diff options
| author | victorfisac <[email protected]> | 2017-03-06 09:40:04 +0100 |
|---|---|---|
| committer | victorfisac <[email protected]> | 2017-03-06 09:40:04 +0100 |
| commit | 9261c3b8dc03d093bff5246a18ad9310ae8eaeb3 (patch) | |
| tree | af87165723ac563ee1a7e1c605c7a4df821d74ea /src/rlgl.c | |
| parent | e8630c78d069a1cba50b1a78108663ebc19e5b9b (diff) | |
| parent | b734802743f2089c8d649b27aea48ab71fa653b3 (diff) | |
| download | raylib-9261c3b8dc03d093bff5246a18ad9310ae8eaeb3.tar.gz raylib-9261c3b8dc03d093bff5246a18ad9310ae8eaeb3.zip | |
Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop
Diffstat (limited to 'src/rlgl.c')
| -rw-r--r-- | src/rlgl.c | 941 |
1 files changed, 353 insertions, 588 deletions
@@ -2,30 +2,55 @@ * * rlgl - raylib OpenGL abstraction layer * -* rlgl allows usage of OpenGL 1.1 style functions (rlVertex) that are internally mapped to -* selected OpenGL version (1.1, 2.1, 3.3 Core, ES 2.0). +* DESCRIPTION: * -* When chosing an OpenGL version greater than OpenGL 1.1, rlgl stores vertex data on internal +* rlgl allows usage of OpenGL 1.1 style functions (rlVertex) that are internally mapped to +* selected OpenGL version (1.1, 2.1, 3.3 Core, ES 2.0). +* +* When chosing an OpenGL version greater than OpenGL 1.1, rlgl stores vertex data on internal * VBO buffers (and VAOs if available). It requires calling 3 functions: * rlglInit() - Initialize internal buffers and auxiliar resources * rlglDraw() - Process internal buffers and send required draw calls * rlglClose() - De-initialize internal buffers data and other auxiliar resources * -* External libs: +* CONFIGURATION: +* +* #define GRAPHICS_API_OPENGL_11 +* Use OpenGL 1.1 backend +* +* #define GRAPHICS_API_OPENGL_21 +* Use OpenGL 2.1 backend +* +* #define GRAPHICS_API_OPENGL_33 +* Use OpenGL 3.3 Core profile backend +* +* #define GRAPHICS_API_OPENGL_ES2 +* Use OpenGL ES 2.0 backend +* +* #define RLGL_STANDALONE +* Use rlgl as standalone library (no raylib dependency) +* +* #define RLGL_NO_DISTORTION_SHADER +* Avoid stereo rendering distortion sahder (shader_distortion.h) inclusion +* +* #define SUPPORT_SHADER_DEFAULT / ENABLE_SHADER_DEFAULT +* +* #define SUPPORT_SHADER_DISTORTION +* +* +* #define SUPPORT_OCULUS_RIFT_CV1 / RLGL_OCULUS_SUPPORT +* Enable Oculus Rift CV1 functionality +* +* #define SUPPORT_STEREO_RENDERING +* +* #define RLGL_NO_DEFAULT_SHADER +* +* DEPENDENCIES: * raymath - 3D math functionality (Vector3, Matrix, Quaternion) * GLAD - OpenGL extensions loading (OpenGL 3.3 Core only) * -* Module Configuration Flags: -* GRAPHICS_API_OPENGL_11 - Use OpenGL 1.1 backend -* GRAPHICS_API_OPENGL_21 - Use OpenGL 2.1 backend -* GRAPHICS_API_OPENGL_33 - Use OpenGL 3.3 Core profile backend -* GRAPHICS_API_OPENGL_ES2 - Use OpenGL ES 2.0 backend -* -* RLGL_STANDALONE - Use rlgl as standalone library (no raylib dependency) -* RLGL_NO_STANDARD_SHADER - Avoid standard shader (shader_standard.h) inclusion -* RLGL_NO_DISTORTION_SHADER - Avoid stereo rendering distortion sahder (shader_distortion.h) inclusion -* RLGL_OCULUS_SUPPORT - Enable Oculus Rift CV1 functionality * +* LICENSE: zlib/libpng * * Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) * @@ -48,7 +73,7 @@ #include "rlgl.h" -#include <stdio.h> // Required for: fopen(), fclose(), fread()... [Used only on ReadTextFile()] +#include <stdio.h> // Required for: fopen(), fclose(), fread()... [Used only on LoadText()] #include <stdlib.h> // Required for: malloc(), free(), rand() #include <string.h> // Required for: strcmp(), strlen(), strtok() #include <math.h> // Required for: atan2() @@ -58,7 +83,7 @@ #endif #if defined(GRAPHICS_API_OPENGL_11) - #ifdef __APPLE__ + #ifdef __APPLE__ #include <OpenGL/gl.h> // OpenGL 1.1 library for OSX #else #include <GL/gl.h> // OpenGL 1.1 library @@ -70,7 +95,7 @@ #endif #if defined(GRAPHICS_API_OPENGL_33) - #ifdef __APPLE__ + #ifdef __APPLE__ #include <OpenGL/gl3.h> // OpenGL 3 library for OSX #else #define GLAD_IMPLEMENTATION @@ -92,10 +117,6 @@ #include <stdarg.h> // Required for: va_list, va_start(), vfprintf(), va_end() [Used only on TraceLog()] #endif -#if !defined(GRAPHICS_API_OPENGL_11) && !defined(RLGL_NO_STANDARD_SHADER) - #include "shader_standard.h" // Standard shader to be embedded -#endif - #if !defined(GRAPHICS_API_OPENGL_11) && !defined(RLGL_NO_DISTORTION_SHADER) #include "shader_distortion.h" // Distortion shader to be embedded #endif @@ -118,8 +139,6 @@ #define MAX_DRAWS_BY_TEXTURE 256 // Draws are organized by texture changes #define TEMP_VERTEX_BUFFER_SIZE 4096 // Temporal Vertex Buffer (required for vertex-transformations) // NOTE: Every vertex are 3 floats (12 bytes) - -#define MAX_LIGHTS 8 // Max lights supported by standard shader #ifndef GL_SHADING_LANGUAGE_VERSION #define GL_SHADING_LANGUAGE_VERSION 0x8B8C @@ -175,7 +194,7 @@ #if defined(GRAPHICS_API_OPENGL_ES2) #define glClearDepth glClearDepthf - #define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER + #define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER #define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER #endif @@ -192,7 +211,7 @@ //---------------------------------------------------------------------------------- // Dynamic vertex buffers (position + texcoords + colors + indices arrays) -typedef struct { +typedef struct DynamicBuffer { int vCounter; // vertex position counter to process (and draw) from full buffer int tcCounter; // vertex texcoord counter to process (and draw) from full buffer int cCounter; // vertex color counter to process (and draw) from full buffer @@ -211,7 +230,7 @@ typedef struct { // Draw call type // NOTE: Used to track required draw-calls, organized by texture -typedef struct { +typedef struct DrawCall { int vertexCount; GLuint vaoId; GLuint textureId; @@ -226,7 +245,7 @@ typedef struct { } DrawCall; // Head-Mounted-Display device parameters -typedef struct { +typedef struct VrDeviceInfo { int hResolution; // HMD horizontal resolution in pixels int vResolution; // HMD vertical resolution in pixels float hScreenSize; // HMD horizontal size in meters @@ -240,7 +259,7 @@ typedef struct { } VrDeviceInfo; // VR Stereo rendering configuration for simulator -typedef struct { +typedef struct VrStereoConfig { RenderTexture2D stereoFbo; // VR stereo rendering framebuffer Shader distortionShader; // VR stereo rendering distortion shader //Rectangle eyesViewport[2]; // VR stereo rendering eyes viewports @@ -305,10 +324,7 @@ static bool useTempBuffer = false; // Shader Programs static Shader defaultShader; // Basic shader, support vertex color and diffuse texture -static Shader standardShader; // Shader with support for lighting and materials - // NOTE: Lazy initialization when GetStandardShader() static Shader currentShader; // Shader to be used on rendering (by default, defaultShader) -static bool standardShaderLoaded = false; // Flag to track if standard shader has been loaded // Extension supported flag: VAO static bool vaoSupported = false; // VAO support (OpenGL ES2 could not support VAO extension) @@ -318,6 +334,7 @@ static bool texCompETC1Supported = false; // ETC1 texture compression support static bool texCompETC2Supported = false; // ETC2/EAC texture compression support static bool texCompPVRTSupported = false; // PVR texture compression support static bool texCompASTCSupported = false; // ASTC texture compression support +#endif // Extension supported flag: Anisotropic filtering static bool texAnisotropicFilterSupported = false; // Anisotropic texture filtering support @@ -325,7 +342,6 @@ static float maxAnisotropicLevel = 0.0f; // Maximum anisotropy level supp // Extension supported flag: Clamp mirror wrap mode static bool texClampMirrorSupported = false; // Clamp mirror wrap mode supported -#endif #if defined(RLGL_OCULUS_SUPPORT) // OVR device variables @@ -368,12 +384,6 @@ static unsigned int whiteTexture; static int screenWidth; // Default framebuffer width static int screenHeight; // Default framebuffer height -// Lighting data -static Light lights[MAX_LIGHTS]; // Lights pool -static int lightsCount = 0; // Enabled lights counter -static int lightsLocs[MAX_LIGHTS][8]; // Lights location points in shader: 8 possible points per light: - // enabled, type, position, target, radius, diffuse, intensity, coneAngle - //---------------------------------------------------------------------------------- // Module specific Functions Declaration //---------------------------------------------------------------------------------- @@ -382,10 +392,8 @@ static void LoadCompressedTexture(unsigned char *data, int width, int height, in 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 Shader LoadStandardShader(void); // Load standard shader (support materials and lighting) static void LoadDefaultShaderLocations(Shader *shader); // Bind default shader locations (attributes and uniforms) static void UnloadDefaultShader(void); // Unload default shader -static void UnloadStandardShader(void); // Unload standard 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 @@ -397,11 +405,6 @@ static void SetStereoConfig(VrDeviceInfo info); // Set internal projection and modelview matrix depending on eyes tracking data static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView); - -static void GetShaderLightsLocations(Shader shader); // Get shader locations for lights (up to MAX_LIGHTS) -static void SetShaderLightsValues(Shader shader); // Set shader uniform values for lights - -static char *ReadTextFile(const char *fileName); // Read chars array from text file #endif #if defined(RLGL_OCULUS_SUPPORT) @@ -718,7 +721,7 @@ void rlEnd(void) } break; default: break; } - + // NOTE: Depth increment is dependant on rlOrtho(): z-near and z-far values, // as well as depth buffer bit-depth (16bit or 24bit or 32bit) // Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits) @@ -902,6 +905,10 @@ void rlDisableTexture(void) #if defined(GRAPHICS_API_OPENGL_11) glDisable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, 0); +#else + // NOTE: If quads batch limit is reached, + // we force a draw call and next batch starts + if (quads.vCounter/4 >= MAX_QUADS_BATCH) rlglDraw(); #endif } @@ -922,11 +929,11 @@ void rlTextureParameters(unsigned int id, int param, int value) case RL_TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_2D, param, value); break; case RL_TEXTURE_ANISOTROPIC_FILTER: { - if (value <= maxAnisotropicLevel) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, value); + if (value <= maxAnisotropicLevel) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value); else if (maxAnisotropicLevel > 0.0f) { TraceLog(WARNING, "[TEX ID %i] Maximum anisotropic filter level supported is %iX", id, maxAnisotropicLevel); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, value); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value); } else TraceLog(WARNING, "Anisotropic filtering not supported"); } break; @@ -1001,7 +1008,7 @@ void rlDeleteRenderTextures(RenderTexture2D target) 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(INFO, "[FBO ID %i] Unloaded render texture data from VRAM (GPU)", target.id); #endif } @@ -1018,7 +1025,7 @@ void rlDeleteShader(unsigned int id) void rlDeleteVertexArrays(unsigned int id) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if (vaoSupported) + if (vaoSupported) { if (id != 0) glDeleteVertexArrays(1, &id); TraceLog(INFO, "[VAO ID %i] Unloaded model data from VRAM (GPU)", id); @@ -1080,7 +1087,7 @@ void rlglInit(int width, int height) { // Check OpenGL information and capabilities //------------------------------------------------------------------------------ - + // Print current OpenGL and GLSL version TraceLog(INFO, "GPU: Vendor: %s", glGetString(GL_VENDOR)); TraceLog(INFO, "GPU: Renderer: %s", glGetString(GL_RENDERER)); @@ -1091,14 +1098,14 @@ void rlglInit(int width, int height) //int maxTexSize; //glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTexSize); //TraceLog(INFO, "GL_MAX_TEXTURE_SIZE: %i", maxTexSize); - + //GL_MAX_TEXTURE_IMAGE_UNITS //GL_MAX_VIEWPORT_DIMS //int numAuxBuffers; //glGetIntegerv(GL_AUX_BUFFERS, &numAuxBuffers); //TraceLog(INFO, "GL_AUX_BUFFERS: %i", numAuxBuffers); - + //GLint numComp = 0; //GLint format[32] = { 0 }; //glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &numComp); @@ -1106,7 +1113,7 @@ void rlglInit(int width, int height) //for (int i = 0; i < numComp; i++) TraceLog(INFO, "Supported compressed format: 0x%x", format[i]); // NOTE: We don't need that much data on screen... right now... - + #if defined(GRAPHICS_API_OPENGL_11) //TraceLog(INFO, "OpenGL 1.1 (or driver default) profile initialized"); #endif @@ -1114,7 +1121,7 @@ void rlglInit(int width, int height) #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) // Get supported extensions list GLint numExt = 0; - + #if defined(GRAPHICS_API_OPENGL_33) // NOTE: On OpenGL 3.3 VAO and NPOT are supported by default @@ -1124,18 +1131,18 @@ void rlglInit(int width, int height) // We get a list of available extensions and we check for some of them (compressed textures) // NOTE: We don't need to check again supported extensions but we do (GLAD already dealt with that) glGetIntegerv(GL_NUM_EXTENSIONS, &numExt); - + #ifdef _MSC_VER const char **extList = malloc(sizeof(const char *)*numExt); #else const char *extList[numExt]; #endif - + for (int i = 0; i < numExt; i++) extList[i] = (char *)glGetStringi(GL_EXTENSIONS, i); - + #elif defined(GRAPHICS_API_OPENGL_ES2) char *extensions = (char *)glGetString(GL_EXTENSIONS); // One big const string - + // NOTE: We have to duplicate string because glGetString() returns a const value // If not duplicated, it fails in some systems (Raspberry Pi) // Equivalent to function: char *strdup(const char *str) @@ -1144,12 +1151,12 @@ void rlglInit(int width, int height) void *newstr = malloc(len); if (newstr == NULL) extensionsDup = NULL; extensionsDup = (char *)memcpy(newstr, extensions, len); - + // NOTE: String could be splitted using strtok() function (string.h) // NOTE: strtok() modifies the received string, it can not be const - + char *extList[512]; // Allocate 512 strings pointers (2 KB) - + extList[numExt] = strtok(extensionsDup, " "); while (extList[numExt] != NULL) @@ -1157,9 +1164,9 @@ void rlglInit(int width, int height) numExt++; extList[numExt] = strtok(NULL, " "); } - + free(extensionsDup); // Duplicated string must be deallocated - + numExt -= 1; #endif @@ -1177,25 +1184,25 @@ void rlglInit(int width, int height) if (strcmp(extList[i], (const char *)"GL_OES_vertex_array_object") == 0) { vaoSupported = true; - - // The extension is supported by our hardware and driver, try to get related functions pointers + + // The extension is supported by our hardware and driver, try to get related functions pointers // NOTE: emscripten does not support VAOs natively, it uses emulation and it reduces overall performance... glGenVertexArrays = (PFNGLGENVERTEXARRAYSOESPROC)eglGetProcAddress("glGenVertexArraysOES"); glBindVertexArray = (PFNGLBINDVERTEXARRAYOESPROC)eglGetProcAddress("glBindVertexArrayOES"); glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSOESPROC)eglGetProcAddress("glDeleteVertexArraysOES"); //glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)eglGetProcAddress("glIsVertexArrayOES"); // NOTE: Fails in WebGL, omitted } - + // Check NPOT textures support // NOTE: Only check on OpenGL ES, OpenGL 3.3 has NPOT textures full support as core feature if (strcmp(extList[i], (const char *)"GL_OES_texture_npot") == 0) npotSupported = true; #endif - + // DDS texture compression support if ((strcmp(extList[i], (const char *)"GL_EXT_texture_compression_s3tc") == 0) || (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_s3tc") == 0) || - (strcmp(extList[i], (const char *)"GL_WEBKIT_WEBGL_compressed_texture_s3tc") == 0)) texCompDXTSupported = true; - + (strcmp(extList[i], (const char *)"GL_WEBKIT_WEBGL_compressed_texture_s3tc") == 0)) texCompDXTSupported = true; + // ETC1 texture compression support if ((strcmp(extList[i], (const char *)"GL_OES_compressed_ETC1_RGB8_texture") == 0) || (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_etc1") == 0)) texCompETC1Supported = true; @@ -1208,26 +1215,26 @@ void rlglInit(int width, int height) // ASTC texture compression support if (strcmp(extList[i], (const char *)"GL_KHR_texture_compression_astc_hdr") == 0) texCompASTCSupported = true; - + // Anisotropic texture filter support if (strcmp(extList[i], (const char *)"GL_EXT_texture_filter_anisotropic") == 0) { texAnisotropicFilterSupported = true; - glGetFloatv(0x84FF, &maxAnisotropicLevel); // GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT + glGetFloatv(0x84FF, &maxAnisotropicLevel); // GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT } - + // Clamp mirror wrap mode supported if (strcmp(extList[i], (const char *)"GL_EXT_texture_mirror_clamp") == 0) texClampMirrorSupported = true; } - + #ifdef _MSC_VER free(extList); #endif - + #if defined(GRAPHICS_API_OPENGL_ES2) if (vaoSupported) TraceLog(INFO, "[EXTENSION] VAO extension detected, VAO functions initialized successfully"); else TraceLog(WARNING, "[EXTENSION] VAO extension not found, VAO usage not supported"); - + if (npotSupported) TraceLog(INFO, "[EXTENSION] NPOT textures extension detected, full NPOT textures supported"); else TraceLog(WARNING, "[EXTENSION] NPOT textures extension not found, limited NPOT support (no-mipmaps, no-repeat)"); #endif @@ -1237,13 +1244,13 @@ void rlglInit(int width, int height) if (texCompETC2Supported) TraceLog(INFO, "[EXTENSION] ETC2/EAC compressed textures supported"); if (texCompPVRTSupported) TraceLog(INFO, "[EXTENSION] PVRT compressed textures supported"); if (texCompASTCSupported) TraceLog(INFO, "[EXTENSION] ASTC compressed textures supported"); - + if (texAnisotropicFilterSupported) TraceLog(INFO, "[EXTENSION] Anisotropic textures filtering supported (max: %.0fX)", maxAnisotropicLevel); if (texClampMirrorSupported) TraceLog(INFO, "[EXTENSION] Clamp mirror wrap texture mode supported"); // Initialize buffers, default shaders and default textures //---------------------------------------------------------- - + // Init default white texture unsigned char pixels[4] = { 255, 255, 255, 255 }; // 1 pixel RGBA (4 bytes) @@ -1257,7 +1264,7 @@ void rlglInit(int width, int height) currentShader = defaultShader; // Init default vertex arrays buffers (lines, triangles, quads) - LoadDefaultBuffers(); + LoadDefaultBuffers(); // Init temp vertex buffer, used when transformation required (translate, rotate, scale) tempBuffer = (Vector3 *)malloc(sizeof(Vector3)*TEMP_VERTEX_BUFFER_SIZE); @@ -1276,7 +1283,7 @@ void rlglInit(int width, int height) drawsCounter = 1; draws[drawsCounter - 1].textureId = whiteTexture; currentDrawMode = RL_TRIANGLES; // Set default draw mode - + // Init internal matrix stack (emulating OpenGL 1.1) for (int i = 0; i < MATRIX_STACK_SIZE; i++) stack[i] = MatrixIdentity(); @@ -1305,7 +1312,7 @@ void rlglInit(int width, int height) #if defined(GRAPHICS_API_OPENGL_11) // Init state: Color hints (deprecated in OpenGL 3.0+) - glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Improve quality of color and texture coordinate interpolation + glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Improve quality of color and texture coordinate interpolation glShadeModel(GL_SMOOTH); // Smooth shading between vertex (vertex colors interpolation) #endif @@ -1313,7 +1320,7 @@ void rlglInit(int width, int height) glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color (black) glClearDepth(1.0f); // Set clear depth value (default) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers (depth buffer required for 3D) - + // Store screen size into global variables screenWidth = width; screenHeight = height; @@ -1326,19 +1333,11 @@ void rlglClose(void) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) UnloadDefaultShader(); - UnloadStandardShader(); UnloadDefaultBuffers(); - + // Delete default white texture glDeleteTextures(1, &whiteTexture); TraceLog(INFO, "[TEX ID %i] Unloaded texture data (base white texture) from VRAM", whiteTexture); - - // Unload lights - if (lightsCount > 0) - { - for (int i = 0; i < lightsCount; i++) free(lights[i]); - lightsCount = 0; - } free(draws); #endif @@ -1353,7 +1352,7 @@ void rlglDraw(void) // NOTE: Default buffers upload and draw UpdateDefaultBuffers(); - + if (vrEnabled && vrRendering) DrawDefaultBuffers(2); else DrawDefaultBuffers(1); #endif @@ -1369,7 +1368,7 @@ void rlglLoadExtensions(void *loader) if (!gladLoadGLLoader((GLADloadproc)loader)) TraceLog(WARNING, "GLAD: Cannot load OpenGL extensions"); else TraceLog(INFO, "GLAD: OpenGL extensions loaded successfully"); #endif - + #if defined(GRAPHICS_API_OPENGL_21) #ifndef __APPLE__ if (GLAD_GL_VERSION_2_1) TraceLog(INFO, "OpenGL 2.1 profile supported"); @@ -1390,17 +1389,17 @@ void rlglLoadExtensions(void *loader) 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; @@ -1415,41 +1414,41 @@ unsigned int rlglLoadTexture(void *data, int width, int height, int textureForma glBindTexture(GL_TEXTURE_2D, 0); // Free any old binding GLuint id = 0; - + // Check texture format support by OpenGL 1.1 (compressed textures not supported) -#if defined(GRAPHICS_API_OPENGL_11) +#if defined(GRAPHICS_API_OPENGL_11) if (textureFormat >= 8) { TraceLog(WARNING, "OpenGL 1.1 does not support GPU compressed texture formats"); return id; } #endif - + if ((!texCompDXTSupported) && ((textureFormat == COMPRESSED_DXT1_RGB) || (textureFormat == COMPRESSED_DXT1_RGBA) || (textureFormat == COMPRESSED_DXT3_RGBA) || (textureFormat == COMPRESSED_DXT5_RGBA))) { TraceLog(WARNING, "DXT compressed texture format not supported"); return id; } -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) if ((!texCompETC1Supported) && (textureFormat == COMPRESSED_ETC1_RGB)) { TraceLog(WARNING, "ETC1 compressed texture format not supported"); return id; } - + if ((!texCompETC2Supported) && ((textureFormat == COMPRESSED_ETC2_RGB) || (textureFormat == COMPRESSED_ETC2_EAC_RGBA))) { TraceLog(WARNING, "ETC2 compressed texture format not supported"); return id; } - + if ((!texCompPVRTSupported) && ((textureFormat == COMPRESSED_PVRT_RGB) || (textureFormat == COMPRESSED_PVRT_RGBA))) { TraceLog(WARNING, "PVRT compressed texture format not supported"); return id; } - + if ((!texCompASTCSupported) && ((textureFormat == COMPRESSED_ASTC_4x4_RGBA) || (textureFormat == COMPRESSED_ASTC_8x8_RGBA))) { TraceLog(WARNING, "ASTC compressed texture format not supported"); @@ -1477,24 +1476,24 @@ unsigned int rlglLoadTexture(void *data, int width, int height, int textureForma // GL_RGBA4 GL_RGBA GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT_4_4_4_4 // GL_RGBA8 GL_RGBA GL_UNSIGNED_BYTE // GL_RGB8 GL_RGB GL_UNSIGNED_BYTE - + switch (textureFormat) { case UNCOMPRESSED_GRAYSCALE: { glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, width, height, 0, GL_RED, GL_UNSIGNED_BYTE, (unsigned char *)data); - + // With swizzleMask we define how a one channel texture will be mapped to RGBA // Required GL >= 3.3 or EXT_texture_swizzle/ARB_texture_swizzle GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE }; glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask); - + TraceLog(INFO, "[TEX ID %i] Grayscale texture loaded and swizzled", id); } break; case UNCOMPRESSED_GRAY_ALPHA: { glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, width, height, 0, GL_RG, GL_UNSIGNED_BYTE, (unsigned char *)data); - + GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN }; glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask); } break; @@ -1568,7 +1567,7 @@ unsigned int rlglLoadTexture(void *data, int width, int height, int textureForma // Magnification and minification filters glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Alternative: GL_LINEAR glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Alternative: GL_LINEAR - + #if defined(GRAPHICS_API_OPENGL_33) if (mipmapCount > 1) { @@ -1578,7 +1577,7 @@ unsigned int rlglLoadTexture(void *data, int width, int height, int textureForma #endif // At this point we have the texture loaded in GPU and texture parameters configured - + // NOTE: If mipmaps were not in data, they are not generated automatically // Unbind current texture @@ -1594,15 +1593,15 @@ unsigned int rlglLoadTexture(void *data, int width, int height, int textureForma RenderTexture2D rlglLoadRenderTexture(int width, int height) { RenderTexture2D target; - + target.id = 0; - + target.texture.id = 0; target.texture.width = width; target.texture.height = height; target.texture.format = UNCOMPRESSED_R8G8B8A8; target.texture.mipmaps = 1; - + target.depth.id = 0; target.depth.width = width; target.depth.height = height; @@ -1619,13 +1618,13 @@ RenderTexture2D rlglLoadRenderTexture(int width, int height) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 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 #define USE_DEPTH_RENDERBUFFER #endif - + #if defined(USE_DEPTH_RENDERBUFFER) // Create the renderbuffer that will serve as the depth attachment for the framebuffer. glGenRenderbuffers(1, &target.depth.id); @@ -1661,7 +1660,7 @@ RenderTexture2D rlglLoadRenderTexture(int width, int height) if (status != GL_FRAMEBUFFER_COMPLETE) { TraceLog(WARNING, "Framebuffer object could not be created..."); - + switch (status) { case