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authorRay <[email protected]>2018-02-04 12:51:24 +0100
committerGitHub <[email protected]>2018-02-04 12:51:24 +0100
commitd50e291e8639de5cfb222bffc431f0f76151d48a (patch)
tree9637c6d00738ecc75195bd754bc9bc6daad642d2 /src/rlgl.c
parent8380c488be90ed0c29a6446b490bfaca6574436e (diff)
parent6dc2f979ccbb4ec6f8166805b5f4f6377efbce70 (diff)
downloadraylib-d50e291e8639de5cfb222bffc431f0f76151d48a.tar.gz
raylib-d50e291e8639de5cfb222bffc431f0f76151d48a.zip
Merge pull request #458 from raysan5/develop
Integrate develop branch into master
Diffstat (limited to 'src/rlgl.c')
-rw-r--r--src/rlgl.c643
1 files changed, 327 insertions, 316 deletions
diff --git a/src/rlgl.c b/src/rlgl.c
index 9e563ced..63860f1c 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -35,7 +35,7 @@
*
* LICENSE: zlib/libpng
*
-* Copyright (c) 2014-2017 Ramon Santamaria (@raysan5)
+* Copyright (c) 2014-2018 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.
@@ -74,8 +74,24 @@
#if defined(GRAPHICS_API_OPENGL_11)
#if defined(__APPLE__)
#include <OpenGL/gl.h> // OpenGL 1.1 library for OSX
+ #include <OpenGL/glext.h>
#else
- #include <GL/gl.h> // OpenGL 1.1 library
+ #if defined(_MSC_VER) // Using MSVC compiler, requires some additional definitions
+ // APIENTRY for OpenGL function pointer declarations is required
+ #ifndef APIENTRY
+ #ifdef _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
+ #endif
+
+ #include <GL/gl.h> // OpenGL 1.1 library
#endif
#endif
@@ -86,6 +102,7 @@
#if defined(GRAPHICS_API_OPENGL_33)
#if defined(__APPLE__)
#include <OpenGL/gl3.h> // OpenGL 3 library for OSX
+ #include <OpenGL/gl3ext.h>
#else
#define GLAD_IMPLEMENTATION
#if defined(RLGL_STANDALONE)
@@ -110,6 +127,7 @@
#include "shader_distortion.h" // Distortion shader to be embedded
#endif
+
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
@@ -170,6 +188,11 @@
#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
@@ -227,7 +250,7 @@ typedef struct DrawCall {
typedef struct VrStereoConfig {
RenderTexture2D stereoFbo; // VR stereo rendering framebuffer
Shader distortionShader; // VR stereo rendering distortion shader
- //Rectangle eyesViewport[2]; // VR stereo rendering eyes viewports
+ Rectangle eyesViewport[2]; // VR stereo rendering eyes viewports
Matrix eyesProjection[2]; // VR stereo rendering eyes projection matrices
Matrix eyesViewOffset[2]; // VR stereo rendering eyes view offset matrices
} VrStereoConfig;
@@ -262,7 +285,10 @@ static Vector3 *tempBuffer;
static int tempBufferCount = 0;
static bool useTempBuffer = false;
-// Shader Programs
+// Shaders
+static unsigned int defaultVShaderId; // Default vertex shader id (used by default shader program)
+static unsigned int defaultFShaderId; // Default fragment shader Id (used by default shader program)
+
static Shader defaultShader; // Basic shader, support vertex color and diffuse texture
static Shader currentShader; // Shader to be used on rendering (by default, defaultShader)
@@ -300,6 +326,8 @@ static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays;
//static PFNGLISVERTEXARRAYOESPROC glIsVertexArray; // NOTE: Fails in WebGL, omitted
#endif
+static bool debugMarkerSupported = false;
+
// Compressed textures support flags
static bool texCompDXTSupported = false; // DDS texture compression support
static bool texNPOTSupported = false; // NPOT textures full support
@@ -318,8 +346,8 @@ static int screenHeight; // Default framebuffer height
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-static void LoadTextureCompressed(unsigned char *data, int width, int height, int compressedFormat, int mipmapCount);
-static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShaderStr); // Load custom shader strings and return program id
+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)
@@ -333,6 +361,9 @@ static void UnloadBuffersDefault(void); // Unload default internal buffers v
static void GenDrawCube(void); // Generate and draw cube
static void GenDrawQuad(void); // Generate and draw quad
+// Get OpenGL internal formats and data type from raylib PixelFormat
+static void GetGlFormats(int format, int *glInternalFormat, int *glFormat, int *glType);
+
#if defined(SUPPORT_VR_SIMULATOR)
static void SetStereoConfig(VrDeviceInfo info); // Configure stereo rendering (including distortion shader) with HMD device parameters
static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView); // Set internal projection and modelview matrix depending on eye
@@ -403,7 +434,7 @@ void rlPushMatrix(void)
}
stack[stackCounter] = *currentMatrix;
- rlLoadIdentity();
+ rlLoadIdentity(); // TODO: Review matrix stack logic!
stackCounter++;
if (currentMatrixMode == RL_MODELVIEW) useTempBuffer = true;
@@ -633,6 +664,14 @@ void rlEnd(void)
// as well as depth buffer bit-depth (16bit or 24bit or 32bit)
// Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits)
currentDepth += (1.0f/20000.0f);
+
+ // TODO: Verify internal buffers limits
+ // NOTE: Before launching draw, verify no matrix are left in the stack!
