zlib/libpng -* -* Copyright (c) 2015-2020 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. -* -* Permission is granted to anyone to use this software for any purpose, including commercial -* applications, and to alter it and redistribute it freely, subject to the following restrictions: -* -* 1. The origin of this software must not be misrepresented; you must not claim that you -* wrote the original software. If you use this software in a product, an acknowledgment -* in the product documentation would be appreciated but is not required. -* -* 2. Altered source versions must be plainly marked as such, and must not be misrepresented -* as being the original software. -* -* 3. This notice may not be removed or altered from any source distribution. -* -**********************************************************************************************/ - -#ifndef RAYMATH_H -#define RAYMATH_H - -//#define RAYMATH_STANDALONE // NOTE: To use raymath as standalone lib, just uncomment this line -//#define RAYMATH_HEADER_ONLY // NOTE: To compile functions as static inline, uncomment this line - -#ifndef RAYMATH_STANDALONE - #include "raylib.h" // Required for structs: Vector3, Matrix -#endif - -#if defined(RAYMATH_IMPLEMENTATION) && defined(RAYMATH_HEADER_ONLY) - #error "Specifying both RAYMATH_IMPLEMENTATION and RAYMATH_HEADER_ONLY is contradictory" -#endif - -#if defined(RAYMATH_IMPLEMENTATION) - #if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED) - #define RMDEF __declspec(dllexport) extern inline // We are building raylib as a Win32 shared library (.dll). - #elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED) - #define RMDEF __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll) - #else - #define RMDEF extern inline // Provide external definition - #endif -#elif defined(RAYMATH_HEADER_ONLY) - #define RMDEF static inline // Functions may be inlined, no external out-of-line definition -#else - #if defined(__TINYC__) - #define RMDEF static inline // plain inline not supported by tinycc (See issue #435) - #else - #define RMDEF inline // Functions may be inlined or external definition used - #endif -#endif - -//---------------------------------------------------------------------------------- -// Defines and Macros -//---------------------------------------------------------------------------------- -#ifndef PI - #define PI 3.14159265358979323846 -#endif - -#ifndef DEG2RAD - #define DEG2RAD (PI/180.0f) -#endif - -#ifndef RAD2DEG - #define RAD2DEG (180.0f/PI) -#endif - -// Return float vector for Matrix -#ifndef MatrixToFloat - #define MatrixToFloat(mat) (MatrixToFloatV(mat).v) -#endif - -// Return float vector for Vector3 -#ifndef Vector3ToFloat - #define Vector3ToFloat(vec) (Vector3ToFloatV(vec).v) -#endif - -//---------------------------------------------------------------------------------- -// Types and Structures Definition -//---------------------------------------------------------------------------------- - -#if defined(RAYMATH_STANDALONE) - // Vector2 type - typedef struct Vector2 { - float x; - float y; - } Vector2; - - // Vector3 type - typedef struct Vector3 { - float x; - float y; - float z; - } Vector3; - - // Vector4 type - typedef struct Vector4 { - float x; - float y; - float z; - float w; - } Vector4; - - // Quaternion type - typedef Vector4 Quaternion; - - // Matrix type (OpenGL style 4x4 - right handed, column major) - typedef struct Matrix { - float m0, m4, m8, m12; - float m1, m5, m9, m13; - float m2, m6, m10, m14; - float m3, m7, m11, m15; - } Matrix; -#endif - -// NOTE: Helper types to be used instead of array return types for *ToFloat functions -typedef struct float3 { float v[3]; } float3; -typedef struct float16 { float v[16]; } float16; - -#include <math.h> // Required for: sinf(), cosf(), sqrtf(), tan(), fabs() - -//---------------------------------------------------------------------------------- -// Module Functions Definition - Utils math -//---------------------------------------------------------------------------------- - -// Clamp float value -RMDEF float Clamp(float value, float min, float max) -{ - const float res = value < min ? min : value; - return res > max ? max : res; -} - -// Calculate linear interpolation between two floats -RMDEF float Lerp(float start, float end, float amount) -{ - return start + amount*(end - start); -} - -// Normalize input value within input range -RMDEF float Normalize(float value, float start, float end) -{ - return (value - start) / (end - start); -} - -// Remap input value within input range to output range -RMDEF float Remap(float value, float inputStart, float inputEnd, float outputStart, float outputEnd) -{ - return (value - inputStart) / (inputEnd - inputStart) * (outputEnd - outputStart) + outputStart; -} - -//---------------------------------------------------------------------------------- -// Module Functions Definition - Vector2 math -//---------------------------------------------------------------------------------- - -// Vector with components value 0.0f -RMDEF Vector2 Vector2Zero(void) -{ - Vector2 result = { 0.0f, 0.0f }; - return result; -} - -// Vector with components value 1.0f -RMDEF Vector2 Vector2One(void) -{ - Vector2 result = { 1.0f, 1.0f }; - return result; -} - -// Add two vectors (v1 + v2) -RMDEF Vector2 Vector2Add(Vector2 v1, Vector2 v2) -{ - Vector2 result = { v1.x + v2.x, v1.y + v2.y }; - return result; -} - -// Add vector and float value -RMDEF Vector2 Vector2AddValue(Vector2 v, float add) -{ - Vector2 result = { v.x + add, v.y + add }; - return result; -} - -// Subtract two vectors (v1 - v2) -RMDEF Vector2 Vector2Subtract(Vector2 v1, Vector2 v2) -{ - Vector2 result = { v1.x - v2.x, v1.y - v2.y }; - return result; -} - -// Subtract vector by float value -RMDEF Vector2 Vector2SubtractValue(Vector2 v, float sub) -{ - Vector2 result = { v.x - sub, v.y - sub }; - return result; -} - -// Calculate vector length -RMDEF float Vector2Length(Vector2 v) -{ - float result = sqrtf((v.x*v.x) + (v.y*v.y)); - return result; -} - -// Calculate vector square length -RMDEF float Vector2LengthSqr(Vector2 v) -{ - float result = (v.x*v.x) + (v.y*v.y); - return result; -} - -// Calculate two vectors dot product -RMDEF float Vector2DotProduct(Vector2 v1, Vector2 v2) -{ - float result = (v1.x*v2.x + v1.y*v2.y); - return result; -} - -// Calculate distance between two vectors -RMDEF float Vector2Distance(Vector2 v1, Vector2 v2) -{ - float result = sqrtf((v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y)); - return result; -} - -// Calculate angle from two vectors in X-axis -RMDEF float Vector2Angle(Vector2 v1, Vector2 v2) -{ - float result = atan2f(v2.y - v1.y, v2.x - v1.x)*(180.0f/PI); - if (result < 0) result += 360.0f; - return result; -} - -// Scale vector (multiply by value) -RMDEF Vector2 Vector2Scale(Vector2 v, float scale) -{ - Vector2 result = { v.x*scale, v.y*scale }; - return result; -} - -// Multiply vector by vector -RMDEF Vector2 Vector2Multiply(Vector2 v1, Vector2 v2) -{ - Vector2 result = { v1.x*v2.x, v1.y*v2.y }; - return result; -} - -// Negate vector -RMDEF Vector2 Vector2Negate(Vector2 v) -{ - Vector2 result = { -v.x, -v.y }; - return result; -} - -// Divide vector by vector -RMDEF Vector2 Vector2Divide(Vector2 v1, Vector2 v2) -{ - Vector2 result = { v1.x/v2.x, v1.y/v2.y }; - return result; -} - -// Normalize provided vector -RMDEF Vector2 Vector2Normalize(Vector2 v) -{ - Vector2 result = Vector2Scale(v, 1/Vector2Length(v)); - return result; -} - -// Calculate linear interpolation between two vectors -RMDEF Vector2 Vector2Lerp(Vector2 v1, Vector2 v2, float amount) -{ - Vector2 result = { 0 }; - - result.x = v1.x + amount*(v2.x - v1.x); - result.y = v1.y + amount*(v2.y - v1.y); - - return result; -} - -// Calculate reflected vector to normal -RMDEF Vector2 Vector2Reflect(Vector2 v, Vector2 normal) -{ - Vector2 result = { 0 }; - - float dotProduct = Vector2DotProduct(v, normal); - - result.x = v.x - (2.0f*normal.x)*dotProduct; - result.y = v.y - (2.0f*normal.y)*dotProduct; - - return result; -} - -// Rotate Vector by float in Degrees. -RMDEF Vector2 Vector2Rotate(Vector2 v, float degs) -{ - float rads = degs*DEG2RAD; - Vector2 result = {v.x * cosf(rads) - v.y * sinf(rads) , v.x * sinf(rads) + v.y * cosf(rads) }; - return result; -} - -// Move Vector towards target -RMDEF Vector2 Vector2MoveTowards(Vector2 v, Vector2 target, float maxDistance) -{ - Vector2 result = { 0 }; - float dx = target.x - v.x; - float dy = target.y - v.y; - float value = (dx*dx) + (dy*dy); - - if ((value == 0) || ((maxDistance >= 0) && (value <= maxDistance*maxDistance))) result = target; - - float dist = sqrtf(value); - - result.x = v.x + dx/dist*maxDistance; - result.y = v.y + dy/dist*maxDistance; - - return result; -} - -//---------------------------------------------------------------------------------- -// Module Functions Definition - Vector3 math -//---------------------------------------------------------------------------------- - -// Vector with components value 0.0f -RMDEF Vector3 Vector3Zero(void) -{ - Vector3 result = { 0.0f, 0.0f, 0.0f }; - return result; -} - -// Vector with components value 1.0f -RMDEF Vector3 Vector3One(void) -{ - Vector3 result = { 1.0f, 1.0f, 1.0f }; - return result; -} - -// Add two vectors -RMDEF Vector3 Vector3Add(Vector3 v1, Vector3 v2) -{ - Vector3 result = { v1.x + v2.x, v1.y + v2.y, v1.z + v2.z }; - return result; -} - -// Add vector and float value -RMDEF Vector3 Vector3AddValue(Vector3 v, float add) -{ - Vector3 result = { v.x + add, v.y + add, v.z + add }; - return result; -} - -// Subtract two vectors -RMDEF Vector3 Vector3Subtract(Vector3 v1, Vector3 v2) -{ - Vector3 result = { v1.x - v2.x, v1.y - v2.y, v1.z - v2.z }; - return result; -} - -// Subtract vector by float value -RMDEF Vector3 Vector3SubtractValue(Vector3 v, float sub) -{ - Vector3 result = { v.x - sub, v.y - sub, v.z - sub }; - return