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authorRay <[email protected]>2017-07-17 00:33:40 +0200
committerRay <[email protected]>2017-07-17 00:33:40 +0200
commit6546474fa45234ed0a84f62be705d9a9aee43079 (patch)
tree7373f17e2a875a95e1844bca20b28d1a7a052fb9 /src/rlgl.c
parent025dab990770a0adc65f07399c6a106d59d24e46 (diff)
downloadraylib-6546474fa45234ed0a84f62be705d9a9aee43079.tar.gz
raylib-6546474fa45234ed0a84f62be705d9a9aee43079.zip
Manual integration of material-pbr into develop
Diffstat (limited to 'src/rlgl.c')
-rw-r--r--src/rlgl.c952
1 files changed, 694 insertions, 258 deletions
diff --git a/src/rlgl.c b/src/rlgl.c
index e3576c30..7f349347 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -333,18 +333,21 @@ static int screenHeight; // Default framebuffer height
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-static void LoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int compressedFormat);
+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 Shader LoadDefaultShader(void); // Load default shader (just vertex positioning and texture coloring)
-static void LoadDefaultShaderLocations(Shader *shader); // Bind default shader locations (attributes and uniforms)
-static void UnloadDefaultShader(void); // Unload default shader
+static Shader LoadShaderDefault(void); // Load default shader (just vertex positioning and texture coloring)
+static void SetShaderDefaultLocations(Shader *shader); // Bind default shader locations (attributes and uniforms)
+static void UnLoadShaderDefault(void); // Unload default shader
static void LoadDefaultBuffers(void); // Load default internal buffers (lines, triangles, quads)
static void UpdateDefaultBuffers(void); // Update default internal buffers (VAOs/VBOs) with vertex data
static void DrawDefaultBuffers(void); // Draw default internal buffers vertex data
static void UnloadDefaultBuffers(void); // Unload default internal buffers vertex data from CPU and GPU
+static void RenderCube(void);
+static void RenderQuad(void);
+
#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
@@ -923,16 +926,16 @@ void rlDisableWireMode(void)
// Unload texture from GPU memory
void rlDeleteTextures(unsigned int id)
{
- if (id != 0) glDeleteTextures(1, &id);
+ if (id > 0) glDeleteTextures(1, &id);
}
// Unload render texture from GPU memory
void rlDeleteRenderTextures(RenderTexture2D target)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if (target.id != 0) glDeleteFramebuffers(1, &target.id);
- if (target.texture.id != 0) glDeleteTextures(1, &target.texture.id);
- if (target.depth.id != 0) glDeleteTextures(1, &target.depth.id);
+ if (target.id > 0) glDeleteFramebuffers(1, &target.id);
+ if (target.texture.id > 0) glDeleteTextures(1, &target.texture.id);
+ if (target.depth.id > 0) glDeleteTextures(1, &target.depth.id);
TraceLog(LOG_INFO, "[FBO ID %i] Unloaded render texture data from VRAM (GPU)", target.id);
#endif
@@ -1003,6 +1006,29 @@ int rlGetVersion(void)
#endif
}
+// Get world coordinates from screen coordinates
+Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view)
+{
+ Vector3 result = { 0.0f, 0.0f, 0.0f };
+
+ // Calculate unproject matrix (multiply projection matrix and view matrix) and invert it
+ Matrix matProjView = MatrixMultiply(proj, view);
+ MatrixInvert(&matProjView);
+
+ // Create quaternion from source point
+ Quaternion quat = { source.x, source.y, source.z, 1.0f };
+
+ // Multiply quat point by unproject matrix
+ QuaternionTransform(&quat, matProjView);
+
+ // Normalized world points in vectors
+ result.x = quat.x/quat.w;
+ result.y = quat.y/quat.w;
+ result.z = quat.z/quat.w;
+
+ return result;
+}
+
//----------------------------------------------------------------------------------
// Module Functions Definition - rlgl Functions
//----------------------------------------------------------------------------------
@@ -1183,13 +1209,13 @@ void rlglInit(int width, int height)
// Init default white texture
unsigned char pixels[4] = { 255, 255, 255, 255 }; // 1 pixel RGBA (4 bytes)
- whiteTexture = rlglLoadTexture(pixels, 1, 1, UNCOMPRESSED_R8G8B8A8, 1);
+ whiteTexture = rlLoadTexture(pixels, 1, 1, UNCOMPRESSED_R8G8B8A8, 1);
if (whiteTexture != 0) TraceLog(LOG_INFO, "[TEX ID %i] Base white texture loaded successfully", whiteTexture);
else TraceLog(LOG_WARNING, "Base white texture could not be loaded");
// Init default Shader (customized for GL 3.3 and ES2)
- defaultShader = LoadDefaultShader();
+ defaultShader = LoadShaderDefault();
currentShader = defaultShader;
// Init default vertex arrays buffers (lines, triangles, quads)
@@ -1261,7 +1287,7 @@ void rlglInit(int width, int height)
void rlglClose(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- UnloadDefaultShader();
+ UnloadShaderDefault();
UnloadDefaultBuffers();
// Delete default white texture
@@ -1277,7 +1303,7 @@ void rlglDraw(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// NOTE: In a future version, models could be stored in a stack...