GL_FRAMEBUFFER_UNSUPPORTED: TraceLog(WARNING, "Framebuffer is unsupported"); break; @@ -1672,21 +1671,21 @@ RenderTexture2D rlglLoadRenderTexture(int width, int height) case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TraceLog(WARNING, "Framebuffer incomplete missing attachment"); break; default: break; } - + glDeleteTextures(1, &target.texture.id); glDeleteTextures(1, &target.depth.id); glDeleteFramebuffers(1, &target.id); } else TraceLog(INFO, "[FBO ID %i] Framebuffer object created successfully", target.id); - + glBindFramebuffer(GL_FRAMEBUFFER, 0); #endif - return target; + return target; } // Update already loaded texture in GPU with new data -void rlglUpdateTexture(unsigned int id, int width, int height, int format, void *data) +void rlglUpdateTexture(unsigned int id, int width, int height, int format, const void *data) { glBindTexture(GL_TEXTURE_2D, id); @@ -1719,31 +1718,31 @@ void rlglUpdateTexture(unsigned int id, int width, int height, int format, void } // Generate mipmap data for selected texture -void rlglGenerateMipmaps(Texture2D texture) +void rlglGenerateMipmaps(Texture2D *texture) { - glBindTexture(GL_TEXTURE_2D, texture.id); - + glBindTexture(GL_TEXTURE_2D, texture->id); + // Check if texture is power-of-two (POT) bool texIsPOT = false; - - if (((texture.width > 0) && ((texture.width & (texture.width - 1)) == 0)) && - ((texture.height > 0) && ((texture.height & (texture.height - 1)) == 0))) texIsPOT = true; + + if (((texture->width > 0) && ((texture->width & (texture->width - 1)) == 0)) && + ((texture->height > 0) && ((texture->height & (texture->height - 1)) == 0))) texIsPOT = true; if ((texIsPOT) || (npotSupported)) { #if defined(GRAPHICS_API_OPENGL_11) // Compute required mipmaps - void *data = rlglReadTexturePixels(texture); - + void *data = rlglReadTexturePixels(*texture); + // NOTE: data size is reallocated to fit mipmaps data // NOTE: CPU mipmap generation only supports RGBA 32bit data - int mipmapCount = GenerateMipmaps(data, texture.width, texture.height); + int mipmapCount = GenerateMipmaps(data, texture->width, texture->height); - int size = texture.width*texture.height*4; // RGBA 32bit only + int size = texture->width*texture->height*4; // RGBA 32bit only int offset = size; - int mipWidth = texture.width/2; - int mipHeight = texture.height/2; + int mipWidth = texture->width/2; + int mipHeight = texture->height/2; // Load the mipmaps for (int level = 1; level < mipmapCount; level++) @@ -1756,24 +1755,30 @@ void rlglGenerateMipmaps(Texture2D texture) mipWidth /= 2; mipHeight /= 2; } - - TraceLog(WARNING, "[TEX ID %i] Mipmaps generated manually on CPU side", texture.id); - + + TraceLog(WARNING, "[TEX ID %i] Mipmaps generated manually on CPU side", texture->id); + // NOTE: Once mipmaps have been generated and data has been uploaded to GPU VRAM, we can discard RAM data free(data); - + + texture->mipmaps = mipmapCount + 1; #endif #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) //glHint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE); // Hint for mipmaps generation algorythm: GL_FASTEST, GL_NICEST, GL_DONT_CARE glGenerateMipmap(GL_TEXTURE_2D); // Generate mipmaps automatically - TraceLog(INFO, "[TEX ID %i] Mipmaps generated automatically", texture.id); + TraceLog(INFO, "[TEX ID %i] Mipmaps generated automatically", texture->id); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // Activate Trilinear filtering for mipmaps (must be available) + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // Activate Trilinear filtering for mipmaps + + #define MIN(a,b) (((a)<(b))?(a):(b)) + #define MAX(a,b) (((a)>(b))?(a):(b)) + + texture->mipmaps = 1 + (int)floor(log(MAX(texture->width, texture->height))/log(2)); #endif } - else TraceLog(WARNING, "[TEX ID %i] Mipmaps can not be generated", texture.id); + else TraceLog(WARNING, "[TEX ID %i] Mipmaps can not be generated", texture->id); glBindTexture(GL_TEXTURE_2D, 0); } @@ -1789,7 +1794,7 @@ void rlglLoadMesh(Mesh *mesh, bool dynamic) mesh->vboId[4] = 0; // Vertex tangents VBO mesh->vboId[5] = 0; // Vertex texcoords2 VBO mesh->vboId[6] = 0; // Vertex indices VBO - + #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) int drawHint = GL_STATIC_DRAW; if (dynamic) drawHint = GL_DYNAMIC_DRAW; @@ -1804,8 +1809,8 @@ void rlglLoadMesh(Mesh *mesh, bool dynamic) glBindVertexArray(vaoId); } - // NOTE: Attributes must be uploaded considering default locations points - + // NOTE: Attributes must be uploaded considering default locations points + // Enable vertex attributes: position (shader-location = 0) glGenBuffers(1, &vboId[0]); glBindBuffer(GL_ARRAY_BUFFER, vboId[0]); @@ -1835,7 +1840,7 @@ void rlglLoadMesh(Mesh *mesh, bool dynamic) glVertexAttrib3f(2, 1.0f, 1.0f, 1.0f); glDisableVertexAttribArray(2); } - + // Default color vertex attribute (shader-location = 3) if (mesh->colors != NULL) { @@ -1851,7 +1856,7 @@ void rlglLoadMesh(Mesh *mesh, bool dynamic) glVertexAttrib4f(3, 1.0f, 1.0f, 1.0f, 1.0f); glDisableVertexAttribArray(3); } - + // Default tangent vertex attribute (shader-location = 4) if (mesh->tangents != NULL) { @@ -1867,7 +1872,7 @@ void rlglLoadMesh(Mesh *mesh, bool dynamic) glVertexAttrib3f(4, 0.0f, 0.0f, 0.0f); glDisableVertexAttribArray(4); } - + // Default texcoord2 vertex attribute (shader-location = 5) if (mesh->texcoords2 != NULL) { @@ -1883,7 +1888,7 @@ void rlglLoadMesh(Mesh *mesh, bool dynamic) glVertexAttrib2f(5, 0.0f, 0.0f); glDisableVertexAttribArray(5); } - + if (mesh->indices != NULL) { glGenBuffers(1, &vboId[6]); @@ -1921,7 +1926,7 @@ void rlglUpdateMesh(Mesh mesh, int buffer, int numVertex) #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) // Activate mesh VAO if (vaoSupported) glBindVertexArray(mesh.vaoId); - + switch (buffer) { case 0: // Update vertices (vertex position) @@ -1929,44 +1934,44 @@ void rlglUpdateMesh(Mesh mesh, int buffer, int numVertex) glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]); if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.vertices, GL_DYNAMIC_DRAW); else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.vertices); - + } break; case 1: // Update texcoords (vertex texture coordinates) { glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]); if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*numVertex, mesh.texcoords, GL_DYNAMIC_DRAW); else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*numVertex, mesh.texcoords); - + } break; case 2: // Update normals (vertex normals) { - glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]); + glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]); if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.normals, GL_DYNAMIC_DRAW); else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.normals); - + } break; case 3: // Update colors (vertex colors) { - glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]); + glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]); if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*numVertex, mesh.colors, GL_DYNAMIC_DRAW); else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*numVertex, mesh.colors); - + } break; case 4: // Update tangents (vertex tangents) { - glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]); + glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]); if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.tangents, GL_DYNAMIC_DRAW); else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.tangents); } break; case 5: // Update texcoords2 (vertex second texture coordinates) { - glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]); + glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]); if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*numVertex, mesh.texcoords2, GL_DYNAMIC_DRAW); else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*numVertex, mesh.texcoords2); } break; default: break; } - + // Unbind the current VAO if (vaoSupported) glBindVertexArray(0); @@ -1994,13 +1999,11 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) glTexCoordPointer(2, GL_FLOAT, 0, mesh.texcoords); // Pointer to texture coords array if (mesh.normals != NULL) glNormalPointer(GL_FLOAT, 0, mesh.normals); // Pointer to normals array if (mesh.colors != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh.colors); // Pointer to colors array - - // TODO: Support OpenGL 1.1 lighting system rlPushMatrix(); rlMultMatrixf(MatrixToFloat(transform)); rlColor4ub(material.colDiffuse.r, material.colDiffuse.g, material.colDiffuse.b, material.colDiffuse.a); - + if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, mesh.indices); else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount); rlPopMatrix(); @@ -2019,13 +2022,13 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) if (vrEnabled) eyesCount = 2; glUseProgram(material.shader.id); - + // 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); - + // 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); @@ -2033,7 +2036,7 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) // That's because Begin3dMode() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix() Matrix matView = modelview; // View matrix (camera) Matrix matProjection = projection; // Projection matrix (perspective) - + // Calculate model-view matrix combining matModel and matView Matrix matModelView = MatrixMultiply(transform, matView); // Transform to camera-space coordinates @@ -2049,7 +2052,7 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) Matrix transInvTransform = transform; MatrixTranspose(&transInvTransform); MatrixInvert(&transInvTransform); - + // Send model transformations matrix to shader glUniformMatrix4fv(modelMatrixLoc, 1, false, MatrixToFloat(transInvTransform)); } @@ -2062,11 +2065,7 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) // 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 lights values for enabled lights - // NOTE: Lights array location points are obtained on shader loading (if available) - if (lightsCount > 0) SetShaderLightsValues(material.shader); - } + } // Set shader textures (diffuse, normal, specular) glActiveTexture(GL_TEXTURE0); @@ -2077,22 +2076,22 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) { // 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); @@ -2116,7 +2115,7 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) glVertexAttribPointer(material.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0); glEnableVertexAttribArray(material.shader.normalLoc); } - + // Bind mesh VBO data: vertex colors (shader-location = 3, if available) if (material.shader.colorLoc != -1) { @@ -2134,7 +2133,7 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) glDisableVertexAttribArray(material.shader.colorLoc); } } - + // Bind mesh VBO data: vertex tangents (shader-location = 4, if available) if (material.shader.tangentLoc != -1) { @@ -2142,7 +2141,7 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) glVertexAttribPointer(material.shader.tangentLoc, 3, GL_FLOAT, 0, 0, 0); glEnableVertexAttribArray(material.shader.tangentLoc); } - + // Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available) if (material.shader.texcoord2Loc != -1) { @@ -2150,7 +2149,7 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) glVertexAttribPointer(material.shader.texcoord2Loc, 2, GL_FLOAT, 0, 0, 0); glEnableVertexAttribArray(material.shader.texcoord2Loc); } - + if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]); } @@ -2169,13 +2168,13 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, 0); // Indexed vertices draw else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount); } - + if (material.texNormal.id != 0) { glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, 0); } - + if (material.texSpecular.id != 0) { glActiveTexture(GL_TEXTURE2); @@ -2193,7 +2192,7 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) } glUseProgram(0); // Unbind shader program - + // Restore projection/modelview matrices projection = matProjection; modelview = matView; @@ -2225,7 +2224,7 @@ void rlglUnloadMesh(Mesh *mesh) // Read screen pixel data (color buffer) unsigned char *rlglReadScreenPixels(int width, int height) { - unsigned char *screenData = (unsigned char *)malloc(width*height*sizeof(unsigned char)*4); + unsigned char *screenData = (unsigned char *)calloc(width*height*4, sizeof(unsigned char)); // NOTE: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, screenData); @@ -2239,7 +2238,7 @@ unsigned char *rlglReadScreenPixels(int width, int height) { // Flip line imgData[((height - 1) - y)*width*4 + x] = screenData[(y*width*4) + x]; - + // Set alpha component value to 255 (no trasparent image retrieval) // NOTE: Alpha value has already been applied to RGB in framebuffer, we don't need it! if (((x + 1)%4) == 0) imgData[((height - 1) - y)*width*4 + x] = 255; @@ -2257,10 +2256,10 @@ unsigned char *rlglReadScreenPixels(int width, int height) void *rlglReadTexturePixels(Texture2D texture) { void *pixels = NULL; - + #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) glBindTexture(GL_TEXTURE_2D, texture.id); - + // NOTE: Using texture.id, we can retrieve some texture info (but not on OpenGL ES 2.0) /* int width, height, format; @@ -2269,11 +2268,11 @@ void *rlglReadTexturePixels(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 @@ -2282,8 +2281,8 @@ void *rlglReadTexturePixels(Texture2D texture) #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; +#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 @@ -2293,15 +2292,15 @@ void *rlglReadTexturePixels(Texture2D texture) case UNCOMPRESSED_R8G8B8A8: pixels = (unsigned char *)malloc(size*4); glFormat = GL_RGBA; glType = GL_UNSIGNED_BYTE; break; // 32 bpp default: TraceLog(WARNING, "Texture data retrieval, format not suported"); break; } - + // NOTE: Each row written to or read from by OpenGL pixel operations like glGetTexImage are aligned to a 4 byte boundary by default, which may add some padding. - // Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting. - // GL_PACK_ALIGNMENT affects operations that read from OpenGL memory (glReadPixels, glGetTexImage, etc.) + // Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting. + // GL_PACK_ALIGNMENT affects operations that read from OpenGL memory (glReadPixels, glGetTexImage, etc.) // GL_UNPACK_ALIGNMENT affects operations that write to OpenGL memory (glTexImage, etc.) glPixelStorei(GL_PACK_ALIGNMENT, 1); glGetTexImage(GL_TEXTURE_2D, 0, glFormat, glType, pixels); - + glBindTexture(GL_TEXTURE_2D, 0); #endif @@ -2312,7 +2311,7 @@ void *rlglReadTexturePixels(Texture2D texture) // NOTE: Two possible Options: // 1 - Bind texture to color fbo attachment and glReadPixels() // 2 - Create an fbo, activate it, render quad with texture, glReadPixels() - + #define GET_TEXTURE_FBO_OPTION_1 // It works #if defined(GET_TEXTURE_FBO_OPTION_1) @@ -2322,48 +2321,48 @@ void *rlglReadTexturePixels(Texture2D texture) // Attach our texture to FBO -> Texture must be RGB // NOTE: Previoust attached texture is automatically detached glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.id, 0); - + pixels = (unsigned char *)malloc(texture.width*texture.height*4*sizeof(unsigned char)); - + // NOTE: Despite FBO color texture is RGB, we read data as RGBA... reading as RGB doesn't work... o__O glReadPixels(0, 0, texture.width, texture.height, GL_RGBA, GL_UNSIGNED_BYTE, pixels); - + // Re-attach internal FBO color texture before deleting it glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbo.texture.id, 0); - + glBindFramebuffer(GL_FRAMEBUFFER, 0); - + #elif defined(GET_TEXTURE_FBO_OPTION_2) // Render texture to fbo glBindFramebuffer(GL_FRAMEBUFFER, fbo.id); - + glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearDepthf(1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glViewport(0, 0, width, height); //glMatrixMode(GL_PROJECTION); //glLoadIdentity(); - rlOrtho(0.0, width, height, 0.0, 0.0, 1.0); + rlOrtho(0.0, width, height, 0.0, 0.0, 1.0); //glMatrixMode(GL_MODELVIEW); //glLoadIdentity(); //glDisable(GL_TEXTURE_2D); //glDisable(GL_BLEND); glEnable(GL_DEPTH_TEST); - + Model quad; //quad.mesh = GenMeshQuad(width, height); quad.transform = MatrixIdentity(); quad.shader = defaultShader; - + DrawModel(quad, (Vector3){ 0.0f, 0.0f, 0.0f }, 1.0f, WHITE); - + pixels = (unsigned char *)malloc(texture.width*texture.height*3*sizeof(unsigned char)); - + glReadPixels(0, 0, texture.width, texture.height, GL_RGB, GL_UNSIGNED_BYTE, pixels); // Bind framebuffer 0, which means render to back buffer glBindFramebuffer(GL_FRAMEBUFFER, 0); - + UnloadModel(quad); #endif // GET_TEXTURE_FBO_OPTION @@ -2388,7 +2387,7 @@ void rlglRecordDraw(void) draws[drawsCounter].projection = projection; draws[drawsCounter].modelview = modelview; draws[drawsCounter].vertexCount = currentState.vertexCount; - + drawsCounter++; #endif } @@ -2403,49 +2402,83 @@ void rlglRecordDraw(void) Texture2D GetDefaultTexture(void) { Texture2D texture; - + texture.id = whiteTexture; texture.width = 1; texture.height = 1; texture.mipmaps = 1; texture.format = UNCOMPRESSED_R8G8B8A8; - + return texture; } -// Load a custom shader and bind default locations +// Load text data from file +// NOTE: text chars array should be freed manually +char *LoadText(const char *fileName) +{ + FILE *textFile; + char *text = NULL; + + int count = 0; + + if (fileName != NULL) + { + textFile = fopen(fileName,"rt"); + + if (textFile != NULL) + { + fseek(textFile, 0, SEEK_END); + count = ftell(textFile); + rewind(textFile); + + if (count > 0) + { + text = (char *)malloc(sizeof(char)*(count + 1)); + count = fread(text, sizeof(char), count, textFile); + text[count] = '\0'; + } + + fclose(textFile); + } + else TraceLog(WARNING, "[%s] Text file could not be opened", fileName); + } + + return text; +} + +// Load shader from files and bind default locations Shader LoadShader(char *vsFileName, char *fsFileName) { Shader shader = { 0 }; #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) // Shaders loading from external text file - char *vShaderStr = ReadTextFile(vsFileName); - char *fShaderStr = ReadTextFile(fsFileName); - + char *vShaderStr = LoadText(vsFileName); + char *fShaderStr = LoadText(fsFileName); + if ((vShaderStr != NULL) && (fShaderStr != NULL)) { shader.id = LoadShaderProgram(vShaderStr, fShaderStr); // After shader loading, we try to load default location names if (shader.id != 0) LoadDefaultShaderLocations(&shader); - + // Shader strings must be freed free(vShaderStr); free(fShaderStr); } - + if (shader.id == 0) { TraceLog(WARNING, "Custom shader could not be loaded"); shader = defaultShader; - } + } #endif return shader; } -// Unload a custom shader from memory +// Unload shader from GPU memory (VRAM) void UnloadShader(Shader shader) { if (shader.id != 0) @@ -2486,32 +2519,13 @@ Shader GetDefaultShader(void) #endif } -// Get default shader -// NOTE: Inits global variable standardShader -Shader GetStandardShader(void) -{ - Shader shader = { 0 }; - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if (standardShaderLoaded) shader = standardShader; - else - { - // Lazy initialization of standard shader - standardShader = LoadStandardShader(); - shader = standardShader; - } -#endif - - return shader; -} - // Get shader uniform location int GetShaderLocation(Shader shader, const char *uniformName) { int location = -1; -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) location = glGetUniformLocation(shader.id, uniformName); - + if (location == -1) TraceLog(DEBUG, "[SHDR ID %i] Shader location for %s could not be found", shader.id, uniformName); #endif return location; @@ -2528,8 +2542,8 @@ void SetShaderValue(Shader shader, int uniformLoc, float *value, int size) else if (size == 3) glUniform3fv(uniformLoc, 1, value); // Shader uniform type: vec3 else if (size == 4) glUniform4fv(uniformLoc, 1, value); // Shader uniform type: vec4 else TraceLog(WARNING, "Shader value float array size not supported"); - - glUseProgram(0); + + //glUseProgram(0); // Avoid reseting current shader program, in case other uniforms are set #endif } @@ -2544,8 +2558,8 @@ void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size) else if (size == 3) glUniform3iv(uniformLoc, 1, value); // Shader uniform type: ivec3 else if (size == 4) glUniform4iv(uniformLoc, 1, value); // Shader uniform type: ivec4 else TraceLog(WARNING, "Shader value int array size not supported"); - - glUseProgram(0); + + //glUseProgram(0); #endif } @@ -2556,8 +2570,8 @@ void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat) glUseProgram(shader.id); glUniformMatrix4fv(uniformLoc, 1, false, MatrixToFloat(mat)); - - glUseProgram(0); + + //glUseProgram(0); #endif } @@ -2584,7 +2598,7 @@ void BeginBlendMode(int mode) if ((blendMode != mode) && (mode < 3)) { rlglDraw(); - + switch (mode) { case BLEND_ALPHA: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); break; @@ -2592,7 +2606,7 @@ void BeginBlendMode(int mode) case BLEND_MULTIPLIED: glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); break; default: break; } - + blendMode = mode; } } @@ -2603,73 +2617,6 @@ void EndBlendMode(void) BeginBlendMode(BLEND_ALPHA); } -// Create a new light, initialize it and add to pool -Light CreateLight(int type, Vector3 position, Color diffuse) -{ - Light light = NULL; - - if (lightsCount < MAX_LIGHTS) - { - // Allocate dynamic memory - light = (Light)malloc(sizeof(LightData)); - - // Initialize light values with generic values - light->id = lightsCount; - light->type = type; - light->enabled = true; - - light->position = position; - light->target = (Vector3){ 0.0f, 0.0f, 0.0f }; - light->intensity = 1.0f; - light->diffuse = diffuse; - - // Add new light to the array - lights[lightsCount] = light; - - // Increase enabled lights count - lightsCount++; - } - else - { - TraceLog(WARNING, "Too many lights, only supported up to %i lights", MAX_LIGHTS); - - // NOTE: Returning latest created light to avoid crashes - light = lights[lightsCount]; - } - -#if defined(GRAPHICS_API_OPENGL_11) - TraceLog(WARNING, "Lighting currently not supported on OpenGL 1.1"); -#endif - - return light; -} - -// Destroy a light and take it out of the list -void DestroyLight(Light light) -{ - if (light != NULL) - { - int lightId = light->id; - - // Free dynamic memory allocation - free(lights[lightId]); - - // Remove *obj from the pointers array - for (int i = lightId; i < lightsCount; i++) - { - // Resort all the following pointers of the array - if ((i + 1) < lightsCount) - { - lights[i] = lights[i + 1]; - lights[i]->id = lights[i + 1]->id; - } - } - - // Decrease enabled physic objects count - lightsCount--; - } -} - // Init VR device (or simulator) // NOTE: If device is not available, it fallbacks to default device (simulator) // NOTE: It modifies the global variable: VrDeviceInfo hmd @@ -2725,9 +2672,9 @@ void InitVrDevice(int vrDevice) { // Oculus Rift CV1 parameters // NOTE: CV1 represents a complete HMD redesign compared to previous versions, - // new Fresnel-hybrid-asymmetric lenses have been added and, consequently, - // previous parameters (DK2) and distortion shader (DK2) doesn't work any more. - // I just defined a set of parameters for simulator that approximate to CV1 stereo rendering + // new Fresnel-hybrid-asymmetric lenses have been added and, consequently, + // previous parameters (DK2) and distortion shader (DK2) doesn't work any more. + // I just defined a set of parameters for simulator that approximate to CV1 stereo rendering // but result is not the same obtained with Oculus PC SDK. hmd.hResolution = 2160; // HMD horizontal resolution in pixels hmd.vResolution = 1200; // HMD vertical resolution in pixels @@ -2746,17 +2693,17 @@ void InitVrDevice(int vrDevice) hmd.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2 hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3 } - + // Initialize framebuffer and textures for stereo rendering // NOTE: screen size should match HMD aspect ratio vrConfig.stereoFbo = rlglLoadRenderTexture(screenWidth, screenHeight); - + // 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); SetStereoConfig(hmd); - + vrSimulator = true; vrEnabled = true; } @@ -2801,9 +2748,9 @@ void ToggleVrMode(void) #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) if (vrDeviceReady || vrSimulator) vrEnabled = !vrEnabled; else vrEnabled = false; - + if (!vrEnabled) - { + { // Reset viewport and default projection-modelview matrices rlViewport(0, 0, screenWidth, screenHeight); projection = MatrixOrtho(0, screenWidth, screenHeight, 0, 0.0f, 1.0f); @@ -2838,15 +2785,15 @@ void BeginVrDrawing(void) rlEnableRenderTexture(vrConfig.stereoFbo.id); } - // NOTE: If your application is configured to treat the texture as a linear format (e.g. GL_RGBA) + // NOTE: If your application is configured to treat the texture as a linear format (e.g. GL_RGBA) // and performs linear-to-gamma conversion in GLSL or does not care about gamma-correction, then: // - Require OculusBuffer format to be OVR_FORMAT_R8G8B8A8_UNORM_SRGB // - Do NOT enable GL_FRAMEBUFFER_SRGB //glEnable(GL_FRAMEBUFFER_SRGB); - + //glViewport(0, 0, buffer.width, buffer.height); // Useful if rendering to separate framebuffers (every eye) rlClearScreenBuffers(); // Clear current framebuffer(s) - + vrRendering = true; #endif } @@ -2865,12 +2812,12 @@ void EndVrDrawing(void) { // Unbind current framebuffer rlDisableRenderTexture(); - + rlClearScreenBuffers(); // Clear