+ // NOTE: Probably a lines/triangles margin should be left, rlEnd could be called
+ // after an undetermined number of triangles buffered (check shapes::DrawPoly())
+ if ((lines.vCounter/2 >= MAX_LINES_BATCH - 2) ||
+ (triangles.vCounter/3 >= MAX_TRIANGLES_BATCH - 16) ||
+ (quads.vCounter/4 >= MAX_QUADS_BATCH - 2)) rlglDraw();
}
// Define one vertex (position)
@@ -1098,7 +1137,7 @@ void rlglInit(int width, int height)
if (strcmp(extList[i], (const char *)"GL_OES_texture_npot") == 0) texNPOTSupported = true;
// Check texture float support
- if (strcmp(extList[i], (const char *)"OES_texture_float") == 0) texFloatSupported = true;
+ if (strcmp(extList[i], (const char *)"GL_OES_texture_float") == 0) texFloatSupported = true;
#endif
// DDS texture compression support
@@ -1128,10 +1167,13 @@ void rlglInit(int width, int height)
// Clamp mirror wrap mode supported
if (strcmp(extList[i], (const char *)"GL_EXT_texture_mirror_clamp") == 0) texClampMirrorSupported = true;
+
+ // Debug marker support
+ if(strcmp(extList[i], (const char *)"GL_EXT_debug_marker") == 0) debugMarkerSupported = true;
}
-#ifdef _MSC_VER
- free(extList);
+#if defined(_MSC_VER)
+ //free(extList);
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
@@ -1151,6 +1193,8 @@ void rlglInit(int width, int height)
if (texAnisotropicFilterSupported) TraceLog(LOG_INFO, "[EXTENSION] Anisotropic textures filtering supported (max: %.0fX)", maxAnisotropicLevel);
if (texClampMirrorSupported) TraceLog(LOG_INFO, "[EXTENSION] Clamp mirror wrap texture mode supported");
+ if (debugMarkerSupported) TraceLog(LOG_INFO, "[EXTENSION] Debug Marker supported");
+
// Initialize buffers, default shaders and default textures
//----------------------------------------------------------
@@ -1276,6 +1320,14 @@ int rlGetVersion(void)
#endif
}
+// Set debug marker
+void rlSetDebugMarker(const char *text)
+{
+#if defined(GRAPHICS_API_OPENGL_33)
+ if (debugMarkerSupported) glInsertEventMarkerEXT(0, text);
+#endif
+}
+
// Load OpenGL extensions
// NOTE: External loader function could be passed as a pointer
void rlLoadExtensions(void *loader)
@@ -1370,6 +1422,8 @@ unsigned int rlLoadTexture(void *data, int width, int height, int format, int mi
}
#endif
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+
glGenTextures(1, &id); // Generate Pointer to the texture
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
@@ -1377,88 +1431,50 @@ unsigned int rlLoadTexture(void *data, int width, int height, int format, int mi
#endif
glBindTexture(GL_TEXTURE_2D, id);
-
-#if defined(GRAPHICS_API_OPENGL_33)
- // NOTE: We define internal (GPU) format as GL_RGBA8 (probably BGRA8 in practice, driver takes care)
- // NOTE: On embedded systems, we let the driver choose the best internal format
-
- // Support for multiple color modes (16bit color modes and grayscale)
- // (sized)internalFormat format type
- // GL_R GL_RED GL_UNSIGNED_BYTE
- // GL_RGB565 GL_RGB GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT_5_6_5
- // GL_RGB5_A1 GL_RGBA GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT_5_5_5_1
- // GL_RGBA4 GL_RGBA GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT_4_4_4_4
- // GL_RGBA8 GL_RGBA GL_UNSIGNED_BYTE
- // GL_RGB8 GL_RGB GL_UNSIGNED_BYTE
-
- switch (format)
+
+ int mipWidth = width;
+ int mipHeight = height;
+ int mipOffset = 0; // Mipmap data offset
+
+ TraceLog(LOG_DEBUG, "Load texture from data memory address: 0x%x", data);
+
+ // Load the different mipmap levels
+ for (int i = 0; i < mipmapCount; i++)
{
- case UNCOMPRESSED_GRAYSCALE:
- {
- glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, width, height, 0, GL_RED, GL_UNSIGNED_BYTE, (unsigned char *)data);
-
- // With swizzleMask we define how a one channel texture will be mapped to RGBA
- // Required GL >= 3.3 or EXT_texture_swizzle/ARB_texture_swizzle
- GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
- glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
-
- TraceLog(LOG_INFO, "[TEX ID %i] Grayscale texture loaded and swizzled", id);
- } break;
- case UNCOMPRESSED_GRAY_ALPHA:
+ unsigned int mipSize = GetPixelDataSize(mipWidth, mipHeight, format);
+
+ int glInternalFormat, glFormat, glType;
+ GetGlFormats(format, &glInternalFormat, &glFormat, &glType);
+
+ TraceLog(LOG_DEBUG, "Load mipmap level %i (%i x %i), size: %i, offset: %i", i, mipWidth, mipHeight, mipSize, mipOffset);
+
+ if (glInternalFormat != -1)
{
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, width, height, 0, GL_RG, GL_UNSIGNED_BYTE, (unsigned char *)data);
-
- GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
- glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
- } break;
-
- case UNCOMPRESSED_R5G6B5: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB565, width, height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, (unsigned short *)data); break;
- case UNCOMPRESSED_R8G8B8: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
- case UNCOMPRESSED_R5G5B5A1: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5_A1, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, (unsigned short *)data); break;
- case UNCOMPRESSED_R4G4B4A4: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA4, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned short *)data); break;
- case UNCOMPRESSED_R8G8B8A8: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
- case UNCOMPRESSED_R32G32B32: if (texFloatSupported) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, width, height, 0, GL_RGB, GL_FLOAT, (float *)data); break;
- case COMPRESSED_DXT1_RGB: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, mipmapCount); break;
- case COMPRESSED_DXT1_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, mipmapCount); break;
- case COMPRESSED_DXT3_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, mipmapCount); break;
- case COMPRESSED_DXT5_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, mipmapCount); break;