- //for (int i = 0; i < modelsCount; i++) rlglDrawMesh(models[i]->mesh, models[i]->material, models[i]->transform);
+ //for (int i = 0; i < modelsCount; i++) rlDrawMesh(models[i]->mesh, models[i]->material, models[i]->transform);
// NOTE: Default buffers upload and draw
UpdateDefaultBuffers();
@@ -1308,31 +1334,8 @@ void rlglLoadExtensions(void *loader)
#endif
}
-// Get world coordinates from screen coordinates
-Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view)
-{
- Vector3 result = { 0.0f, 0.0f, 0.0f };
-
- // Calculate unproject matrix (multiply projection matrix and view matrix) and invert it
- Matrix matProjView = MatrixMultiply(proj, view);
- MatrixInvert(&matProjView);
-
- // Create quaternion from source point
- Quaternion quat = { source.x, source.y, source.z, 1.0f };
-
- // Multiply quat point by unproject matrix
- QuaternionTransform(&quat, matProjView);
-
- // Normalized world points in vectors
- result.x = quat.x/quat.w;
- result.y = quat.y/quat.w;
- result.z = quat.z/quat.w;
-
- return result;
-}
-
// Convert image data to OpenGL texture (returns OpenGL valid Id)
-unsigned int rlglLoadTexture(void *data, int width, int height, int format, int mipmapCount)
+unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount)
{
glBindTexture(GL_TEXTURE_2D, 0); // Free any old binding
@@ -1427,17 +1430,17 @@ unsigned int rlglLoadTexture(void *data, int width, int height, int format, int
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) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGB_S3TC_DXT1_EXT); break;
- case COMPRESSED_DXT1_RGBA: if (texCompDXTSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT); break;
- case COMPRESSED_DXT3_RGBA: if (texCompDXTSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT); break;
- case COMPRESSED_DXT5_RGBA: if (texCompDXTSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT); break;
- case COMPRESSED_ETC1_RGB: if (texCompETC1Supported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_ETC1_RGB8_OES); break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3
- case COMPRESSED_ETC2_RGB: if (texCompETC2Supported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGB8_ETC2); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
- case COMPRESSED_ETC2_EAC_RGBA: if (texCompETC2Supported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA8_ETC2_EAC); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
- case COMPRESSED_PVRT_RGB: if (texCompPVRTSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG); break; // NOTE: Requires PowerVR GPU
- case COMPRESSED_PVRT_RGBA: if (texCompPVRTSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG); break; // NOTE: Requires PowerVR GPU
- case COMPRESSED_ASTC_4x4_RGBA: if (texCompASTCSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_ASTC_4x4_KHR); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
- case COMPRESSED_ASTC_8x8_RGBA: if (texCompASTCSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_ASTC_8x8_KHR); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
+ 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)
@@ -1452,18 +1455,18 @@ unsigned int rlglLoadTexture(void *data, int width, int height, int format, int
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; // Requries extension OES_texture_float
- case COMPRESSED_DXT1_RGB: if (texCompDXTSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGB_S3TC_DXT1_EXT); break;
- case COMPRESSED_DXT1_RGBA: if (texCompDXTSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT); break;
- case COMPRESSED_DXT3_RGBA: if (texCompDXTSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT); break; // NOTE: Not supported by WebGL
- case COMPRESSED_DXT5_RGBA: if (texCompDXTSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT); break; // NOTE: Not supported by WebGL
- case COMPRESSED_ETC1_RGB: if (texCompETC1Supported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_ETC1_RGB8_OES); break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3
- case COMPRESSED_ETC2_RGB: if (texCompETC2Supported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGB8_ETC2); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
- case COMPRESSED_ETC2_EAC_RGBA: if (texCompETC2Supported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA8_ETC2_EAC); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
- case COMPRESSED_PVRT_RGB: if (texCompPVRTSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG); break; // NOTE: Requires PowerVR GPU
- case COMPRESSED_PVRT_RGBA: if (texCompPVRTSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG); break; // NOTE: Requires PowerVR GPU
- case COMPRESSED_ASTC_4x4_RGBA: if (texCompASTCSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_ASTC_4x4_KHR); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
- case COMPRESSED_ASTC_8x8_RGBA: if (texCompASTCSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_ASTC_8x8_KHR); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
+ 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;
}
@@ -1514,8 +1517,48 @@ unsigned int rlglLoadTexture(void *data, int width, int height, int format, int
return id;
}
+// Update already loaded texture in GPU with new data
+void rlUpdateTexture(unsigned int id, int width, int height, int format, const void *data)
+{
+ glBindTexture(GL_TEXTURE_2D, id);
+
+#if defined(GRAPHICS_API_OPENGL_33)
+ switch (format)
+ {
+ case UNCOMPRESSED_GRAYSCALE: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RED, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
+ case UNCOMPRESSED_GRAY_ALPHA: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RG, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
+ case UNCOMPRESSED_R5G6B5: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, (unsigned short *)data); break;
+ case UNCOMPRESSED_R8G8B8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
+ case UNCOMPRESSED_R5G5B5A1: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, (unsigned short *)data); break;
+ case UNCOMPRESSED_R4G4B4A4: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned short *)data); break;
+ case UNCOMPRESSED_R8G8B8A8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
+ default: TraceLog(WARNING, "Texture format updating not supported"); break;
+ }
+#elif defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_ES2)
+ // NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA
+ switch (format)
+ {
+ case UNCOMPRESSED_GRAYSCALE: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_LUMINANCE, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
+ case UNCOMPRESSED_GRAY_ALPHA: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
+ case UNCOMPRESSED_R5G6B5: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, (unsigned short *)data); break;
+ case UNCOMPRESSED_R8G8B8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
+ case UNCOMPRESSED_R5G5B5A1: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, (unsigned short *)data); break;
+ case UNCOMPRESSED_R4G4B4A4: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned short *)data); break;
+ case UNCOMPRESSED_R8G8B8A8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
+ default: TraceLog(WARNING, "Texture format updating not supported"); break;
+ }
+#endif
+}
+
+// Unload texture from GPU memory
+void rlUnloadTexture(unsigned int id)
+{
+ if (id > 0) glDeleteTextures(1, &id);
+}
+
+
// Load a texture to be used for rendering (fbo with color and depth attachments)
-RenderTexture2D rlglLoadRenderTexture(int width, int height)
+RenderTexture2D rlLoadRenderTexture(int width, int height)
{
RenderTexture2D target;
@@ -1609,41 +1652,8 @@ RenderTexture2D rlglLoadRenderTexture(int width, int height)
return target;
}
-// Update already loaded texture in GPU with new data
-void rlglUpdateTexture(unsigned int id, int width, int height, int format, const void *data)
-{
- glBindTexture(GL_TEXTURE_2D, id);
-
-#if defined(GRAPHICS_API_OPENGL_33)
- switch (format)
- {
- case UNCOMPRESSED_GRAYSCALE: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RED, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
- case UNCOMPRESSED_GRAY_ALPHA: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RG, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
- case UNCOMPRESSED_R5G6B5: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, (unsigned short *)data); break;
- case UNCOMPRESSED_R8G8B8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
- case UNCOMPRESSED_R5G5B5A1: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, (unsigned short *)data); break;
- case UNCOMPRESSED_R4G4B4A4: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned short *)data); break;
- case UNCOMPRESSED_R8G8B8A8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
- default: TraceLog(LOG_WARNING, "Texture format updating not supported"); break;
- }
-#elif defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_ES2)
- // NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA
- switch (format)
- {
- case UNCOMPRESSED_GRAYSCALE: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_LUMINANCE, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
- case UNCOMPRESSED_GRAY_ALPHA: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
- case UNCOMPRESSED_R5G6B5: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, (unsigned short *)data); break;
- case UNCOMPRESSED_R8G8B8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
- case UNCOMPRESSED_R5G5B5A1: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, (unsigned short *)data); break;
- case UNCOMPRESSED_R4G4B4A4: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned short *)data); break;
- case UNCOMPRESSED_R8G8B8A8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
- default: TraceLog(LOG_WARNING, "Texture format updating not supported"); break;
- }
-#endif
-}
-
// Generate mipmap data for selected texture
-void rlglGenerateMipmaps(Texture2D *texture)
+void rlGenerateMipmaps(Texture2D *texture)
{
glBindTexture(GL_TEXTURE_2D, texture->id);
@@ -1657,7 +1667,7 @@ void rlglGenerateMipmaps(Texture2D *texture)
{
#if defined(GRAPHICS_API_OPENGL_11)
// Compute required mipmaps
- void *data = rlglReadTexturePixels(*texture);
+ void *data = rlReadTexturePixels(*texture);
// NOTE: data size is reallocated to fit mipmaps data
// NOTE: CPU mipmap generation only supports RGBA 32bit data
@@ -1708,8 +1718,425 @@ void rlglGenerateMipmaps(Texture2D *texture)
glBindTexture(GL_TEXTURE_2D, 0);
}
+// Generated cubemap texture
+Texture2D rlGenMapCubemap(Texture2D skyHDR, int size)
+{
+ Texture2D cubemap = { 0 };
+
+ #define PATH_CUBEMAP_VS "resources/shaders/cubemap.vs" // Path to equirectangular to cubemap vertex shader
+ #define PATH_CUBEMAP_FS "resources/shaders/cubemap.fs" // Path to equirectangular to cubemap fragment shader
+
+ Shader shader = LoadShader(PATH_CUBEMAP_VS, PATH_CUBEMAP_FS);
+
+ // Get cubemap shader locations
+ int projectionLoc = GetShaderLocation(shader, "projection");
+ int viewLoc = GetShaderLocation(shader, "view");
+ int texmapLoc = GetShaderLocation(shader, "equirectangularMap");
+
+ SetShaderValuei(shader, texmapLoc, (int[1]){ 0 }, 1); // Set default active texture to 0
+
+ // Set up depth face culling and cubemap seamless
+ glDisable(GL_CULL_FACE);
+ glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
+
+ // Setup framebuffer
+ unsigned int fbo, rbo;
+ glGenFramebuffers(1, &fbo);
+ glGenRenderbuffers(1, &rbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ glBindRenderbuffer(GL_RENDERBUFFER, rbo);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo);
+
+ // Set up cubemap to render and attach to framebuffer
+ // NOTE: faces are stored with 16 bit floating point values
+ glGenTextures(1, &cubemap.id);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id);
+ for (unsigned int i = 0; i < 6; i++)
+ glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, size, size, 0, GL_RGB, GL_FLOAT, NULL);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+
+ // Create projection (transposed) and different views for each face
+ Matrix fboProjection = MatrixPerspective(90.0, 1.0, 0.01, 1000.0);
+ MatrixTranspose(&fboProjection);
+ Matrix fboViews[6] = {
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
+ };
+
+ // Convert HDR equirectangular environment map to cubemap equivalent
+ glUseProgram(shader.id);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, skyHDR.id);
+ SetShaderValueMatrix(shader, projectionLoc, fboProjection);
+
+ // Note: don't forget to configure the viewport to the capture dimensions
+ glViewport(0, 0, size, size);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+
+ for (unsigned int i = 0; i < 6; i++)
+ {
+ SetShaderValueMatrix(shader, viewLoc, fboViews[i]);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, cubemap.id, 0);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ RenderCube();
+ }
+
+ // Unbind framebuffer and textures
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+ UnloadShader(shader);
+
+ cubemap.width = size;
+ cubemap.height = size;
+
+ // Reset viewport dimensions to default
+ glViewport(0, 0, GetScreenWidth(), GetScreenHeight());
+ //glEnable(GL_CULL_FACE);
+
+ return cubemap;
+}
+
+Texture2D rlGenMapIrradiance(Texture2D cubemap, int size)
+{
+ Texture2D irradiance = { 0 };
+
+ #define PATH_SKYBOX_VS "resources/shaders/skybox.vs" // Path to skybox vertex shader
+ #define PATH_IRRADIANCE_FS "resources/shaders/irradiance.fs" // Path to irradiance (GI) calculation fragment shader
+
+ Shader shader = LoadShader(PATH_SKYBOX_VS, PATH_IRRADIANCE_FS);
+
+ // Get irradiance shader locations
+ int projectionLoc = GetShaderLocation(shader, "projection");
+ int viewLoc = GetShaderLocation(shader, "view");
+ int texmapLoc = GetShaderLocation(shader, "environmentMap");
+
+ // Set up shaders constant values
+ SetShaderValuei(shader, texmapLoc, (int[1]){ 0 }, 1);
+
+ // Setup framebuffer
+ unsigned int fbo, rbo;
+ glGenFramebuffers(1, &fbo);
+ glGenRenderbuffers(1, &rbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ glBindRenderbuffer(GL_RENDERBUFFER, rbo);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo);
+
+ // Create an irradiance cubemap, and re-scale capture FBO to irradiance scale
+ glGenTextures(1, &irradiance.id);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, irradiance.id);
+ for (unsigned int i = 0; i < 6; i++)
+ glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, size, size, 0, GL_RGB, GL_FLOAT, NULL);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+
+ // Create projection (transposed) and different views for each face
+ Matrix fboProjection = MatrixPerspective(90.0, 1.0, 0.01, 1000.0);
+ MatrixTranspose(&fboProjection);
+ Matrix fboViews[6] = {
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
+ };
+
+ // Solve diffuse integral by convolution to create an irradiance cubemap
+ glUseProgram(shader.id);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id);
+ SetShaderValueMatrix(shader, projectionLoc, fboProjection);
+
+ // Note: don't forget to configure the viewport to the capture dimensions
+ glViewport(0, 0, size, size);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+
+ for (unsigned int i = 0; i < 6; i++)
+ {
+ SetShaderValueMatrix(shader, viewLoc, fboViews[i]);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, irradiance.id, 0);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ RenderCube();
+ }
+
+ // Unbind framebuffer and textures
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+ UnloadShader(shader);
+
+ irradiance.width = size;
+ irradiance.height = size;
+
+ return irradiance;
+}
+
+Texture2D rlGenMapPrefilter(Texture2D cubemap, int size)
+{
+ Texture2D prefilter = { 0 };
+
+ #define PATH_SKYBOX_VS "resources/shaders/skybox.vs" // Path to skybox vertex shader
+ #define PATH_PREFILTER_FS "resources/shaders/prefilter.fs" // Path to reflection prefilter calculation fragment shader
+
+ Shader shader = LoadShader(PATH_SKYBOX_VS, PATH_PREFILTER_FS);
+
+ // Get prefilter shader locations
+ int projectionLoc = GetShaderLocation(shader, "projection");
+ int viewLoc = GetShaderLocation(shader, "view");
+ int roughnessLoc = GetShaderLocation(shader, "roughness");
+ int texmapLoc = GetShaderLocation(shader, "environmentMap");
+
+ SetShaderValuei(shader, texmapLoc, (int[1]){ 0 }, 1);
+
+ // Setup framebuffer
+ unsigned int fbo, rbo;
+ glGenFramebuffers(1, &fbo);
+ glGenRenderbuffers(1, &rbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ glBindRenderbuffer(GL_RENDERBUFFER, rbo);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo);
+
+ // Create a prefiltered HDR environment map
+ glGenTextures(1, &prefilter.id);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, prefilter.id);
+ for (unsigned int i = 0; i < 6; i++)
+ glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, size, size, 0, GL_RGB, GL_FLOAT, NULL);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+
+ // Generate mipmaps for the prefiltered HDR texture
+ glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
+
+ // Create projection (transposed) and different views for each face
+ Matrix fboProjection = MatrixPerspective(90.0, 1.0, 0.01, 1000.0);
+ MatrixTranspose(&fboProjection);
+ Matrix fboViews[6] = {
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
+ };
+
+ // Prefilter HDR and store data into mipmap levels
+ glUseProgram(shader.id);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id);
+ SetShaderValueMatrix(shader, projectionLoc, fboProjection);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+
+ #define MAX_MIPMAP_LEVELS 5 // Max number of prefilter texture mipmaps
+
+ for (unsigned int mip = 0; mip < MAX_MIPMAP_LEVELS; mip++)
+ {
+ // Resize framebuffer according to mip-level size.