result; -} - -// Multiply vector by scalar -RMDEF Vector3 Vector3Scale(Vector3 v, float scalar) -{ - Vector3 result = { v.x*scalar, v.y*scalar, v.z*scalar }; - return result; -} - -// Multiply vector by vector -RMDEF Vector3 Vector3Multiply(Vector3 v1, Vector3 v2) -{ - Vector3 result = { v1.x*v2.x, v1.y*v2.y, v1.z*v2.z }; - return result; -} - -// Calculate two vectors cross product -RMDEF Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2) -{ - Vector3 result = { v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x }; - return result; -} - -// Calculate one vector perpendicular vector -RMDEF Vector3 Vector3Perpendicular(Vector3 v) -{ - Vector3 result = { 0 }; - - float min = (float) fabs(v.x); - Vector3 cardinalAxis = {1.0f, 0.0f, 0.0f}; - - if (fabs(v.y) < min) - { - min = (float) fabs(v.y); - Vector3 tmp = {0.0f, 1.0f, 0.0f}; - cardinalAxis = tmp; - } - - if (fabs(v.z) < min) - { - Vector3 tmp = {0.0f, 0.0f, 1.0f}; - cardinalAxis = tmp; - } - - result = Vector3CrossProduct(v, cardinalAxis); - - return result; -} - -// Calculate vector length -RMDEF float Vector3Length(const Vector3 v) -{ - float result = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); - return result; -} - -// Calculate vector square length -RMDEF float Vector3LengthSqr(const Vector3 v) -{ - float result = v.x*v.x + v.y*v.y + v.z*v.z; - return result; -} - -// Calculate two vectors dot product -RMDEF float Vector3DotProduct(Vector3 v1, Vector3 v2) -{ - float result = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z); - return result; -} - -// Calculate distance between two vectors -RMDEF float Vector3Distance(Vector3 v1, Vector3 v2) -{ - float dx = v2.x - v1.x; - float dy = v2.y - v1.y; - float dz = v2.z - v1.z; - float result = sqrtf(dx*dx + dy*dy + dz*dz); - return result; -} - -// Negate provided vector (invert direction) -RMDEF Vector3 Vector3Negate(Vector3 v) -{ - Vector3 result = { -v.x, -v.y, -v.z }; - return result; -} - -// Divide vector by vector -RMDEF Vector3 Vector3Divide(Vector3 v1, Vector3 v2) -{ - Vector3 result = { v1.x/v2.x, v1.y/v2.y, v1.z/v2.z }; - return result; -} - -// Normalize provided vector -RMDEF Vector3 Vector3Normalize(Vector3 v) -{ - Vector3 result = v; - - float length, ilength; - length = Vector3Length(v); - if (length == 0.0f) length = 1.0f; - ilength = 1.0f/length; - - result.x *= ilength; - result.y *= ilength; - result.z *= ilength; - - return result; -} - -// Orthonormalize provided vectors -// Makes vectors normalized and orthogonal to each other -// Gram-Schmidt function implementation -RMDEF void Vector3OrthoNormalize(Vector3 *v1, Vector3 *v2) -{ - *v1 = Vector3Normalize(*v1); - Vector3 vn = Vector3CrossProduct(*v1, *v2); - vn = Vector3Normalize(vn); - *v2 = Vector3CrossProduct(vn, *v1); -} - -// Transforms a Vector3 by a given Matrix -RMDEF Vector3 Vector3Transform(Vector3 v, Matrix mat) -{ - Vector3 result = { 0 }; - float x = v.x; - float y = v.y; - float z = v.z; - - result.x = mat.m0*x + mat.m4*y + mat.m8*z + mat.m12; - result.y = mat.m1*x + mat.m5*y + mat.m9*z + mat.m13; - result.z = mat.m2*x + mat.m6*y + mat.m10*z + mat.m14; - - return result; -} - -// Transform a vector by quaternion rotation -RMDEF Vector3 Vector3RotateByQuaternion(Vector3 v, Quaternion q) -{ - Vector3 result = { 0 }; - - result.x = v.x*(q.x*q.x + q.w*q.w - q.y*q.y - q.z*q.z) + v.y*(2*q.x*q.y - 2*q.w*q.z) + v.z*(2*q.x*q.z + 2*q.w*q.y); - result.y = v.x*(2*q.w*q.z + 2*q.x*q.y) + v.y*(q.w*q.w - q.x*q.x + q.y*q.y - q.z*q.z) + v.z*(-2*q.w*q.x + 2*q.y*q.z); - result.z = v.x*(-2*q.w*q.y + 2*q.x*q.z) + v.y*(2*q.w*q.x + 2*q.y*q.z)+ v.z*(q.w*q.w - q.x*q.x - q.y*q.y + q.z*q.z); - - return result; -} - -// Calculate linear interpolation between two vectors -RMDEF Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount) -{ - Vector3 result = { 0 }; - - result.x = v1.x + amount*(v2.x - v1.x); - result.y = v1.y + amount*(v2.y - v1.y); - result.z = v1.z + amount*(v2.z - v1.z); - - return result; -} - -// Calculate reflected vector to normal -RMDEF Vector3 Vector3Reflect(Vector3 v, Vector3 normal) -{ - // I is the original vector - // N is the normal of the incident plane - // R = I - (2*N*( DotProduct[ I,N] )) - - Vector3 result = { 0 }; - - float dotProduct = Vector3DotProduct(v, normal); - - result.x = v.x - (2.0f*normal.x)*dotProduct; - result.y = v.y - (2.0f*normal.y)*dotProduct; - result.z = v.z - (2.0f*normal.z)*dotProduct; - - return result; -} - -// Return min value for each pair of components -RMDEF Vector3 Vector3Min(Vector3 v1, Vector3 v2) -{ - Vector3 result = { 0 }; - - result.x = fminf(v1.x, v2.x); - result.y = fminf(v1.y, v2.y); - result.z = fminf(v1.z, v2.z); - - return result; -} - -// Return max value for each pair of components -RMDEF Vector3 Vector3Max(Vector3 v1, Vector3 v2) -{ - Vector3 result = { 0 }; - - result.x = fmaxf(v1.x, v2.x); - result.y = fmaxf(v1.y, v2.y); - result.z = fmaxf(v1.z, v2.z); - - return result; -} - -// Compute barycenter