- case COMPRESSED_ETC1_RGB: if (texCompETC1Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_ETC1_RGB8_OES, mipmapCount); break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3
- case COMPRESSED_ETC2_RGB: if (texCompETC2Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB8_ETC2, mipmapCount); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
- case COMPRESSED_ETC2_EAC_RGBA: if (texCompETC2Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA8_ETC2_EAC, mipmapCount); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
- case COMPRESSED_PVRT_RGB: if (texCompPVRTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG, mipmapCount); break; // NOTE: Requires PowerVR GPU
- case COMPRESSED_PVRT_RGBA: if (texCompPVRTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG, mipmapCount); break; // NOTE: Requires PowerVR GPU
- case COMPRESSED_ASTC_4x4_RGBA: if (texCompASTCSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_ASTC_4x4_KHR, mipmapCount); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
- case COMPRESSED_ASTC_8x8_RGBA: if (texCompASTCSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_ASTC_8x8_KHR, mipmapCount); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
- default: TraceLog(LOG_WARNING, "Texture format not recognized"); break;
- }
-#elif defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_ES2)
- // NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA
- switch (format)
- {
- case UNCOMPRESSED_GRAYSCALE: glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, width, height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
- case UNCOMPRESSED_GRAY_ALPHA: glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, width, height, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
- case UNCOMPRESSED_R5G6B5: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, (unsigned short *)data); break;
- case UNCOMPRESSED_R8G8B8: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
- case UNCOMPRESSED_R5G5B5A1: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, (unsigned short *)data); break;
- case UNCOMPRESSED_R4G4B4A4: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned short *)data); break;
- case UNCOMPRESSED_R8G8B8A8: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
-#if defined(GRAPHICS_API_OPENGL_ES2)
- case UNCOMPRESSED_R32G32B32: if (texFloatSupported) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_FLOAT, (float *)data); break; // NOTE: Requires extension OES_texture_float
- case COMPRESSED_DXT1_RGB: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, mipmapCount); break;
- case COMPRESSED_DXT1_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, mipmapCount); break;
- case COMPRESSED_DXT3_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, mipmapCount); break; // NOTE: Not supported by WebGL
- case COMPRESSED_DXT5_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, mipmapCount); break; // NOTE: Not supported by WebGL
- case COMPRESSED_ETC1_RGB: if (texCompETC1Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_ETC1_RGB8_OES, mipmapCount); break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3
- case COMPRESSED_ETC2_RGB: if (texCompETC2Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB8_ETC2, mipmapCount); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
- case COMPRESSED_ETC2_EAC_RGBA: if (texCompETC2Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA8_ETC2_EAC, mipmapCount); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
- case COMPRESSED_PVRT_RGB: if (texCompPVRTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG, mipmapCount); break; // NOTE: Requires PowerVR GPU
- case COMPRESSED_PVRT_RGBA: if (texCompPVRTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG, mipmapCount); break; // NOTE: Requires PowerVR GPU
- case COMPRESSED_ASTC_4x4_RGBA: if (texCompASTCSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_ASTC_4x4_KHR, mipmapCount); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
- case COMPRESSED_ASTC_8x8_RGBA: if (texCompASTCSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_ASTC_8x8_KHR, mipmapCount); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
-#endif
- default: TraceLog(LOG_WARNING, "Texture format not supported"); break;
+ if (format < COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, glFormat, glType, (unsigned char *)data + mipOffset);
+ else glCompressedTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, mipSize, (unsigned char *)data + mipOffset);
+
+ #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)
+ {
+ GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
+ 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;
}
-#endif
// Texture parameters configuration
// NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used
@@ -1487,8 +1503,9 @@ unsigned int rlLoadTexture(void *data, int width, int height, int format, int mi
#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); // Activate Trilinear filtering for mipmaps (must be available)
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
}
#endif
@@ -1499,7 +1516,7 @@ unsigned int rlLoadTexture(void *data, int width, int height, int format, int mi
// Unbind current texture
glBindTexture(GL_TEXTURE_2D, 0);
- if (id > 0) TraceLog(LOG_INFO, "[TEX ID %i] Texture created successfully (%ix%i)", id, width, height);
+ if (id > 0) TraceLog(LOG_INFO, "[TEX ID %i] Texture created successfully (%ix%i - %i mipmaps)", id, width, height, mipmapCount);
else TraceLog(LOG_WARNING, "Texture could not be created");
return id;
@@ -1509,33 +1526,15 @@ unsigned int rlLoadTexture(void *data, int width, int height, int format, int mi
void rlUpdateTexture(unsigned int id, int width, int height, int format, const void *data)
{
glBindTexture(GL_TEXTURE_2D, id);
+
+ int glInternalFormat, glFormat, glType;
+ GetGlFormats(format, &glInternalFormat, &glFormat, &glType);
-#if defined(GRAPHICS_API_OPENGL_33)
- switch (format)
+ if ((glInternalFormat != -1) && (format < COMPRESSED_DXT1_RGB))
{