+ unsigned int mipWidth = size*powf(0.5f, mip);
+ unsigned int mipHeight = size*powf(0.5f, mip);
+
+ glBindRenderbuffer(GL_RENDERBUFFER, rbo);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, mipWidth, mipHeight);
+ glViewport(0, 0, mipWidth, mipHeight);
+
+ float roughness = (float)mip/(float)(MAX_MIPMAP_LEVELS - 1);
+ glUniform1f(roughnessLoc, roughness);
+
+ for (unsigned int i = 0; i < 6; ++i)
+ {
+ SetShaderValueMatrix(shader, viewLoc, fboViews[i]);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, prefilter.id, mip);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ RenderCube();
+ }
+ }
+
+ // Unbind framebuffer and textures
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+ UnloadShader(shader);
+
+ prefilter.width = size;
+ prefilter.height = size;
+
+ return prefilter;
+}
+
+Texture2D rlGenMapBRDF(Texture2D cubemap, int size)
+{
+ Texture2D brdf = { 0 };
+
+ #define PATH_BRDF_VS "resources/shaders/brdf.vs" // Path to bidirectional reflectance distribution function vertex shader
+ #define PATH_BRDF_FS "resources/shaders/brdf.fs" // Path to bidirectional reflectance distribution function fragment shader
+
+ Shader shader = LoadShader(PATH_BRDF_VS, PATH_BRDF_FS);
+
+ // Generate BRDF convolution texture
+ glGenTextures(1, &brdf.id);
+ glBindTexture(GL_TEXTURE_2D, brdf.id);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16F, size, size, 0, GL_RG, GL_FLOAT, 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+
+ // Render BRDF LUT into a quad using FBO
+ unsigned int fbo, rbo;
+ glGenFramebuffers(1, &fbo);
+ glGenRenderbuffers(1, &rbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ glBindRenderbuffer(GL_RENDERBUFFER, rbo);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, brdf.id, 0);
+
+ rlViewport(0, 0, size, size);
+ glUseProgram(shader.id);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ RenderQuad();
+
+ // Unbind framebuffer and textures
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+ UnloadShader(shader);
+
+ brdf.width = size;
+ brdf.height = size;
+
+ return brdf;
+}
+
+// Renders a 1x1 3D cube in NDC
+GLuint cubeVAO = 0;
+GLuint cubeVBO = 0;
+static void RenderCube(void)
+{
+ // Initialize if it is not yet
+ if (cubeVAO == 0)
+ {
+ GLfloat vertices[] = {
+ -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
+ 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
+ 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
+ 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
+ -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
+ -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
+ -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
+ 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
+ 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
+ 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
+ -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
+ -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
+ -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
+ -1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
+ -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
+ -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
+ -1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
+ -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
+ 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
+ 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
+ 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
+ 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
+ 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
+ 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
+ -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
+ 1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
+ 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
+ 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
+ -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
+ -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
+ -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
+ 1.0f, 1.0f , 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
+ 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
+ 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
+ -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
+ -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f
+ };
+
+ // Set up cube VAO
+ glGenVertexArrays(1, &cubeVAO);
+ glGenBuffers(1, &cubeVBO);
+
+ // Fill buffer
+ glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
+
+ // Link vertex attributes
+ glBindVertexArray(cubeVAO);
+ glEnableVertexAttribArray(0);
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(GLfloat), (GLvoid*)0);
+ glEnableVertexAttribArray(1);
+ glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(GLfloat), (GLvoid*)(3*sizeof(GLfloat)));
+ glEnableVertexAttribArray(2);
+ glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(GLfloat), (GLvoid*)(6*sizeof(GLfloat)));
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindVertexArray(0);
+ }
+
+ // Render cube
+ glBindVertexArray(cubeVAO);
+ glDrawArrays(GL_TRIANGLES, 0, 36);
+ glBindVertexArray(0);
+}
+
+// Renders a 1x1 XY quad in NDC
+GLuint quadVAO = 0;
+GLuint quadVBO;
+static void RenderQuad(void)
+{
+ // Initialize if it is not yet
+ if (quadVAO == 0)
+ {
+ GLfloat quadVertices[] = {
+ // Positions // Texture Coords
+ -1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
+ -1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
+ 1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
+ 1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
+ };
+
+ // Set up plane VAO
+ glGenVertexArrays(1, &quadVAO);
+ glGenBuffers(1, &quadVBO);
+ glBindVertexArray(quadVAO);
+
+ // Fill buffer
+ glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
+
+ // Link vertex attributes
+ glEnableVertexAttribArray(0);
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(GLfloat), (GLvoid*)0);
+ glEnableVertexAttribArray(1);
+ glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(GLfloat), (GLvoid*)(3*sizeof(GLfloat)));
+ }
+
+ // Render quad
+ glBindVertexArray(quadVAO);
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ glBindVertexArray(0);
+}
+
+
+
// Upload vertex data into a VAO (if supported) and VBO