coordinates (u, v, w) for point p with respect to triangle (a, b, c) -// NOTE: Assumes P is on the plane of the triangle -RMDEF Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c) -{ - //Vector v0 = b - a, v1 = c - a, v2 = p - a; - - Vector3 v0 = Vector3Subtract(b, a); - Vector3 v1 = Vector3Subtract(c, a); - Vector3 v2 = Vector3Subtract(p, a); - float d00 = Vector3DotProduct(v0, v0); - float d01 = Vector3DotProduct(v0, v1); - float d11 = Vector3DotProduct(v1, v1); - float d20 = Vector3DotProduct(v2, v0); - float d21 = Vector3DotProduct(v2, v1); - - float denom = d00*d11 - d01*d01; - - Vector3 result = { 0 }; - - result.y = (d11*d20 - d01*d21)/denom; - result.z = (d00*d21 - d01*d20)/denom; - result.x = 1.0f - (result.z + result.y); - - return result; -} - -// Returns Vector3 as float array -RMDEF float3 Vector3ToFloatV(Vector3 v) -{ - float3 buffer = { 0 }; - - buffer.v[0] = v.x; - buffer.v[1] = v.y; - buffer.v[2] = v.z; - - return buffer; -} - -//---------------------------------------------------------------------------------- -// Module Functions Definition - Matrix math -//---------------------------------------------------------------------------------- - -// Compute matrix determinant -RMDEF float MatrixDeterminant(Matrix mat) -{ - // Cache the matrix values (speed optimization) - float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3; - float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7; - float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11; - float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15; - - float result = a30*a21*a12*a03 - a20*a31*a12*a03 - a30*a11*a22*a03 + a10*a31*a22*a03 + - a20*a11*a32*a03 - a10*a21*a32*a03 - a30*a21*a02*a13 + a20*a31*a02*a13 + - a30*a01*a22*a13 - a00*a31*a22*a13 - a20*a01*a32*a13 + a00*a21*a32*a13 + - a30*a11*a02*a23 - a10*a31*a02*a23 - a30*a01*a12*a23 + a00*a31*a12*a23 + - a10*a01*a32*a23 - a00*a11*a32*a23 - a20*a11*a02*a33 + a10*a21*a02*a33 + - a20*a01*a12*a33 - a00*a21*a12*a33 - a10*a01*a22*a33 + a00*a11*a22*a33; - - return result; -} - -// Returns the trace of the matrix (sum of the values along the diagonal) -RMDEF float MatrixTrace(Matrix mat) -{ - float result = (mat.m0 + mat.m5 + mat.m10 + mat.m15); - return result; -} - -// Transposes provided matrix -RMDEF Matrix MatrixTranspose(Matrix mat) -{ - Matrix result = { 0 }; - - result.m0 = mat.m0; - result.m1 = mat.m4; - result.m2 = mat.m8; - result.m3 = mat.m12; - result.m4 = mat.m1; - result.m5 = mat.m5; - result.m6 = mat.m9; - result.m7 = mat.m13; - result.m8 = mat.m2; - result.m9 = mat.m6; - result.m10 = mat.m10; - result.m11 = mat.m14; - result.m12 = mat.m3; - result.m13 = mat.m7; - result.m14 = mat.m11; - result.m15 = mat.m15; - - return result; -} - -// Invert provided matrix -RMDEF Matrix MatrixInvert(Matrix mat) -{ - Matrix result = { 0 }; - - // Cache the matrix values (speed optimization) - float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3; - float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7; - float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11; - float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15; - - float b00 = a00*a11 - a01*a10; - float b01 = a00*a12 - a02*a10; - float b02 = a00*a13 - a03*a10; - float b03 = a01*a12 - a02*a11; - float b04 = a01*a13 - a03*a11; - float b05 = a02*a13 - a03*a12; - float b06 = a20*a31 - a21*a30; - float b07 = a20*a32 - a22*a30; - float b08 = a20*a33 - a23*a30; - float b09 = a21*a32 - a22*a31; - float b10 = a21*a33 - a23*a31; - float b11 = a22*a33 - a23*a32; - - // Calculate the invert determinant (inlined to avoid double-caching) - float invDet = 1.0f/(b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06); - - result.m0 = (a11*b11 - a12*b10 + a13*b09)*invDet; - result.m1 = (-a01*b11 + a02*b10 - a03*b09)*invDet; - result.m2 = (a31*b05 - a32*b04 + a33*b03)*invDet; - result.m3 = (-a21*b05 + a22*b04 - a23*b03)*invDet; - result.m4 = (-a10*b11 + a12*b08 - a13*b07)*invDet; - result.m5 = (a00*b11 - a02*b08 + a03*b07)*invDet; - result.m6 = (-a30*b05 + a32*b02 - a33*b01)*invDet; - result.m7 = (a20*b05 - a22*b02 + a23*b01)*invDet; - result.m8 = (a10*b10 - a11*b08 + a13*b06)*invDet; - result.m9 = (-a00*b10 + a01*b08 - a03*b06)*invDet; - result.m10 = (a30*b04 - a31*b02 + a33*b00)*invDet; - result.m11 = (-a20*b04 + a21*b02 - a23*b00)*invDet; - result.m12 = (-a10*b09 + a11*b07 - a12*b06)*invDet; - result.m13 = (a00*b09 - a01*b07 + a02*b06)*invDet; - result.m14 = (-a30*b03 + a31*b01 - a32*b00)*invDet; - result.m15 = (a20*b03 - a21*b01 + a22*b00)*invDet; - - return result; -} - -// Normalize provided matrix -RMDEF Matrix MatrixNormalize(Matrix mat) -{ - Matrix result = { 0 }; - - float det = MatrixDeterminant(mat); - - result.m0 = mat.m0/det; - result.m1 = mat.m1/det; - result.m2 = mat.m2/det; - result.m3 = mat.m3/det; - result.m4 = mat.m4/det; - result.m5 = mat.m5/det; - result.m6 = mat.m6/det; - result.m7 = mat.m7/det; - result.m8 = mat.m8/det; - result.m9 = mat.m9/det; - result.m10 = mat.m10/det; - result.m11 = mat.m11/det; - result.m12 = mat.m12/det; - result.m13 = mat.m13/det; - result.m14 = mat.m14/det; - result.m15 = mat.m15/det; - - return result; -} - -// Returns identity matrix -RMDEF Matrix MatrixIdentity(void) -{ - Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f, - 0.0f, 1.0f, 0.0f, 0.0f, - 0.0f, 0.0f, 1.0f, 0.0f, - 0.0f, 0.0f, 0.0f, 1.0f }; - - return result; -} - -// Add two matrices -RMDEF Matrix MatrixAdd(Matrix left, Matrix right) -{ - Matrix result = MatrixIdentity(); - - result.m0 = left.m0 + right.m0; - result.m1 = left.m1 + right.m1; - result.m2 = left.m2 + right.m2; - result.m3 = left.m3 + right.m3; - result.m4 = left.m4 + right.m4; - result.m5 = left.m5 + right.m5; - result.m6 = left.m6 + right.m6; - result.m7 = left.m7 + right.m7; - result.m8 = left.m8 + right.m8; - result.m9 = left.m9 + right.m9; - result.m10 = left.m10 + right.m10; - result.m11 = left.m11 + right.m11; - result.m12 = left.m12 + right.m12; - result.m13 = left.m13 + right.m13; - result.m14 = left.m14 + right.m14; - result.m15 = left.m15 + right.m15; - - return result; -} - -// Subtract two matrices (left - right) -RMDEF Matrix MatrixSubtract(Matrix left, Matrix right) -{ - Matrix result = MatrixIdentity(); - - result.m0 = left.m0 - right.m0; - result.m1 = left.m1 - right.m1; - result.m2 = left.m2 - right.m2; - result.m3 = left.m3 - right.m3; - result.m4 = left.m4 - right.m4; - result.m5 = left.m5 - right.m5; - result.m6 = left.m6 - right.m6; - result.m7 = left.m7 - right.m7; - result.m8 = left.m8 - right.m8; - result.m9 = left.m9 - right.m9; - result.m10 = left.m10 - right.m10; - result.m11 = left.m11 - right.m11; - result.m12 = left.m12 - right.m12; - result.m13 = left.m13 - right.m13; - result.m14 = left.m14 - right.m14; - result.m15 = left.m15 - right.m15; - - return result; -} - -// Returns two matrix multiplication -// NOTE: When multiplying matrices... the order matters! -RMDEF Matrix MatrixMultiply(Matrix left, Matrix right) -{ - Matrix result = { 0 }; - - result.m0 = left.m0*right.m0 + left.m1*right.m4 + left.m2*right.m8 + left.m3*right.m12; - result.m1 = left.m0*right.m1 + left.m1*right.m5 + left.m2*right.m9 + left.m3*right.m13; - result.m2 = left.m0*right.m2 + left.m1*right.m6 + left.m2*right.m10 + left.m3*right.m14; - result.m3 = left.m0*right.m3 + left.m1*right.m7 + left.m2*right.m11 + left.m3*right.m15; - result.m4 = left.m4*right.m0 + left.m5*right.m4 + left.m6*right.m8 + left.m7*right.m12; - result.m5 = left.m4*right.m1 + left.m5*right.m5 + left.m6*right.m9 + left.m7*right.m13; - result.m6 = left.m4*right.m2 + left.m5*right.m6 + left.m6*right.m10 + left.m7*right.m14; - result.m7 = left.m4*right.m3 + left.m5*right.m7 + left.m6*right.m11 + left.m7*right.m15; - result.m8 = left.m8*right.m0 + left.m9*right.m4 + left.m10*right.m8 + left.m11*right.m12; - result.m9 = left.m8*right.m1 + left.m9*right.m5 + left.m10*right.m9 + left.m11*right.m13; - result.m10 = left.m8*right.m2 + left.m9*right.m6 + left.m10*right.m10 + left.m11*right.m14; - result.m11 = left.m8*right.m3 + left.m9*right.m7 + left.m10*right.m11 + left.m11*right.m15; - result.m12 = left.m12*right.m0 + left.m13*right.m4 + left.m14*right.m8 + left.m15*right.m12; - result.m13 = left.m12*right.m1 + left.m13*right.m5 + left.m14*right.m9 + left.m15*right.m13; - result.m14 = left.m12*right.m2 + left.m13*right.m6 + left.m14*right.m10 + left.m15*right.m14; - result.m15 = left.m12*right.m3 + left.m13*right.m7 + left.m14*right.m11 + left.m15*right.m15; - - return result; -} - -// Returns translation matrix -RMDEF Matrix MatrixTranslate(float x, float y, float z) -{ - Matrix result = { 1.0f, 0.0f, 0.0f, x, - 0.0f, 1.0f, 0.0f, y, - 0.0f, 0.0f, 1.0f, z, - 0.0f, 0.0f, 0.0f, 1.0f }; - - return result; -} - -// Create rotation matrix from axis and angle -// NOTE: Angle should be provided in radians -RMDEF Matrix MatrixRotate(Vector3 axis, float angle) -{ - Matrix result = { 0 }; - - float x = axis.x, y = axis.y, z = axis.z; - - float length = sqrtf(x*x + y*y + z*z); - - if ((length != 1.0f) && (length != 0.0f)) - { - length = 1.0f/length; - x *= length; - y *= length; - z *= length; - } - - float sinres = sinf(angle); - float cosres = cosf(angle); - float t = 1.0f - cosres; - - result.m0 = x*x*t + cosres; - result.m1 = y*x*t + z*sinres; - result.m2 = z*x*t - y*sinres; - result.m3 = 0.0f; - - result.m4 = x*y*t - z*sinres; - result.m5 = y*y*t + cosres; - result.m6 = z*y*t + x*sinres; - result.m7 = 0.0f; - - result.m8 = x*z*t + y*sinres; - result.m9 = y*z*t - x*sinres; - result.m10 = z*z*t + cosres; - result.m11 = 0.0f; - - result.m12 = 0.0f; - result.m13 = 0.0f; - result.m14 = 0.0f; - result.m15 = 1.0f; - - return result; -} - -// Returns x-rotation matrix (angle in radians) -RMDEF Matrix MatrixRotateX(float angle) -{ - Matrix result = MatrixIdentity(); - - float cosres = cosf(angle); - float sinres = sinf(angle); - - result.m5 = cosres; - result.m6 = -sinres; - result.m9 = sinres; - result.m10 = cosres; - - return result; -} - -// Returns y-rotation matrix (angle in radians) -RMDEF Matrix MatrixRotateY(float angle) -{ - Matrix result = MatrixIdentity(); - - float cosres = cosf(angle); - float sinres = sinf(angle); - - result.m0 = cosres; - result.m2 = sinres; - result.m8 = -sinres; - result.m10 = cosres; - - return result; -} - -// Returns z-rotation matrix (angle in radians) -RMDEF Matrix MatrixRotateZ(float angle) -{ - Matrix result = MatrixIdentity(); - - float cosres = cosf(angle); - float sinres = sinf(angle); - - result.m0 = cosres; - result.m1 = -sinres; - result.m4 = sinres; - result.m5 = cosres; - - return result; -} - - -// Returns xyz-rotation matrix (angles in radians) -RMDEF Matrix MatrixRotateXYZ(Vector3 ang) -{ - Matrix result = MatrixIdentity(); - - float cosz = cosf(-ang.z); - float sinz = sinf(-ang.z); - float cosy = cosf(-ang.y); - float siny = sinf(-ang.y); - float cosx = cosf(-ang.x); - float sinx = sinf(-ang.x); - - result.m0 = cosz * cosy; - result.m4 = (cosz * siny * sinx) - (sinz * cosx); - result.m8 = (cosz * siny * cosx) + (sinz * sinx); - - result.m1 = sinz * cosy; - result.m5 = (sinz * siny * sinx) + (cosz * cosx); - result.m9 = (sinz * siny * cosx) - (cosz * sinx); - - result.m2 = -siny; - result.m6 = cosy * sinx; - result.m10= cosy * cosx; - - return result; -} - -// Returns zyx-rotation matrix (angles in radians) -// TODO: This solution is suboptimal, it should be possible to create this matrix in one go -// instead of using a 3 matrix multiplication -RMDEF Matrix MatrixRotateZYX(Vector3 ang) -{ - Matrix result = MatrixRotateZ(ang.z); - result = MatrixMultiply(result, MatrixRotateY(ang.y)); - result = MatrixMultiply(result, MatrixRotateX(ang.x)); - - return result; -} - -// Returns scaling matrix -RMDEF Matrix MatrixScale(float x, float y, float z) -{ - Matrix result = { x, 0.0f, 0.0f, 0.0f, - 0.0f, y, 0.0f, 0.0f, - 0.0f, 0.0f, z, 0.0f, - 0.0f, 0.0f, 0.0f, 1.0f }; - - return result; -} - -// Returns perspective projection matrix -RMDEF Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far) -{ - Matrix result = { 0 }; - - float rl = (float)(right - left); - float tb = (float)(top - bottom); - float fn = (float)(far - near); - - result.m0 = ((float) near*2.0f)/rl; - result.m1 = 0.0f; - result.m2 = 0.0f; - result.m3 = 0.0f; - - result.m4 = 0.0f; - result.m5 = ((float) near*2.0f)/tb; - result.m6 = 0.0f; - result.m7 = 0.0f; - - result.m8 = ((float)right + (float)left)/rl; - result.m9 = ((float)top + (float)bottom)/tb; - result.m10 = -((float)far + (float)near)/fn; - result.m11 = -1.0f; - - result.m12 = 0.0f; - result.m13 = 0.0f; - result.m14 = -((float)far*(float)near*2.0f)/fn; - result.m15 = 0.0f; - - return result; -} - -// Returns perspective projection matrix -// NOTE: Angle should be provided in radians -RMDEF Matrix MatrixPerspective(double fovy, double aspect, double near, double far) -{ - double top = near*tan(fovy*0.5); - double right = top*aspect; - Matrix result = MatrixFrustum(-right, right, -top, top, near, far); - - return result; -} - -// Returns orthographic projection matrix -RMDEF Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far) -{ - Matrix result = { 0 }; - - float rl = (float)(right - left); - float tb = (float)(top - bottom); - float fn = (float)(far - near); - - result.m0 = 2.0f/rl; - result.m1 = 0.0f; - result.m2 = 0.0f; - result.m3 = 0.0f; - result.m4 = 0.0f; - result.m5 = 2.0f/tb; - result.m6 = 0.0f; - result.m7 = 0.0f; - result.m8 = 0.0f; - result.m9 = 0.0f; - result.m10 = -2.0f/fn; - result.m11 = 0.0f; - result.m12 = -((float)left + (float)right)/rl; - result.m13 = -((float)top + (float)bottom)/tb; - result.m14 = -((float)far + (float)near)/fn; - result.m15 = 1.0f; - - return result; -} - -// Returns camera look-at matrix (view matrix) -RMDEF Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up) -{ - Matrix result = { 0 }; - - Vector3 z = Vector3Subtract(eye, target); - z = Vector3Normalize(z); - Vector3 x = Vector3CrossProduct(up, z); - x = Vector3Normalize(x); - Vector3 y = Vector3CrossProduct(z, x); - - result.m0 = x.x; - result.m1 = y.x; - result.m2 = z.x; - result.m3 = 0.0f; - result.m4 = x.y; - result.m5 = y.y; - result.m6 = z.y; - result.m7 = 0.0f; - result.m8 = x.z; - result.m9 = y.z; - result.m10 = z.z; - result.m11 = 0.0f; - result.m12 = -Vector3DotProduct(x, eye); - result.m13 = -Vector3DotProduct(y, eye); - result.m14 = -Vector3DotProduct(z, eye); - result.m15 = 1.0f; - - return result; -} - -// Returns float array of matrix data -RMDEF float16 MatrixToFloatV(Matrix mat) -{ - float16 buffer = { 0 }; - - buffer.v[0] = mat.m0; - buffer.v[1] = mat.m1; - buffer.v[2] = mat.m2; - buffer.v[3] = mat.m3; - buffer.v[4] = mat.m4; - buffer.v[5] = mat.m5; - buffer.v[6] = mat.m6; - buffer.v[7] = mat.m7; - buffer.v[8] = mat.m8; - buffer.v[9] = mat.m9; - buffer.v[10] = mat.m10; - buffer.v[11] = mat.m11; - buffer.v[12] = mat.m12; - buffer.v[13] = mat.m13; - buffer.v[14] = mat.m14; - buffer.v[15] = mat.m15; - - return