- case UNCOMPRESSED_GRAYSCALE: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RED, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
- case UNCOMPRESSED_GRAY_ALPHA: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RG, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
- case UNCOMPRESSED_R5G6B5: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, (unsigned short *)data); break;
- case UNCOMPRESSED_R8G8B8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
- case UNCOMPRESSED_R5G5B5A1: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, (unsigned short *)data); break;
- case UNCOMPRESSED_R4G4B4A4: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned short *)data); break;
- case UNCOMPRESSED_R8G8B8A8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
- default: TraceLog(LOG_WARNING, "Texture format updating not supported"); break;
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, glFormat, glType, (unsigned char *)data);
}
-#elif defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_ES2)
- // NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA
- switch (format)
- {
- case UNCOMPRESSED_GRAYSCALE: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_LUMINANCE, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
- case UNCOMPRESSED_GRAY_ALPHA: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
- case UNCOMPRESSED_R5G6B5: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, (unsigned short *)data); break;
- case UNCOMPRESSED_R8G8B8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
- case UNCOMPRESSED_R5G5B5A1: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, (unsigned short *)data); break;
- case UNCOMPRESSED_R4G4B4A4: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned short *)data); break;
- case UNCOMPRESSED_R8G8B8A8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
- default: TraceLog(LOG_WARNING, "Texture format updating not supported"); break;
- }
-#endif
+ else TraceLog(LOG_WARNING, "Texture format updating not supported");
}
// Unload texture from GPU memory
@@ -1575,10 +1574,10 @@ RenderTexture2D rlLoadRenderTexture(int width, int height)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
-#if defined(GRAPHICS_API_OPENGL_33)
- #define USE_DEPTH_TEXTURE
-#else
+#if defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_ES2)
#define USE_DEPTH_RENDERBUFFER
+#else
+ #define USE_DEPTH_TEXTURE
#endif
#if defined(USE_DEPTH_RENDERBUFFER)
@@ -1670,7 +1669,7 @@ void rlGenerateMipmaps(Texture2D *texture)
// Load the mipmaps
for (int level = 1; level < mipmapCount; level++)
{
- glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA8, mipWidth, mipHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, data + offset);
+ 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;
@@ -1937,17 +1936,17 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix 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,
- (float)material.maps[MAP_DIFFUSE].color.g/255,
- (float)material.maps[MAP_DIFFUSE].color.b/255,
- (float)material.maps[MAP_DIFFUSE].color.a/255);
+ 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,
- (float)material.maps[MAP_SPECULAR].color.g/255,
- (float)material.maps[MAP_SPECULAR].color.b/255,
- (float)material.maps[MAP_SPECULAR].color.a/255);
+ glUniform4f(material.shader.locs[LOC_COLOR_SPECULAR], (float)material.maps[MAP_SPECULAR].color.r/255.0f,
+ (float)material.maps[MAP_SPECULAR].color.g/255.0f,
+ (float)material.maps[MAP_SPECULAR].color.b/255.0f,
+ (float)material.maps[MAP_SPECULAR].color.a/255.0f);
if (material.shader.locs[LOC_MATRIX_VIEW] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_VIEW], modelview);
if (material.shader.locs[LOC_MATRIX_PROJECTION] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_PROJECTION], projection);
@@ -2153,44 +2152,28 @@ void *rlReadTexturePixels(Texture2D texture)
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format);
// Other texture info: GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE
*/
-
- int glFormat = 0, glType = 0;
-
- unsigned int size = texture.width*texture.height;
-
- // NOTE: GL_LUMINANCE and GL_LUMINANCE_ALPHA are removed since OpenGL 3.1
- // Must be replaced by GL_RED and GL_RG on Core OpenGL 3.3
-
- switch (texture.format)
- {
-#if defined(GRAPHICS_API_OPENGL_11)
- case UNCOMPRESSED_GRAYSCALE: pixels = (unsigned char *)malloc(size); glFormat = GL_LUMINANCE; glType = GL_UNSIGNED_BYTE; break; // 8 bit per pixel (no alpha)
- case UNCOMPRESSED_GRAY_ALPHA: pixels = (unsigned char *)malloc(size*2); glFormat = GL_LUMINANCE_ALPHA; glType = GL_UNSIGNED_BYTE; break; // 16 bpp (2 channels)
-#elif defined(GRAPHICS_API_OPENGL_33)
- case UNCOMPRESSED_GRAYSCALE: pixels = (unsigned char *)malloc(size); glFormat = GL_RED; glType = GL_UNSIGNED_BYTE; break;
- case UNCOMPRESSED_GRAY_ALPHA: pixels = (unsigned char *)malloc(size*2); glFormat = GL_RG; glType = GL_UNSIGNED_BYTE; break;
-#endif
- case UNCOMPRESSED_R5G6B5: pixels = (unsigned short *)malloc(size); glFormat = GL_RGB; glType = GL_UNSIGNED_SHORT_5_6_5; break; // 16 bpp
- case UNCOMPRESSED_R8G8B8: pixels = (unsigned char *)malloc(size*3); glFormat = GL_RGB; glType = GL_UNSIGNED_BYTE; break; // 24 bpp
- case UNCOMPRESSED_R5G5B5A1: pixels = (unsigned short *)malloc(size); glFormat = GL_RGBA; glType = GL_UNSIGNED_SHORT_5_5_5_1; break; // 16 bpp (1 bit alpha)
- case UNCOMPRESSED_R4G4B4A4: pixels = (unsigned short *)malloc(size); glFormat = GL_RGBA; glType = GL_UNSIGNED_SHORT_4_4_4_4; break; // 16 bpp (4 bit alpha)
- case UNCOMPRESSED_R8G8B8A8: pixels = (unsigned char *)malloc(size*4); glFormat = GL_RGBA; glType = GL_UNSIGNED_BYTE; break; // 32 bpp
- default: TraceLog(LOG_WARNING, "Texture data retrieval, format not suported"); break;
- }
-
+
// NOTE: Each row written to or read from by OpenGL pixel operations like glGetTexImage are aligned to a 4 byte boundary by default, which may add some padding.
// Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting.
// GL_PACK_ALIGNMENT affects operations that read from OpenGL memory (glReadPixels, glGetTexImage, etc.)