-void rlglLoadMesh(Mesh *mesh, bool dynamic)
+// TODO: Check if mesh has already been loaded in GPU
+void rlLoadMesh(Mesh *mesh, bool dynamic)
{
mesh->vaoId = 0; // Vertex Array Object
mesh->vboId[0] = 0; // Vertex positions VBO
@@ -1846,7 +2273,7 @@ void rlglLoadMesh(Mesh *mesh, bool dynamic)
}
// Update vertex data on GPU (upload new data to one buffer)
-void rlglUpdateMesh(Mesh mesh, int buffer, int numVertex)
+void rlUpdateMesh(Mesh mesh, int buffer, int numVertex)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Activate mesh VAO
@@ -1908,11 +2335,11 @@ void rlglUpdateMesh(Mesh mesh, int buffer, int numVertex)
}
// Draw a 3d mesh with material and transform
-void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
+void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
{
#if defined(GRAPHICS_API_OPENGL_11)
glEnable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, material.texDiffuse.id);
+ glBindTexture(GL_TEXTURE_2D, material.maps[TEXMAP_DIFFUSE].tex.id);
// NOTE: On OpenGL 1.1 we use Vertex Arrays to draw model
glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array
@@ -1943,16 +2370,28 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
#endif
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glUseProgram(material.shader.id);
+ // 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)
+ SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_MODEL], transform);
+
// Upload to shader material.colDiffuse
- glUniform4f(material.shader.colDiffuseLoc, (float)material.colDiffuse.r/255, (float)material.colDiffuse.g/255, (float)material.colDiffuse.b/255, (float)material.colDiffuse.a/255);
-
- // Upload to shader material.colAmbient (if available)
- if (material.shader.colAmbientLoc != -1) glUniform4f(material.shader.colAmbientLoc, (float)material.colAmbient.r/255, (float)material.colAmbient.g/255, (float)material.colAmbient.b/255, (float)material.colAmbient.a/255);
+ glUniform4f(material.shader.locs[LOC_COLOR_DIFFUSE], (float)material.maps[TEXMAP_DIFFUSE].color.r/255,
+ (float)material.maps[TEXMAP_DIFFUSE].color.g/255,
+ (float)material.maps[TEXMAP_DIFFUSE].color.b/255,
+ (float)material.maps[TEXMAP_DIFFUSE].color.a/255);
// Upload to shader material.colSpecular (if available)
- if (material.shader.colSpecularLoc != -1) glUniform4f(material.shader.colSpecularLoc, (float)material.colSpecular.r/255, (float)material.colSpecular.g/255, (float)material.colSpecular.b/255, (float)material.colSpecular.a/255);
+ if (material.shader.locs[LOC_COLOR_SPECULAR] != -1)
+ glUniform4f(material.shader.locs[LOC_COLOR_SPECULAR], (float)material.maps[TEXMAP_SPECULAR].color.r/255,
+ (float)material.maps[TEXMAP_SPECULAR].color.g/255,
+ (float)material.maps[TEXMAP_SPECULAR].color.b/255,
+ (float)material.maps[TEXMAP_SPECULAR].color.a/255);
// At this point the modelview matrix just contains the view matrix (camera)
// That's because Begin3dMode() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix()
@@ -1961,118 +2400,80 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
// Calculate model-view matrix combining matModel and matView
Matrix matModelView = MatrixMultiply(transform, matView); // Transform to camera-space coordinates
+ //-----------------------------------------------------
- // If not using default shader, we check for some additional location points
- // NOTE: This method is quite inefficient... it's a temporal solution while looking for a better one
- if (material.shader.id != defaultShader.id)
+ // Bind active texture maps (if available)
+ for (int i = 0; i < MAX_MATERIAL_TEXTURE_MAPS; i++)
{
- // Check if model matrix is located in shader and upload value
- int modelMatrixLoc = glGetUniformLocation(material.shader.id, "modelMatrix");
- if (modelMatrixLoc != -1)
+ if (material.maps[i].tex.id > 0)
{
- // Transpose and inverse model transformations matrix for fragment normal calculations
- Matrix transInvTransform = transform;
- MatrixTranspose(&transInvTransform);
- MatrixInvert(&transInvTransform);
+ glActiveTexture(GL_TEXTURE0 + i);
+ if ((i == TEXMAP_IRRADIANCE) || (i == TEXMAP_PREFILTER) || (i == TEXMAP_CUBEMAP)) glBindTexture(GL_TEXTURE_CUBE_MAP, material.maps[i].tex.id);
+ else glBindTexture(GL_TEXTURE_2D, material.maps[i].tex.id);
- // Send model transformations matrix to shader
- glUniformMatrix4fv(modelMatrixLoc, 1, false, MatrixToFloat(transInvTransform));
+ glUniform1i(material.shader.locs[LOC_TEXMAP_DIFFUSE + i], i);
}
-
- // Check if view direction is located in shader and upload value
- // NOTE: View matrix values m8, m9 and m10 are view direction vector axis (target - position)
- int viewDirLoc = glGetUniformLocation(material.shader.id, "viewDir");
- if (viewDirLoc != -1) glUniform3f(viewDirLoc, matView.m8, matView.m9, matView.m10);
-
- // Check if glossiness is located in shader and upload value
- int glossinessLoc = glGetUniformLocation(material.shader.id, "glossiness");
- if (glossinessLoc != -1) glUniform1f(glossinessLoc, material.glossiness);
- }
-
- // Set shader textures (diffuse, normal, specular)
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, material.texDiffuse.id);
- glUniform1i(material.shader.mapTexture0Loc, 0); // Diffuse texture fits in active texture unit 0
-
- if ((material.texNormal.id != 0) && (material.shader.mapTexture1Loc != -1))
- {
- // Upload to shader specular map flag
- glUniform1i(glGetUniformLocation(material.shader.id, "useNormal"), 1);
-
- glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_2D, material.texNormal.id);
- glUniform1i(material.shader.mapTexture1Loc, 1); // Normal texture fits in active texture unit 1
- }
-
- if ((material.texSpecular.id != 0) && (material.shader.mapTexture2Loc != -1))
- {
- // Upload to shader specular map flag
- glUniform1i(glGetUniformLocation(material.shader.id, "useSpecular"), 1);
-
- glActiveTexture(GL_TEXTURE2);
- glBindTexture(GL_TEXTURE_2D, material.texSpecular.id);
- glUniform1i(material.shader.mapTexture2Loc, 2); // Specular texture fits in active texture unit 2
}
- if (vaoSupported)
- {
- glBindVertexArray(mesh.vaoId);
- }
+ // Bind vertex array objects (or VBOs)
+ if (vaoSupported) glBindVertexArray(mesh.vaoId);
else
{
+ // TODO: Simplify VBO binding into a for loop
+