current framebuffer // Set viewport to default framebuffer size (screen size) rlViewport(0, 0, screenWidth, screenHeight); - + // Let rlgl reconfigure internal matrices rlMatrixMode(RL_PROJECTION); // Enable internal projection matrix rlLoadIdentity(); // Reset internal projection matrix @@ -2878,7 +2825,7 @@ void EndVrDrawing(void) rlMatrixMode(RL_MODELVIEW); // Enable internal modelview matrix rlLoadIdentity(); // Reset internal modelview matrix - // Draw RenderTexture (stereoFbo) using distortion shader + // Draw RenderTexture (stereoFbo) using distortion shader currentShader = vrConfig.distortionShader; rlEnableTexture(vrConfig.stereoFbo.texture.id); @@ -2915,7 +2862,7 @@ void EndVrDrawing(void) } rlDisableDepthTest(); - + vrRendering = false; #endif } @@ -2946,7 +2893,7 @@ static void LoadCompressedTexture(unsigned char *data, int width, int height, in 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); @@ -3002,7 +2949,7 @@ static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShade glGetShaderInfoLog(vertexShader, maxLength, &length, log); TraceLog(INFO, "%s", log); - + #ifdef _MSC_VER free(log); #endif @@ -3041,7 +2988,7 @@ static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShade glAttachShader(program, vertexShader); glAttachShader(program, fragmentShader); - + // NOTE: Default attribute shader locations must be binded before linking glBindAttribLocation(program, 0, DEFAULT_ATTRIB_POSITION_NAME); glBindAttribLocation(program, 1, DEFAULT_ATTRIB_TEXCOORD_NAME); @@ -3049,11 +2996,11 @@ static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShade glBindAttribLocation(program, 3, DEFAULT_ATTRIB_COLOR_NAME); glBindAttribLocation(program, 4, DEFAULT_ATTRIB_TANGENT_NAME); glBindAttribLocation(program, 5, DEFAULT_ATTRIB_TEXCOORD2_NAME); - + // NOTE: If some attrib name is no found on the shader, it locations becomes -1 - + glLinkProgram(program); - + // NOTE: All uniform variables are intitialised to 0 when a program links glGetProgramiv(program, GL_LINK_STATUS, &success); @@ -3075,7 +3022,7 @@ static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShade glGetProgramInfoLog(program, maxLength, &length, log); TraceLog(INFO, "%s", log); - + #ifdef _MSC_VER free(log); #endif @@ -3167,39 +3114,6 @@ static Shader LoadDefaultShader(void) return shader; } -// Load standard shader -// NOTE: This shader supports: -// - Up to 3 different maps: diffuse, normal, specular -// - Material properties: colAmbient, colDiffuse, colSpecular, glossiness -// - Up to 8 lights: Point, Directional or Spot -static Shader LoadStandardShader(void) -{ - Shader shader; - -#if !defined(RLGL_NO_STANDARD_SHADER) - // Load standard shader (embeded in standard_shader.h) - shader.id = LoadShaderProgram(vStandardShaderStr, fStandardShaderStr); - - if (shader.id != 0) - { - LoadDefaultShaderLocations(&shader); - TraceLog(INFO, "[SHDR ID %i] Standard shader loaded successfully", shader.id); - - standardShaderLoaded = true; - } - else - { - TraceLog(WARNING, "[SHDR ID %i] Standard shader could not be loaded, using default shader", shader.id); - shader = GetDefaultShader(); - } -#else - shader = GetDefaultShader(); - TraceLog(WARNING, "[SHDR ID %i] Standard shader not available, using default shader", shader.id); -#endif - - 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) @@ -3211,7 +3125,7 @@ static void LoadDefaultShaderLocations(Shader *shader) // vertex color location = 3 // vertex tangent location = 4 // vertex texcoord2 location = 5 - + // Get handles to GLSL input attibute locations shader->vertexLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_POSITION_NAME); shader->texcoordLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD_NAME); @@ -3227,18 +3141,15 @@ static void LoadDefaultShaderLocations(Shader *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"); - + // TODO: Try to find all expected/recognized shader locations (predefined names, must be documented) - - // Try to get lights location points (if available) - GetShaderLightsLocations(*shader); } -// Unload default shader +// Unload default shader static void UnloadDefaultShader(void) { glUseProgram(0); @@ -3250,26 +3161,12 @@ static void UnloadDefaultShader(void) glDeleteProgram(defaultShader.id); } -// Unload standard shader -static void UnloadStandardShader(void) -{ - glUseProgram(0); -#if !defined(RLGL_NO_STANDARD_SHADER) - //glDetachShader(defaultShader, vertexShader); - //glDetachShader(defaultShader, fragmentShader); - //glDeleteShader(vertexShader); // Already deleted on shader compilation - //glDeleteShader(fragmentShader); // Already deleted on shader compilation - glDeleteProgram(standardShader.id); -#endif -} - - // Load default internal buffers (lines, triangles, quads) static void LoadDefaultBuffers(void) { // [CPU] Allocate and initialize float array buffers to store vertex data (lines, triangles, quads) //-------------------------------------------------------------------------------------------- - + // Lines - Initialize arrays (vertex position and color data) lines.vertices = (float *)malloc(sizeof(float)*3*2*MAX_LINES_BATCH); // 3 float by vertex, 2 vertex by line lines.colors = (unsigned char *)malloc(sizeof(unsigned char)*4*2*MAX_LINES_BATCH); // 4 float by color, 2 colors by line @@ -3331,11 +3228,11 @@ static void LoadDefaultBuffers(void) TraceLog(INFO, "[CPU] Default buffers initialized successfully (lines, triangles, quads)"); //-------------------------------------------------------------------------------------------- - + // [GPU] Upload vertex data and initialize VAOs/VBOs (lines, triangles, quads) // NOTE: Default buffers are linked to use currentShader (defaultShader) //-------------------------------------------------------------------------------------------- - + // Upload and link lines vertex buffers if (vaoSupported) { @@ -3344,7 +3241,7 @@ static void LoadDefaultBuffers(void) glBindVertexArray(lines.vaoId); } - // Lines - Vertex buffers binding and attributes enable + // Lines - Vertex buffers binding and attributes enable // Vertex position buffer (shader-location = 0) glGenBuffers(2, &lines.vboId[0]); glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[0]); @@ -3370,7 +3267,7 @@ static void LoadDefaultBuffers(void) glBindVertexArray(triangles.vaoId); } - // Triangles - Vertex buffers binding and attributes enable + // Triangles - Vertex buffers binding and attributes enable // Vertex position buffer (shader-location = 0) glGenBuffers(1, &triangles.vboId[0]); glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[0]); @@ -3396,7 +3293,7 @@ static void LoadDefaultBuffers(void) glBindVertexArray(quads.vaoId); } - // Quads - Vertex buffers binding and attributes enable + // Quads - Vertex buffers binding and attributes enable // Vertex position buffer (shader-location = 0) glGenBuffers(1, &quads.vboId[0]); glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[0]); @@ -3512,7 +3409,7 @@ static void DrawDefaultBuffers(int eyesCount) { Matrix matProjection = projection; Matrix matModelView = modelview; - + for (int eye = 0; eye < eyesCount; eye++) { if (eyesCount == 2) SetStereoView(eye, matProjection, matModelView); @@ -3521,17 +3418,17 @@ static void DrawDefaultBuffers(int eyesCount) if ((lines.vCounter > 0) || (triangles.vCounter > 0) || (quads.vCounter > 0)) { glUseProgram(currentShader.id); - + // Create modelview-projection matrix Matrix matMVP = MatrixMultiply(modelview, projection); glUniformMatrix4fv(currentShader.mvpLoc, 1, false, MatrixToFloat(matMVP)); glUniform4f(currentShader.colDiffuseLoc, 1.0f, 1.0f, 1.0f, 1.0f); glUniform1i(currentShader.mapTexture0Loc, 0); - + // NOTE: Additional map textures not considered for default buffers drawing } - + // Draw lines buffers if (lines.vCounter > 0) { @@ -3615,7 +3512,7 @@ static void DrawDefaultBuffers(int eyesCount) glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[2]); glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); glEnableVertexAttribArray(currentShader.colorLoc); - + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]); } @@ -3655,7 +3552,7 @@ static void DrawDefaultBuffers(int eyesCount) glUseProgram(0); // Unbind shader program } - + // Reset draws counter drawsCounter = 1; draws[0].textureId = whiteTexture; @@ -3669,10 +3566,10 @@ static void DrawDefaultBuffers(int eyesCount) quads.vCounter = 0; quads.tcCounter = 0; quads.cCounter = 0; - + // Reset depth for next draw currentDepth = -1.0f; - + // Restore projection/modelview matrices projection = matProjection; modelview = matModelView; @@ -3721,138 +3618,6 @@ static void UnloadDefaultBuffers(void) free(quads.indices); } -// Get shader locations for lights (up to MAX_LIGHTS) -static void GetShaderLightsLocations(Shader shader) -{ - char locName[32] = "lights[x].