// GL_UNPACK_ALIGNMENT affects operations that write to OpenGL memory (glTexImage, etc.)
glPixelStorei(GL_PACK_ALIGNMENT, 1);
- glGetTexImage(GL_TEXTURE_2D, 0, glFormat, glType, pixels);
+ int glInternalFormat, glFormat, glType;
+ GetGlFormats(texture.format, &glInternalFormat, &glFormat, &glType);
+ unsigned int size = GetPixelDataSize(texture.width, texture.height, texture.format);
+
+ if ((glInternalFormat != -1) && (texture.format < COMPRESSED_DXT1_RGB))
+ {
+ pixels = (unsigned char *)malloc(size);
+ glGetTexImage(GL_TEXTURE_2D, 0, glFormat, glType, pixels);
+ }
+ else TraceLog(LOG_WARNING, "Texture data retrieval not suported for pixel format");
glBindTexture(GL_TEXTURE_2D, 0);
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
-
RenderTexture2D fbo = rlLoadRenderTexture(texture.width, texture.height);
// NOTE: Two possible Options:
@@ -2202,7 +2185,7 @@ void *rlReadTexturePixels(Texture2D texture)
glBindFramebuffer(GL_FRAMEBUFFER, fbo.id);
glBindTexture(GL_TEXTURE_2D, 0);
- // Attach our texture to FBO -> Texture must be RGB
+ // Attach our texture to FBO -> Texture must be RGBA
// NOTE: Previoust attached texture is automatically detached
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.id, 0);
@@ -2222,32 +2205,30 @@ void *rlReadTexturePixels(Texture2D texture)
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClearDepthf(1.0f);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- glViewport(0, 0, width, height);
- //glMatrixMode(GL_PROJECTION);
- //glLoadIdentity();
- rlOrtho(0.0, width, height, 0.0, 0.0, 1.0);
- //glMatrixMode(GL_MODELVIEW);
- //glLoadIdentity();
//glDisable(GL_TEXTURE_2D);
- //glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
+ //glDisable(GL_BLEND);
+
+ glViewport(0, 0, texture.width, texture.height);
+ rlOrtho(0.0, texture.width, texture.height, 0.0, 0.0, 1.0);
- Model quad;
- //quad.mesh = GenMeshQuad(width, height);
- quad.transform = MatrixIdentity();
- quad.shader = defaultShader;
-
- DrawModel(quad, (Vector3){ 0.0f, 0.0f, 0.0f }, 1.0f, WHITE);
-
- pixels = (unsigned char *)malloc(texture.width*texture.height*3*sizeof(unsigned char));
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ glUseProgram(GetShaderDefault().id);
+ glBindTexture(GL_TEXTURE_2D, texture.id);
+ GenDrawQuad();
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glUseProgram(0);
+
+ pixels = (unsigned char *)malloc(texture.width*texture.height*4*sizeof(unsigned char));
- glReadPixels(0, 0, texture.width, texture.height, GL_RGB, GL_UNSIGNED_BYTE, pixels);
+ glReadPixels(0, 0, texture.width, texture.height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
// Bind framebuffer 0, which means render to back buffer
glBindFramebuffer(GL_FRAMEBUFFER, 0);
-
- UnloadModel(quad);
+
+ // Reset viewport dimensions to default
+ glViewport(0, 0, screenWidth, screenHeight);
+
#endif // GET_TEXTURE_FBO_OPTION
// Clean up temporal fbo
@@ -2342,34 +2323,58 @@ char *LoadText(const char *fileName)
}
// Load shader from files and bind default locations
+// NOTE: If shader string is NULL, using default vertex/fragment shaders
Shader LoadShader(char *vsFileName, char *fsFileName)
{
Shader shader = { 0 };
+
+ // NOTE: All locations must be reseted to -1 (no location)
+ for (int i = 0; i < MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- // Shaders loading from external text file
- char *vShaderStr = LoadText(vsFileName);
- char *fShaderStr = LoadText(fsFileName);
+ unsigned int vertexShaderId = defaultVShaderId;
+ unsigned int fragmentShaderId = defaultFShaderId;
- if ((vShaderStr != NULL) && (fShaderStr != NULL))
+ if (vsFileName != NULL)
{
- shader.id = LoadShaderProgram(vShaderStr, fShaderStr);
-
- // After shader loading, we TRY to set default location names
- if (shader.id > 0) SetShaderDefaultLocations(&shader);
+ char *vShaderStr = LoadText(vsFileName);
+
+ if (vShaderStr != NULL)
+ {
+ vertexShaderId = CompileShader(vShaderStr, GL_VERTEX_SHADER);
+ free(vShaderStr);
+ }
+ }
- // Shader strings must be freed
- free(vShaderStr);
- free(fShaderStr);
+ if (fsFileName != NULL)
+ {
+ char* fShaderStr = LoadText(fsFileName);
+
+ if (fShaderStr != NULL)
+ {
+ fragmentShaderId = CompileShader(fShaderStr, GL_FRAGMENT_SHADER);
+ free(fShaderStr);
+ }
}
- if (shader.id == 0)
+ if ((vertexShaderId == defaultVShaderId) && (fragmentShaderId == defaultFShaderId)) shader = defaultShader;
+ else
{
- TraceLog(LOG_WARNING, "Custom shader could not be loaded");
- shader = defaultShader;
+ shader.id = LoadShaderProgram(vertexShaderId, fragmentShaderId);
+
+ if (vertexShaderId != defaultVShaderId) glDeleteShader(vertexShaderId);
+ if (fragmentShaderId != defaultFShaderId) glDeleteShader(fragmentShaderId);
+
+ if (shader.id == 0)
+ {
+ TraceLog(LOG_WARNING, "Custom shader could not be loaded");
+ shader = defaultShader;
+ }
+
+ // After shader loading, we TRY to set default location names
+ if (shader.id > 0) SetShaderDefaultLocations(&shader);
}
-
// Get available shader uniforms
// NOTE: This information is useful for debug...