// Bind mesh VBO data: vertex position (shader-location = 0)
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
- glVertexAttribPointer(material.shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(material.shader.vertexLoc);
+ 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.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(material.shader.texcoordLoc);
+ 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.normalLoc != -1)
+ if (material.shader.locs[LOC_VERTEX_NORMAL] != -1)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]);
- glVertexAttribPointer(material.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(material.shader.normalLoc);
+ 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.colorLoc != -1)
+ if (material.shader.locs[LOC_VERTEX_COLOR] != -1)
{
if (mesh.vboId[3] != 0)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]);
- glVertexAttribPointer(material.shader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
- glEnableVertexAttribArray(material.shader.colorLoc);
+ 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.colorLoc, 1.0f, 1.0f, 1.0f, 1.0f);
- glDisableVertexAttribArray(material.shader.colorLoc);
+ 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.tangentLoc != -1)
+ if (material.shader.locs[LOC_VERTEX_TANGENT] != -1)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]);
- glVertexAttribPointer(material.shader.tangentLoc, 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(material.shader.tangentLoc);
+ glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TANGENT], 3, 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.texcoord2Loc != -1)
+ if (material.shader.locs[LOC_VERTEX_TEXCOORD02] != -1)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]);
- glVertexAttribPointer(material.shader.texcoord2Loc, 2, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(material.shader.texcoord2Loc);
+ 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, quads.vboId[3]);
+ if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.vboId[6]);
}
int eyesCount = 1;
@@ -2091,45 +2492,41 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
Matrix matMVP = MatrixMultiply(modelview, projection); // Transform to screen-space coordinates
// Send combined model-view-projection matrix to shader
- glUniformMatrix4fv(material.shader.mvpLoc, 1, false, MatrixToFloat(matMVP));
+ 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);
}
-
- if (material.texNormal.id != 0)
- {
- glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_2D, 0);
- }
-
- if (material.texSpecular.id != 0)
+
+ // Unbind all binded texture maps
+ for (int i = 0; i < MAX_MATERIAL_TEXTURE_MAPS; i++)
{
- glActiveTexture(GL_TEXTURE2);
- glBindTexture(GL_TEXTURE_2D, 0);
+ glActiveTexture(GL_TEXTURE0 + i); // Set shader active texture
+ if ((i == TEXMAP_IRRADIANCE) || (i == TEXMAP_PREFILTER) || (i == TEXMAP_CUBEMAP)) glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
+ else glBindTexture(GL_TEXTURE_2D, 0); // Unbind current active texture
}
- glActiveTexture(GL_TEXTURE0); // Set shader active texture to default 0
- glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
-
- if (vaoSupported) glBindVertexArray(0); // Unbind VAO
+ // Unind vertex array objects (or VBOs)
+ if (vaoSupported) glBindVertexArray(0);
else
{
- glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind VBOs
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
- glUseProgram(0); // Unbind shader program
+ // Unbind shader program
+ glUseProgram(0);
// Restore projection/modelview matrices
+ // NOTE: In stereo rendering matrices are being modified to fit every eye
projection = matProjection;
modelview = matView;
#endif
}
// Unload mesh data from CPU and GPU
-void rlglUnloadMesh(Mesh *mesh)
+void rlUnloadMesh(Mesh *mesh)
{
if (mesh->vertices != NULL) free(mesh->vertices);
if (mesh->texcoords != NULL) free(mesh->texcoords);
@@ -2151,7 +2548,7 @@ void rlglUnloadMesh(Mesh *mesh)
}
// Read screen pixel data (color buffer)
-unsigned char *rlglReadScreenPixels(int width, int height)
+unsigned char *rlReadScreenPixels(int width, int height)
{
unsigned char *screenData = (unsigned char *)calloc(width*height*4, sizeof(unsigned char));
@@ -2182,7 +2579,7 @@ unsigned char *rlglReadScreenPixels(int width, int height)
// Read texture pixel data
// NOTE: glGetTexImage() is not available on OpenGL ES 2.0
// Texture2D width and height are required on OpenGL ES 2.0. There is no way to get it from texture id.
-void *rlglReadTexturePixels(Texture2D texture)
+void *rlReadTexturePixels(Texture2D texture)
{
void *pixels = NULL;
@@ -2235,7 +2632,7 @@ void *rlglReadTexturePixels(Texture2D texture)
#if defined(GRAPHICS_API_OPENGL_ES2)
- RenderTexture2D fbo = rlglLoadRenderTexture(texture.width, texture.height);
+ RenderTexture2D fbo = rlLoadRenderTexture(texture.width, texture.height);
// NOTE: Two possible Options:
// 1 - Bind texture to color fbo attachment and glReadPixels()
@@ -2306,7 +2703,7 @@ void *rlglReadTexturePixels(Texture2D texture)
/*
// TODO: Record draw calls to be processed in batch
// NOTE: Global state must be kept
-void rlglRecordDraw(void)
+void rlRecordDraw(void)
{
// TODO: Before adding a new draw, check if anything changed from last stored draw
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
@@ -2328,7 +2725,7 @@ void rlglRecordDraw(void)
//----------------------------------------------------------------------------------
// Get default internal texture (white texture)
-Texture2D GetDefaultTexture(void)
+Texture2D GetTextureDefault(void)
{
Texture2D texture;
@@ -2389,8 +2786,8 @@ Shader LoadShader(char *vsFileName, char *fsFileName)
{
shader.id = LoadShaderProgram(vShaderStr, fShaderStr);
- // After shader loading, we try to load default location names
- if (shader.id != 0) LoadDefaultShaderLocations(&shader);
+ // After shader loading, we TRY to set default location names
+ if (shader.id > 0) SetShaderDefaultLocations(&shader);
// Shader strings must be freed
free(vShaderStr);
@@ -2402,6 +2799,32 @@ Shader LoadShader(char *vsFileName, char *fsFileName)
TraceLog(LOG_WARNING, "Custom shader could not be loaded");
shader = defaultShader;
}
+
+
+ // Get available shader uniforms
+ // NOTE: This information is useful for debug...