buffer; -} - -//---------------------------------------------------------------------------------- -// Module Functions Definition - Quaternion math -//---------------------------------------------------------------------------------- - -// Add two quaternions -RMDEF Quaternion QuaternionAdd(Quaternion q1, Quaternion q2) -{ - Quaternion result = {q1.x + q2.x, q1.y + q2.y, q1.z + q2.z, q1.w + q2.w}; - return result; -} - -// Add quaternion and float value -RMDEF Quaternion QuaternionAddValue(Quaternion q, float add) -{ - Quaternion result = {q.x + add, q.y + add, q.z + add, q.w + add}; - return result; -} - -// Subtract two quaternions -RMDEF Quaternion QuaternionSubtract(Quaternion q1, Quaternion q2) -{ - Quaternion result = {q1.x - q2.x, q1.y - q2.y, q1.z - q2.z, q1.w - q2.w}; - return result; -} - -// Subtract quaternion and float value -RMDEF Quaternion QuaternionSubtractValue(Quaternion q, float sub) -{ - Quaternion result = {q.x - sub, q.y - sub, q.z - sub, q.w - sub}; - return result; -} - -// Returns identity quaternion -RMDEF Quaternion QuaternionIdentity(void) -{ - Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f }; - return result; -} - -// Computes the length of a quaternion -RMDEF float QuaternionLength(Quaternion q) -{ - float result = (float)sqrt(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w); - return result; -} - -// Normalize provided quaternion -RMDEF Quaternion QuaternionNormalize(Quaternion q) -{ - Quaternion result = { 0 }; - - float length, ilength; - length = QuaternionLength(q); - if (length == 0.0f) length = 1.0f; - ilength = 1.0f/length; - - result.x = q.x*ilength; - result.y = q.y*ilength; - result.z = q.z*ilength; - result.w = q.w*ilength; - - return result; -} - -// Invert provided quaternion -RMDEF Quaternion QuaternionInvert(Quaternion q) -{ - Quaternion result = q; - float length = QuaternionLength(q); - float lengthSq = length*length; - - if (lengthSq != 0.0) - { - float i = 1.0f/lengthSq; - - result.x *= -i; - result.y *= -i; - result.z *= -i; - result.w *= i; - } - - return result; -} - -// Calculate two quaternion multiplication -RMDEF Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2) -{ - Quaternion result = { 0 }; - - float qax = q1.x, qay = q1.y, qaz = q1.z, qaw = q1.w; - float qbx = q2.x, qby = q2.y, qbz = q2.z, qbw = q2.w; - - result.x = qax*qbw + qaw*qbx + qay*qbz - qaz*qby; - result.y = qay*qbw + qaw*qby + qaz*qbx - qax*qbz; - result.z = qaz*qbw + qaw*qbz + qax*qby - qay*qbx; - result.w = qaw*qbw - qax*qbx - qay*qby - qaz*qbz; - - return result; -} - -// Scale quaternion by float value -RMDEF Quaternion QuaternionScale(Quaternion q, float mul) -{ - Quaternion result = { 0 }; - - float qax = q.x, qay = q.y, qaz = q.z, qaw = q.w; - - result.x = qax * mul + qaw * mul + qay * mul - qaz * mul; - result.y = qay * mul + qaw * mul + qaz * mul - qax * mul; - result.z = qaz * mul + qaw * mul + qax * mul - qay * mul; - result.w = qaw * mul - qax * mul - qay * mul - qaz * mul; - - return result; -} - -// Divide two quaternions -RMDEF Quaternion QuaternionDivide(Quaternion q1, Quaternion q2) -{ - Quaternion result = {q1.x / q2.x, q1.y / q2.y, q1.z / q2.z, q1.w / q2.w}; - return result; -} - -// Calculate linear interpolation between two quaternions -RMDEF Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount) -{ - Quaternion result = { 0 }; - - result.x = q1.x + amount*(q2.x - q1.x); - result.y = q1.y + amount*(q2.y - q1.y); - result.z = q1.z + amount*(q2.z - q1.z); - result.w = q1.w + amount*(q2.w - q1.w); - - return result; -} - -// Calculate slerp-optimized interpolation between two quaternions -RMDEF Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount) -{ - Quaternion result = QuaternionLerp(q1, q2, amount); - result = QuaternionNormalize(result); - - return result; -} - -// Calculates spherical linear interpolation between two quaternions -RMDEF Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount) -{ - Quaternion result = { 0 }; - - float cosHalfTheta = q1.x*q2.x + q1.y*q2.y + q1.z*q2.z + q1.w*q2.w; - - if (fabs(cosHalfTheta) >= 1.0f) result = q1; - else if (cosHalfTheta > 0.95f) result = QuaternionNlerp(q1, q2, amount); - else - { - float halfTheta = acosf(cosHalfTheta); - float sinHalfTheta = sqrtf(1.0f - cosHalfTheta*cosHalfTheta); - - if (fabs(sinHalfTheta) < 0.001f) - { - result.x = (q1.x*0.5f + q2.x*0.5f); - result.y = (q1.y*0.5f + q2.y*0.5f); - result.z = (q1.z*0.5f + q2.z*0.5f); - result.w = (q1.w*0.5f + q2.w*0.5f); - } - else - { - float ratioA = sinf((1 - amount)*halfTheta)/sinHalfTheta; - float ratioB = sinf(amount*halfTheta)/sinHalfTheta; - - result.x = (q1.x*ratioA + q2.x*ratioB); - result.y = (q1.y*ratioA + q2.y*ratioB); - result.z = (q1.z*ratioA + q2.z*ratioB); - result.w = (q1.w*ratioA + q2.w*ratioB); - } - } - - return result; -} - -// Calculate quaternion based on the rotation from one vector to another -RMDEF Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to) -{ - Quaternion result = { 0 }; - - float cos2Theta = Vector3DotProduct(from, to); - Vector3 cross = Vector3CrossProduct(from, to); - - result.x = cross.x; - result.y = cross.y; - result.z = cross.z; - result.w = 1.0f + cos2Theta; // NOTE: Added QuaternioIdentity() - - // Normalize to essentially nlerp the original and identity to 0.5 - result = QuaternionNormalize(result); - - // Above lines are equivalent to: - //Quaternion result = QuaternionNlerp(q, QuaternionIdentity(), 0.5f); - - return result; -} - -// Returns a quaternion for a given rotation matrix -RMDEF Quaternion QuaternionFromMatrix(Matrix mat) -{ - Quaternion result = { 0 }; - - if ((mat.m0 > mat.m5) && (mat.m0 > mat.m10)) - { - float s = sqrtf(1.0f + mat.m0 - mat.m5 - mat.m10)*2; - - result.x = 0.25f*s; - result.y = (mat.m4 + mat.m1)/s; - result.z = (mat.m2 + mat.m8)/s; - result.w = (mat.m9 - mat.m6)/s; - } - else if (mat.m5 > mat.m10) - { - float s = sqrtf(1.0f + mat.m5 - mat.m0 - mat.m10)*2; - result.x = (mat.m4 + mat.m1)/s; - result.y = 0.25f*s; - result.z = (mat.m9 + mat.m6)/s; - result.w = (mat.m2 - mat.m8)/s; - } - else - { - float s = sqrtf(1.0f + mat.m10 - mat.m0 - mat.m5)*2; - result.x = (mat.m2 + mat.m8)/s; - result.y = (mat.m9 + mat.m6)/s; - result.z = 0.25f*s; - result.w = (mat.m4 - mat.m1)/s; - } - - return result; -} - -// Returns a matrix for a given quaternion -RMDEF Matrix QuaternionToMatrix(Quaternion q) -{ - Matrix result = MatrixIdentity(); - - float a2 = 2*(q.x*q.x), b2=2*(q.y*q.y), c2=2*(q.z*q.z); //, d2=2*(q.w*q.w); - - float ab = 2*(q.x*q.y), ac=2*(q.x*q.z), bc=2*(q.y*q.z); - float ad = 2*(q.x*q.w), bd=2*(q.y*q.w), cd=2*(q.z*q.w); - - result.m0 = 1 - b2 - c2; - result.m1 = ab - cd; - result.m2 = ac + bd; - - result.m4 = ab + cd; - result.m5 = 1 - a2 - c2; - result.m6 = bc - ad; - - result.m8 = ac - bd; - result.m9 = bc + ad; - result.m10 = 1 - a2 - b2; - - return result; -} - -// Returns rotation quaternion for an angle and axis -// NOTE: angle must be provided in radians -RMDEF Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle) -{ - Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f }; - - if (Vector3Length(axis) != 0.0f) - - angle *= 0.5f; - - axis = Vector3Normalize(axis); - - float sinres = sinf(angle); - float cosres = cosf(angle); - - result.x = axis.x*sinres; - result.y = axis.y*sinres; - result.z = axis.z*sinres; - result.w = cosres; - - result = QuaternionNormalize(result); - - return result; -} - -// Returns the rotation angle and axis for a given quaternion -RMDEF void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle) -{ - if (fabs(q.w) > 1.0f) q = QuaternionNormalize(q); - - Vector3 resAxis = { 0.0f, 0.0f, 0.0f }; - float resAngle = 2.0f*acosf(q.w); - float den = sqrtf(1.0f - q.w*q.w); - - if (den > 0.0001f) - { - resAxis.x = q.x/den; - resAxis.y = q.y/den; - resAxis.z = q.z/den; - } - else - { - // This occurs when the angle is zero. - // Not a problem: just set an arbitrary normalized axis. - resAxis.x = 1.0f; - } - - *outAxis = resAxis; - *outAngle = resAngle; -} - -// Returns he quaternion equivalent to Euler angles -RMDEF Quaternion QuaternionFromEuler(float roll, float pitch, float yaw) -{ - Quaternion q = { 0 }; - - float x0 = cosf(roll*0.5f); - float x1 = sinf(roll*0.5f); - float y0 = cosf(pitch*0.5f); - float y1 = sinf(pitch*0.5f); - float z0 = cosf(yaw*0.5f); - float z1 = sinf(yaw*0.5f); - - q.x = x1*y0*z0 - x0*y1*z1; - q.y = x0*y1*z0 + x1*y0*z1; - q.z = x0*y0*z1 - x1*y1*z0; - q.w = x0*y0*z0 + x1*y1*z1; - - return q; -} - -// Return the Euler angles equivalent to quaternion (roll, pitch, yaw) -// NOTE: Angles are returned in a Vector3 struct in degrees -RMDEF Vector3 QuaternionToEuler(Quaternion q) -{ - Vector3 result = { 0 }; - - // roll (x-axis rotation) - float x0 = 2.0f*(q.w*q.x + q.y*q.z); - float x1 = 1.0f - 2.0f*(q.x*q.x + q.y*q.y); - result.x = atan2f(x0, x1)*RAD2DEG; - - // pitch (y-axis rotation) - float y0 = 2.0f*(q.w*q.y - q.z*q.x); - y0 = y0 > 1.0f ? 1.0f : y0; - y0 = y0 < -1.0f ? -1.0f : y0; - result.y = asinf(y0)*RAD2DEG; - - // yaw (z-axis rotation) - float z0 = 2.0f*(q.w*q.z + q.x*q.y); - float z1 = 1.0f - 2.0f*(q.y*q.y + q.z*q.z); - result.z = atan2f(z0, z1)*RAD2DEG; - - return result; -} - -// Transform a quaternion given a transformation matrix -RMDEF Quaternion QuaternionTransform(Quaternion q, Matrix mat) -{ - Quaternion result = { 0 }; - - result.x = mat.m0*q.x + mat.m4*q.y + mat.m8*q.z + mat.m12*q.w; - result.y = mat.m1*q.x + mat.m5*q.y + mat.m9*q.z + mat.m13*q.w; - result.z = mat.m2*q.x + mat.m6*q.y + mat.m10*q.z + mat.m14*q.w; - result.w = mat.m3*q.x + mat.m7*q.y + mat.m11*q.z + mat.m15*q.w; - - return result; -} - -// Projects a Vector3 from screen space into object space -RMDEF Vector3 Vector3Unproject(Vector3 source, Matrix projection, 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, projection); - 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; -} - -#endif // RAYMATH_H |