int uniformCount = -1;
@@ -2393,7 +2398,6 @@ Shader LoadShader(char *vsFileName, char *fsFileName)
TraceLog(LOG_DEBUG, "[SHDR ID %i] Active uniform [%s] set at location: %i", shader.id, name, location);
}
-
#endif
return shader;
@@ -2443,7 +2447,7 @@ int GetShaderLocation(Shader shader, const char *uniformName)
}
// Set shader uniform value (float)
-void SetShaderValue(Shader shader, int uniformLoc, float *value, int size)
+void SetShaderValue(Shader shader, int uniformLoc, const float *value, int size)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glUseProgram(shader.id);
@@ -2459,7 +2463,7 @@ void SetShaderValue(Shader shader, int uniformLoc, float *value, int size)
}
// Set shader uniform value (int)
-void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size)
+void SetShaderValuei(Shader shader, int uniformLoc, const int *value, int size)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glUseProgram(shader.id);
@@ -2502,6 +2506,19 @@ void SetMatrixModelview(Matrix view)
#endif
}
+// Return internal modelview matrix
+Matrix GetMatrixModelview()
+{
+ Matrix matrix = MatrixIdentity();
+#if defined(GRAPHICS_API_OPENGL_11)
+ float mat[16];
+ glGetFloatv(GL_MODELVIEW_MATRIX, mat);
+#else
+ matrix = modelview;
+#endif
+ return matrix;
+}
+
// Generate cubemap texture from HDR texture
// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24
Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size)
@@ -2900,11 +2917,15 @@ void InitVrSimulator(VrDeviceInfo info)
vrConfig.stereoFbo = rlLoadRenderTexture(screenWidth, screenHeight);
#if defined(SUPPORT_DISTORTION_SHADER)
- // Load distortion shader (initialized by default with Oculus Rift CV1 parameters)
- vrConfig.distortionShader.id = LoadShaderProgram(vDistortionShaderStr, fDistortionShaderStr);
+ // Load distortion shader
+ unsigned int vertexShaderId = CompileShader(distortionVShaderStr, GL_VERTEX_SHADER);
+ unsigned int fragmentShaderId = CompileShader(distortionFShaderStr, GL_FRAGMENT_SHADER);
+
+ vrConfig.distortionShader.id = LoadShaderProgram(vertexShaderId, fragmentShaderId);
if (vrConfig.distortionShader.id > 0) SetShaderDefaultLocations(&vrConfig.distortionShader);
#endif
+ // Set VR configutarion parameters, including distortion shader
SetStereoConfig(info);
vrSimulatorReady = true;
@@ -2929,18 +2950,6 @@ void CloseVrSimulator(void)
#endif
}
-// TODO: Review VR system to be more flexible,
-// move distortion shader to user side,
-// SetStereoConfig() must be reviewed...
-/*
-// Set VR view distortion shader
-void SetVrDistortionShader(Shader shader)
-{
- vrConfig.distortionShader = shader;
- SetStereoConfig(info);
-}
-*/
-
// Detect if VR simulator is running
bool IsVrSimulatorReady(void)
{
@@ -2951,6 +2960,17 @@ bool IsVrSimulatorReady(void)
#endif
}
+// Set VR distortion shader for stereoscopic rendering
+// TODO: Review VR system to be more flexible, move distortion shader to user side
+void SetVrDistortionShader(Shader shader)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ vrConfig.distortionShader = shader;
+
+ //SetStereoConfig(info); // TODO: Must be reviewed to set new distortion shader uniform values...
+#endif
+}
+
// Enable/Disable VR experience (device or simulator)
void ToggleVrMode(void)
{
@@ -3079,122 +3099,53 @@ void EndVrDrawing(void)
//----------------------------------------------------------------------------------
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-// Convert image data to OpenGL texture (returns OpenGL valid Id)
-// NOTE: Expected compressed image data and POT image
-static void LoadTextureCompressed(unsigned char *data, int width, int height, int compressedFormat, int mipmapCount)
+// Compile custom shader and return shader id
+static unsigned int CompileShader(const char *shaderStr, int type)
{
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
-
- int blockSize = 0; // Bytes every block
- int offset = 0;
-
- if ((compressedFormat == GL_COMPRESSED_RGB_S3TC_DXT1_EXT) ||
- (compressedFormat == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT) ||
-#if defined(GRAPHICS_API_OPENGL_ES2)
- (compressedFormat == GL_ETC1_RGB8_OES) ||
-#endif
- (compressedFormat == GL_COMPRESSED_RGB8_ETC2)) blockSize = 8;
- else blockSize = 16;
-
- // Load the mipmap levels
- for (int level = 0; level < mipmapCount && (width || height); level++)
- {
- unsigned int size = 0;
-
- size = ((width + 3)/4)*((height + 3)/4)*blockSize;
-
- glCompressedTexImage2D(GL_TEXTURE_2D, level, compressedFormat, width, height, 0, size, data + offset);
-
- offset += size;
- width /= 2;
- height /= 2;
-
- // Security check for NPOT textures
- if (width < 1) width = 1;
- if (height < 1) height = 1;
- }
-}
-
-// Load custom shader strings and return program id
-static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShaderStr)
-{
- unsigned int program = 0;
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- GLuint vertexShader;
- GLuint fragmentShader;
-
- vertexShader = glCreateShader(GL_VERTEX_SHADER);
- fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
-
- const char *pvs = vShaderStr;
- const char *pfs = fShaderStr;
-
- glShaderSource(vertexShader, 1, &pvs, NULL);
- glShaderSource(fragmentShader, 1, &pfs, NULL);
+ unsigned int shader = glCreateShader(type);
+ glShaderSource(shader, 1, &shaderStr, NULL);
GLint success = 0;
-
- glCompileShader(vertexShader);
-
- glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
+ glCompileShader(shader);
+ glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (success != GL_TRUE)
{
- TraceLog(LOG_WARNING, "[VSHDR ID %i] Failed to compile vertex shader...", vertexShader);
-
+ TraceLog(LOG_WARNING, "[SHDR ID %i] Failed to compile shader...", shader);
int maxLength = 0;
int length;
+ glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
- glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &maxLength);
-
-#ifdef _MSC_VER
+#if defined(_MSC_VER)
char *log = malloc(maxLength);
#else
char log[maxLength];
#endif
- glGetShaderInfoLog(vertexShader, maxLength, &length, log);
+ glGetShaderInfoLog(shader, maxLength, &length, log);
TraceLog(LOG_INFO, "%s", log);
-#ifdef _MSC_VER
+#if defined(_MSC_VER)
free(log);
#endif
}
- else TraceLog(LOG_INFO, "[VSHDR ID %i] Vertex shader compiled successfully", vertexShader);
-
- glCompileShader(fragmentShader);
+ else TraceLog(LOG_INFO, "[SHDR ID %i] Shader compiled successfully", shader);
- glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
-
- if (success != GL_TRUE)
- {
- TraceLog(LOG_WARNING, "[FSHDR ID %i] Failed to compile fragment shader...", fragmentShader);
-
- int maxLength = 0;
- int length;
-
- glGetShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &maxLength);
-
-#ifdef _MSC_VER
- char *log = malloc(maxLength);
-#else
- char log[maxLength];
-#endif
- glGetShaderInfoLog(fragmentShader, maxLength, &length, log);
+ return shader;
+}
- TraceLog(LOG_INFO, "%s", log);
+// Load custom shader strings and return program id
+static unsigned int LoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId)
+{
+ unsigned int program = 0;
-#ifdef _MSC_VER
- free(log);
-#endif
- }
- else TraceLog(LOG_INFO, "[FSHDR ID %i] Fragment shader compiled successfully", fragmentShader);
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ GLint success = 0;
program = glCreateProgram();
- glAttachShader(program, vertexShader);
- glAttachShader(program, fragmentShader);
+ glAttachShader(program, vShaderId);
+ glAttachShader(program, fShaderId);
// NOTE: Default attribute shader locations must be binded before linking
glBindAttribLocation(program, 0, DEFAULT_ATTRIB_POSITION_NAME);
@@ -3238,9 +3189,6 @@ static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShade
program = 0;
}
else TraceLog(LOG_INFO, "[SHDR ID %i] Shader program loaded successfully", program);
-
- glDeleteShader(vertexShader);
- glDeleteShader(fragmentShader);
#endif
return program;
}
@@ -3250,10 +3198,13 @@ static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShade
// NOTE: This shader program is used for batch buffers (lines, triangles, quads)
static Shader LoadShaderDefault(void)
{
- Shader shader;
+ Shader shader = { 0 };
+
+ // NOTE: All locations must be reseted to -1 (no location)
+ for (int i = 0; i < MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1;
// Vertex shader directly defined, no external file required
- char vDefaultShaderStr[] =
+ char defaultVShaderStr[] =
#if defined(GRAPHICS_API_OPENGL_21)
"#version 120 \n"
#elif defined(GRAPHICS_API_OPENGL_ES2)
@@ -3282,7 +3233,7 @@ static Shader LoadShaderDefault(void)
"} \n";
// Fragment shader directly defined, no external file required
- char fDefaultShaderStr[] =
+ char defaultFShaderStr[] =
#if defined(GRAPHICS_API_OPENGL_21)
"#version 120 \n"
#elif defined(GRAPHICS_API_OPENGL_ES2)
@@ -3311,22 +3262,29 @@ static Shader LoadShaderDefault(void)
#endif
"} \n";
- shader.id = LoadShaderProgram(vDefaultShaderStr, fDefaultShaderStr);
+ // NOTE: Compiled vertex/fragment shaders are kept for re-use
+ defaultVShaderId = CompileShader(defaultVShaderStr, GL_VERTEX_SHADER); // Compile default vertex shader
+ defaultFShaderId = CompileShader(defaultFShaderStr, GL_FRAGMENT_SHADER); // Compile default fragment shader
+
+ shader.id = LoadShaderProgram(defaultVShaderId, defaultFShaderId);
if (shader.id > 0)
{
TraceLog(LOG_INFO, "[SHDR ID %i] Default shader loaded successfully", shader.id);
-
- // Set default shader locations
- // Get handles to GLSL input attibute locations
+
+ // 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");
- // Get handles to GLSL uniform locations
+ // Set default shader locations: uniform locations
shader.locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader.id, "mvp");
shader.locs[LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader.id, "colDiffuse");
shader.locs[LOC_MAP_DIFFUSE] = glGetUniformLocation(shader.id, "texture0");
+
+ // NOTE: We could also use below function but in case DEFAULT_ATTRIB_* points are
+ // changed for external custom shaders, we just use direct bindings above
+ //SetShaderDefaultLocations(&shader);
}
else TraceLog(LOG_WARNING, "[SHDR ID %i] Default shader could not be loaded", shader.id);
@@ -3361,8 +3319,8 @@ static void SetShaderDefaultLocations(Shader *shader)
// 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_NORMAL] = glGetUniformLocation(shader->id, "texture1");
- shader->locs[LOC_MAP_SPECULAR] = glGetUniformLocation(shader->id, "texture2");
+ shader->locs[LOC_MAP_SPECULAR] = glGetUniformLocation(shader->id, "texture1");
+ shader->locs[LOC_MAP_NORMAL] = glGetUniformLocation(shader->id, "texture2");
}
// Unload default shader
@@ -3370,10 +3328,11 @@ static void UnloadShaderDefault(void)
{
glUseProgram(0);
- //glDetachShader(defaultShader, vertexShader);
- //glDetachShader(defaultShader, fragmentShader);
- //glDeleteShader(vertexShader); // Already deleted on shader compilation
- //glDeleteShader(fragmentShader); // Already deleted on shader compilation