+ int uniformCount = -1;
+
+ glGetProgramiv(shader.id, GL_ACTIVE_UNIFORMS, &uniformCount);
+
+ for(int i = 0; i < uniformCount; i++)
+ {
+ int namelen = -1;
+ int num = -1;
+ char name[256]; // Assume no variable names longer than 256
+ GLenum type = GL_ZERO;
+
+ // Get the name of the uniforms
+ glGetActiveUniform(shader.id, i,sizeof(name) - 1, &namelen, &num, &type, name);
+
+ name[namelen] = 0;
+
+ // Get the location of the named uniform
+ GLuint location = glGetUniformLocation(shader.id, name);
+
+ TraceLog(LOG_INFO, "[SHDR ID %i] Active uniform [%s] set at location: %i", shader.id, name, location);
+ }
+
#endif
return shader;
@@ -2410,7 +2833,7 @@ Shader LoadShader(char *vsFileName, char *fsFileName)
// Unload shader from GPU memory (VRAM)
void UnloadShader(Shader shader)
{
- if (shader.id != 0)
+ if (shader.id > 0)
{
rlDeleteShader(shader.id);
TraceLog(LOG_INFO, "[SHDR ID %i] Unloaded shader program data", shader.id);
@@ -2438,7 +2861,7 @@ void EndShaderMode(void)
}
// Get default shader
-Shader GetDefaultShader(void)
+Shader GetShaderDefault(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
return defaultShader;
@@ -2455,7 +2878,8 @@ int GetShaderLocation(Shader shader, const char *uniformName)
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
location = glGetUniformLocation(shader.id, uniformName);
- if (location == -1) TraceLog(LOG_DEBUG, "[SHDR ID %i] Shader location for %s could not be found", shader.id, uniformName);
+ if (location == -1) TraceLog(LOG_WARNING, "[SHDR ID %i] Shader uniform [%s] COULD NOT BE FOUND", shader.id, uniformName);
+ else TraceLog(LOG_INFO, "[SHDR ID %i] Shader uniform [%s] set at location: %i", shader.id, uniformName, location);
#endif
return location;
}
@@ -2609,12 +3033,12 @@ void InitVrSimulator(int vrDevice)
// Initialize framebuffer and textures for stereo rendering
// NOTE: screen size should match HMD aspect ratio
- vrConfig.stereoFbo = rlglLoadRenderTexture(screenWidth, screenHeight);
+ 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);
- if (vrConfig.distortionShader.id != 0) LoadDefaultShaderLocations(&vrConfig.distortionShader);
+ if (vrConfig.distortionShader.id > 0) SetShaderDefaultLocations(&vrConfig.distortionShader);
#endif
SetStereoConfig(hmd);
@@ -2727,7 +3151,7 @@ void EndVrDrawing(void)
// Draw RenderTexture (stereoFbo) using distortion shader
currentShader = vrConfig.distortionShader;
#else
- currentShader = GetDefaultShader();
+ currentShader = GetShaderDefault();
#endif
rlEnableTexture(vrConfig.stereoFbo.texture.id);
@@ -2783,7 +3207,7 @@ 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 LoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int compressedFormat)
+static void LoadTextureCompressed(unsigned char *data, int width, int height, int compressedFormat, int mipmapCount)
{
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
@@ -2950,7 +3374,7 @@ static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShade
// Load default shader (just vertex positioning and texture coloring)
// NOTE: This shader program is used for batch buffers (lines, triangles, quads)
-static Shader LoadDefaultShader(void)
+static Shader LoadShaderDefault(void)
{
Shader shader;
@@ -3015,17 +3439,29 @@ static Shader LoadDefaultShader(void)
shader.id = LoadShaderProgram(vDefaultShaderStr, fDefaultShaderStr);
- if (shader.id != 0) TraceLog(LOG_INFO, "[SHDR ID %i] Default shader loaded successfully", shader.id);
- else TraceLog(LOG_WARNING, "[SHDR ID %i] Default shader could not be loaded", shader.id);
-
- if (shader.id != 0) LoadDefaultShaderLocations(&shader);
+ 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
+ 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
+ shader.locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader.id, "mvpMatrix");
+ shader.locs[LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader.id, "colDiffuse");
+ shader.locs[LOC_TEXMAP_DIFFUSE] = glGetUniformLocation(shader.id, "texture0");
+ }
+ else TraceLog(WARNING, "[SHDR ID %i] Default shader could not be loaded", shader.id);
return shader;
}
// Get location handlers to for shader attributes and uniforms
// NOTE: If any location is not found, loc point becomes -1
-static void LoadDefaultShaderLocations(Shader *shader)
+static void SetShaderDefaultLocations(Shader *shader)
{
// NOTE: Default shader attrib locations have been fixed before linking:
// vertex position location = 0
@@ -3036,30 +3472,27 @@ static void LoadDefaultShaderLocations(Shader *shader)
// vertex texcoord2 location = 5
// Get handles to GLSL input attibute locations
- shader->vertexLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_POSITION_NAME);
- shader->texcoordLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD_NAME);
- shader->texcoord2Loc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD2_NAME);
- shader->normalLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_NORMAL_NAME);
- shader->tangentLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TANGENT_NAME);
- shader->colorLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_COLOR_NAME);
+ shader->locs[LOC_VERTEX_POSITION] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_POSITION_NAME);
+ shader->locs[LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD_NAME);
+ shader->locs[LOC_VERTEX_TEXCOORD02] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD2_NAME);
+ shader->locs[LOC_VERTEX_NORMAL] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_NORMAL_NAME);
+ shader->locs[LOC_VERTEX_TANGENT] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TANGENT_NAME);
+ shader->locs[LOC_VERTEX_COLOR] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_COLOR_NAME);
// Get handles to GLSL uniform locations (vertex shader)
- shader->mvpLoc = glGetUniformLocation(shader->id, "mvpMatrix");
+ shader->locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader->id, "mvpMatrix");
// Get handles to GLSL uniform locations (fragment shader)
- shader->colDiffuseLoc = glGetUniformLocation(shader->id, "colDiffuse");
- shader->colAmbientLoc = glGetUniformLocation(shader->id, "colAmbient");
- shader->colSpecularLoc = glGetUniformLocation(shader->id, "colSpecular");
-
- shader->mapTexture0Loc = glGetUniformLocation(shader->id, "texture0");
- shader->mapTexture1Loc = glGetUniformLocation(shader->id, "texture1");
- shader->mapTexture2Loc = glGetUniformLocation(shader->id, "texture2");
+ shader->locs[LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader->id, "colDiffuse");
+ shader->locs[LOC_TEXMAP_DIFFUSE] = glGetUniformLocation(shader->id, "texture0");
+ shader->locs[LOC_TEXMAP_NORMAL] = glGetUniformLocation(shader->id, "texture1");
+ shader->locs[LOC_TEXMAP_SPECULAR] = glGetUniformLocation(shader->id, "texture2");
// TODO: Try to find all expected/recognized shader locations (predefined names, must be documented)
}
// Unload default shader
-static void UnloadDefaultShader(void)
+static void UnloadShaderDefault(void)
{
glUseProgram(0);
@@ -3155,15 +3588,15 @@ static void LoadDefaultBuffers(void)
glGenBuffers(2, &lines.vboId[0]);
glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*2*MAX_LINES_BATCH, lines.vertices, GL_DYNAMIC_DRAW);
- glEnableVertexAttribArray(currentShader.vertexLoc);
- glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]);
+ glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
// Vertex color buffer (shader-location = 3)
glGenBuffers(2, &lines.vboId[1]);
glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*2*MAX_LINES_BATCH, lines.colors, GL_DYNAMIC_DRAW);
- glEnableVertexAttribArray(currentShader.colorLoc);
- glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+ glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]);
+ glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
if (vaoSupported) TraceLog(LOG_INFO, "[VAO ID %i] Default buffers VAO initialized successfully (lines)", lines.vaoId);
else TraceLog(LOG_INFO, "[VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully (lines)", lines.vboId[0], lines.vboId[1]);
@@ -3181,15 +3614,15 @@ static void LoadDefaultBuffers(void)
glGenBuffers(1, &triangles.vboId[0]);
glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*3*MAX_TRIANGLES_BATCH, triangles.vertices, GL_DYNAMIC_DRAW);
- glEnableVertexAttribArray(currentShader.vertexLoc);
- glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]);
+ glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
// Vertex color buffer (shader-location = 3)
glGenBuffers(1, &triangles.vboId[1]);
glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW);
- glEnableVertexAttribArray(currentShader.colorLoc);
- glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+ glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]);
+ glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
if (vaoSupported) TraceLog(LOG_INFO, "[VAO ID %i] Default buffers VAO initialized successfully (triangles)", triangles.vaoId);
else TraceLog(LOG_INFO, "[VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully (triangles)", triangles.vboId[0], triangles.vboId[1]);
@@ -3207,22 +3640,22 @@ static void LoadDefaultBuffers(void)
glGenBuffers(1, &quads.vboId[0]);
glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW);
- glEnableVertexAttribArray(currentShader.vertexLoc);
- glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]);
+ glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
// Vertex texcoord buffer (shader-location = 1)
glGenBuffers(1, &quads.vboId[1]);
glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW);
- glEnableVertexAttribArray(currentShader.texcoordLoc);
- glVertexAttribPointer(currentShader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_TEXCOORD01]);
+ glVertexAttribPointer(currentShader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
// Vertex color buffer (shader-location = 3)
glGenBuffers(1, &quads.vboId[2]);
glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[2]);
glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW);
- glEnableVertexAttribArray(currentShader.colorLoc);
- glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+ glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]);
+ glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
// Fill index buffer
glGenBuffers(1, &quads.vboId[3]);
@@ -3338,9 +3771,9 @@ static void DrawDefaultBuffers()
// Create modelview-projection matrix
Matrix matMVP = MatrixMultiply(modelview, projection);
- glUniformMatrix4fv(currentShader.mvpLoc, 1, false, MatrixToFloat(matMVP));
- glUniform4f(currentShader.colDiffuseLoc, 1.0f, 1.0f, 1.0f, 1.0f);
- glUniform1i(currentShader.mapTexture0Loc, 0);
+ glUniformMatrix4fv(currentShader.locs[LOC_MATRIX_MVP], 1, false, MatrixToFloat(matMVP));
+ glUniform4f(currentShader.locs[LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f);
+ glUniform1i(currentShader.locs[LOC_TEXMAP_DIFFUSE], 0);
// NOTE: Additional map textures not considered for default buffers drawing
}
@@ -3348,6 +3781,7 @@ static void DrawDefaultBuffers()
// Draw lines buffers
if (lines.vCounter > 0)
{
+ glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, whiteTexture);
if (vaoSupported)
@@ -3358,13 +3792,13 @@ static void DrawDefaultBuffers()
{
// Bind vertex attrib: position (shader-location = 0)
glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[0]);
- glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(currentShader.vertexLoc);
+ glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]);
// Bind vertex attrib: color (shader-location = 3)
glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[1]);
- glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
- glEnableVertexAttribArray(currentShader.colorLoc);
+ glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+ glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]);
}
glDrawArrays(GL_LINES, 0, lines.vCounter);
@@ -3376,6 +3810,7 @@ static void DrawDefaultBuffers()
// Draw triangles buffers
if (triangles.vCounter > 0)
{
+ glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, whiteTexture);
if (vaoSupported)
@@ -3386,13 +3821,13 @@ static void DrawDefaultBuffers()
{
// Bind vertex attrib: position (shader-location = 0)
glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[0]);
- glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(currentShader.vertexLoc);
+ glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]);
// Bind vertex attrib: color (shader-location = 3)
glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[1]);
- glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
- glEnableVertexAttribArray(currentShader.colorLoc);
+ glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+ glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]);
}
glDrawArrays(GL_TRIANGLES, 0, triangles.vCounter);
@@ -3416,18 +3851,18 @@ static void DrawDefaultBuffers()
{
// Bind vertex attrib: position (shader-location = 0)
glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[0]);
- glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(currentShader.vertexLoc);
+ glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]);
// Bind vertex attrib: texcoord (shader-location = 1)
glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[1]);
- glVertexAttribPointer(currentShader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(currentShader.texcoordLoc);
+ glVertexAttribPointer(currentShader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_TEXCOORD01]);
// Bind vertex attrib: color (shader-location = 3)
glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[2]);
- glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
- glEnableVertexAttribArray(currentShader.colorLoc);
+ glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+ glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]);
}
@@ -3441,6 +3876,7 @@ static void DrawDefaultBuffers()
//TraceLog(LOG_DEBUG, "Quads to render: %i - Vertex Count: %i", quadsCount, draws[i].vertexCount);
+ glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, draws[i].textureId);
// NOTE: The final parameter tells the GPU the offset in bytes from the start of the index buffer to the location of the first index to process