+ glDetachShader(defaultShader.id, defaultVShaderId);
+ glDetachShader(defaultShader.id, defaultFShaderId);
+ glDeleteShader(defaultVShaderId);
+ glDeleteShader(defaultFShaderId);
+
glDeleteProgram(defaultShader.id);
}
@@ -3955,6 +3914,58 @@ static void GenDrawCube(void)
glDeleteVertexArrays(1, &cubeVAO);
}
+// Get OpenGL internal formats and data type from raylib PixelFormat
+static void GetGlFormats(int format, int *glInternalFormat, int *glFormat, int *glType)
+{
+ *glInternalFormat = -1;
+ *glFormat = -1;
+ *glType = -1;
+
+ switch (format)
+ {
+ #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_ES2)
+ // NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA
+ case UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_UNSIGNED_BYTE; break;
+ case UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_LUMINANCE_ALPHA; *glFormat = GL_LUMINANCE_ALPHA; *glType = GL_UNSIGNED_BYTE; break;
+ case UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break;
+ case UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break;
+ case UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break;
+ case UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break;
+ case UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break;
+ #if !defined(GRAPHICS_API_OPENGL_11)
+ case UNCOMPRESSED_R32: if (texFloatSupported) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
+ case UNCOMPRESSED_R32G32B32: if (texFloatSupported) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
+ case UNCOMPRESSED_R32G32B32A32: if (texFloatSupported) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
+ #endif
+ #elif defined(GRAPHICS_API_OPENGL_33)
+ case UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_R8; *glFormat = GL_RED; *glType = GL_UNSIGNED_BYTE; break;
+ case UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_RG8; *glFormat = GL_RG; *glType = GL_UNSIGNED_BYTE; break;
+ case UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB565; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break;
+ case UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB8; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break;
+ case UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGB5_A1; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break;
+ case UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA4; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break;
+ case UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA8; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break;
+ case UNCOMPRESSED_R32: if (texFloatSupported) *glInternalFormat = GL_R32F; *glFormat = GL_RED; *glType = GL_FLOAT; break;
+ case UNCOMPRESSED_R32G32B32: if (texFloatSupported) *glInternalFormat = GL_RGB32F; *glFormat = GL_RGB; *glType = GL_FLOAT; break;
+ case UNCOMPRESSED_R32G32B32A32: if (texFloatSupported) *glInternalFormat = GL_RGBA32F; *glFormat = GL_RGBA; *glType = GL_FLOAT; break;
+ #endif
+ #if !defined(GRAPHICS_API_OPENGL_11)
+ case COMPRESSED_DXT1_RGB: if (texCompDXTSupported) *glInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break;
+ case COMPRESSED_DXT1_RGBA: if (texCompDXTSupported) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break;
+ case COMPRESSED_DXT3_RGBA: if (texCompDXTSupported) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break;
+ case COMPRESSED_DXT5_RGBA: if (texCompDXTSupported) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break;
+ case COMPRESSED_ETC1_RGB: if (texCompETC1Supported) *glInternalFormat = GL_ETC1_RGB8_OES; break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3
+ case COMPRESSED_ETC2_RGB: if (texCompETC2Supported) *glInternalFormat = GL_COMPRESSED_RGB8_ETC2; break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
+ case COMPRESSED_ETC2_EAC_RGBA: if (texCompETC2Supported) *glInternalFormat = GL_COMPRESSED_RGBA8_ETC2_EAC; break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
+ case COMPRESSED_PVRT_RGB: if (texCompPVRTSupported) *glInternalFormat = GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU
+ case COMPRESSED_PVRT_RGBA: if (texCompPVRTSupported) *glInternalFormat = GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU
+ case COMPRESSED_ASTC_4x4_RGBA: if (texCompASTCSupported) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_4x4_KHR; break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
+ case COMPRESSED_ASTC_8x8_RGBA: if (texCompASTCSupported) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_8x8_KHR; break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
+ #endif
+ default: TraceLog(LOG_WARNING, "Texture format not supported"); break;
+ }
+}
+
#if defined(SUPPORT_VR_SIMULATOR)
// Configure stereo rendering (including distortion shader) with HMD device parameters
// NOTE: It modifies the global variable: VrStereoConfig vrConfig
@@ -4023,8 +4034,8 @@ static void SetStereoConfig(VrDeviceInfo hmd)
vrConfig.eyesViewOffset[1] = MatrixTranslate(hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f);
// Compute eyes Viewports
- //vrConfig.eyesViewport[0] = (Rectangle){ 0, 0, hmd.hResolution/2, hmd.vResolution };
- //vrConfig.eyesViewport[1] = (Rectangle){ hmd.hResolution/2, 0, hmd.hResolution/2, hmd.vResolution };
+ vrConfig.eyesViewport[0] = (Rectangle){ 0, 0, hmd.hResolution/2, hmd.vResolution };
+ vrConfig.eyesViewport[1] = (Rectangle){ hmd.hResolution/2, 0, hmd.hResolution/2, hmd.vResolution };
}
// Set internal projection and modelview matrix depending on eyes tracking data