\0"; - char locNameUpdated[64]; - - for (int i = 0; i < MAX_LIGHTS; i++) - { - locName[7] = '0' + i; - - strcpy(locNameUpdated, locName); - strcat(locNameUpdated, "enabled\0"); - lightsLocs[i][0] = glGetUniformLocation(shader.id, locNameUpdated); - - locNameUpdated[0] = '\0'; - strcpy(locNameUpdated, locName); - strcat(locNameUpdated, "type\0"); - lightsLocs[i][1] = glGetUniformLocation(shader.id, locNameUpdated); - - locNameUpdated[0] = '\0'; - strcpy(locNameUpdated, locName); - strcat(locNameUpdated, "position\0"); - lightsLocs[i][2] = glGetUniformLocation(shader.id, locNameUpdated); - - locNameUpdated[0] = '\0'; - strcpy(locNameUpdated, locName); - strcat(locNameUpdated, "direction\0"); - lightsLocs[i][3] = glGetUniformLocation(shader.id, locNameUpdated); - - locNameUpdated[0] = '\0'; - strcpy(locNameUpdated, locName); - strcat(locNameUpdated, "radius\0"); - lightsLocs[i][4] = glGetUniformLocation(shader.id, locNameUpdated); - - locNameUpdated[0] = '\0'; - strcpy(locNameUpdated, locName); - strcat(locNameUpdated, "diffuse\0"); - lightsLocs[i][5] = glGetUniformLocation(shader.id, locNameUpdated); - - locNameUpdated[0] = '\0'; - strcpy(locNameUpdated, locName); - strcat(locNameUpdated, "intensity\0"); - lightsLocs[i][6] = glGetUniformLocation(shader.id, locNameUpdated); - - locNameUpdated[0] = '\0'; - strcpy(locNameUpdated, locName); - strcat(locNameUpdated, "coneAngle\0"); - lightsLocs[i][7] = glGetUniformLocation(shader.id, locNameUpdated); - } -} - -// Set shader uniform values for lights -// NOTE: It would be far easier with shader UBOs but are not supported on OpenGL ES 2.0 -static void SetShaderLightsValues(Shader shader) -{ - for (int i = 0; i < MAX_LIGHTS; i++) - { - if (i < lightsCount) - { - glUniform1i(lightsLocs[i][0], lights[i]->enabled); - - glUniform1i(lightsLocs[i][1], lights[i]->type); - glUniform4f(lightsLocs[i][5], (float)lights[i]->diffuse.r/255, (float)lights[i]->diffuse.g/255, (float)lights[i]->diffuse.b/255, (float)lights[i]->diffuse.a/255); - glUniform1f(lightsLocs[i][6], lights[i]->intensity); - - switch (lights[i]->type) - { - case LIGHT_POINT: - { - glUniform3f(lightsLocs[i][2], lights[i]->position.x, lights[i]->position.y, lights[i]->position.z); - glUniform1f(lightsLocs[i][4], lights[i]->radius); - } break; - case LIGHT_DIRECTIONAL: - { - Vector3 direction = VectorSubtract(lights[i]->target, lights[i]->position); - VectorNormalize(&direction); - glUniform3f(lightsLocs[i][3], direction.x, direction.y, direction.z); - } break; - case LIGHT_SPOT: - { - glUniform3f(lightsLocs[i][2], lights[i]->position.x, lights[i]->position.y, lights[i]->position.z); - - Vector3 direction = VectorSubtract(lights[i]->target, lights[i]->position); - VectorNormalize(&direction); - glUniform3f(lightsLocs[i][3], direction.x, direction.y, direction.z); - - glUniform1f(lightsLocs[i][7], lights[i]->coneAngle); - } break; - default: break; - } - } - else - { - glUniform1i(lightsLocs[i][0], 0); // Light disabled - } - } -} - -// Read text data from file -// NOTE: text chars array should be freed manually -static char *ReadTextFile(const char *fileName) -{ - FILE *textFile; - char *text = NULL; - - int count = 0; - - if (fileName != NULL) - { - textFile = fopen(fileName,"rt"); - - if (textFile != NULL) - { - fseek(textFile, 0, SEEK_END); - count = ftell(textFile); - rewind(textFile); - - if (count > 0) - { - text = (char *)malloc(sizeof(char)*(count + 1)); - count = fread(text, sizeof(char), count, textFile); - text[count] = '\0'; - } - - fclose(textFile); - } - else TraceLog(WARNING, "[%s] Text file could not be opened", fileName); - } - - return text; -} - // Configure stereo rendering (including distortion shader) with HMD device parameters static void SetStereoConfig(VrDeviceInfo hmd) { @@ -3865,34 +3630,34 @@ static void SetStereoConfig(VrDeviceInfo hmd) float rightLensCenter[2] = { 0.75f - lensShift, 0.5f }; float leftScreenCenter[2] = { 0.25f, 0.5f }; float rightScreenCenter[2] = { 0.75f, 0.5f }; - + // Compute distortion scale parameters // NOTE: To get lens max radius, lensShift must be normalized to [-1..1] float lensRadius = fabsf(-1.0f - 4.0f*lensShift); float lensRadiusSq = lensRadius*lensRadius; - float distortionScale = hmd.distortionK[0] + - hmd.distortionK[1]*lensRadiusSq + - hmd.distortionK[2]*lensRadiusSq*lensRadiusSq + + float distortionScale = hmd.distortionK[0] + + hmd.distortionK[1]*lensRadiusSq + + hmd.distortionK[2]*lensRadiusSq*lensRadiusSq + hmd.distortionK[3]*lensRadiusSq*lensRadiusSq*lensRadiusSq; - + TraceLog(DEBUG, "VR: Distortion Scale: %f", distortionScale); - + float normScreenWidth = 0.5f; float normScreenHeight = 1.0f; float scaleIn[2] = { 2.0f/normScreenWidth, 2.0f/normScreenHeight/aspect }; float scale[2] = { normScreenWidth*0.5f/distortionScale, normScreenHeight*0.5f*aspect/distortionScale }; - + TraceLog(DEBUG, "VR: Distortion Shader: LeftLensCenter = { %f, %f }", leftLensCenter[0], leftLensCenter[1]); TraceLog(DEBUG, "VR: Distortion Shader: RightLensCenter = { %f, %f }", rightLensCenter[0], rightLensCenter[1]); TraceLog(DEBUG, "VR: Distortion Shader: Scale = { %f, %f }", scale[0], scale[1]); TraceLog(DEBUG, "VR: Distortion Shader: ScaleIn = { %f, %f }", scaleIn[0], scaleIn[1]); - + // Update distortion shader with lens and distortion-scale parameters SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "leftLensCenter"), leftLensCenter, 2); SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "rightLensCenter"), rightLensCenter, 2); SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "leftScreenCenter"), leftScreenCenter, 2); SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "rightScreenCenter"), rightScreenCenter, 2); - + SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "scale"), scale, 2); SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "scaleIn"), scaleIn, 2); SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "hmdWarpParam"), hmd.distortionK, 4); @@ -3902,24 +3667,24 @@ static void SetStereoConfig(VrDeviceInfo hmd) // ...but with lens distortion it is increased (see Oculus SDK Documentation) //float fovy = 2.0f*atan2(hmd.vScreenSize*0.5f*distortionScale, hmd.eyeToScreenDistance)*RAD2DEG; // Really need distortionScale? float fovy = 2.0f*(float)atan2(hmd.vScreenSize*0.5f, hmd.eyeToScreenDistance)*RAD2DEG; - + // Compute camera projection matrices float projOffset = 4.0f*lensShift; // Scaled to projection space coordinates [-1..1] Matrix proj = MatrixPerspective(fovy, aspect, 0.01, 1000.0); vrConfig.eyesProjection[0] = MatrixMultiply(proj, MatrixTranslate(projOffset, 0.0f, 0.0f)); vrConfig.eyesProjection[1] = MatrixMultiply(proj, MatrixTranslate(-projOffset, 0.0f, 0.0f)); - + // NOTE: Projection matrices must be transposed due to raymath convention MatrixTranspose(&vrConfig.eyesProjection[0]); MatrixTranspose(&vrConfig.eyesProjection[1]); - + // Compute camera transformation matrices - // NOTE: Camera movement might seem more natural if we model the head. - // Our axis of rotation is the base of our head, so we might want to add + // NOTE: Camera movement might seem more natural if we model the head. + // Our axis of rotation is the base of our head, so we might want to add // some y (base of head to eye level) and -z (center of head to eye protrusion) to the camera positions. vrConfig.eyesViewOffset[0] = MatrixTranslate(-hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f); vrConfig.eyesViewOffset[1] = MatrixTranslate(hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f); - + // 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 }; @@ -3936,17 +3701,17 @@ static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView) #if defined(RLGL_OCULUS_SUPPORT) if (vrDeviceReady) { - rlViewport(layer.eyeLayer.Viewport[eye].Pos.x, layer.eyeLayer.Viewport[eye].Pos.y, + rlViewport(layer.eyeLayer.Viewport[eye].Pos.x, layer.eyeLayer.Viewport[eye].Pos.y, layer.eyeLayer.Viewport[eye].Size.w, layer.eyeLayer.Viewport[eye].Size.h); - Quaternion eyeRenderPose = (Quaternion){ layer.eyeLayer.RenderPose[eye].Orientation.x, - layer.eyeLayer.RenderPose[eye].Orientation.y, - layer.eyeLayer.RenderPose[eye].Orientation.z, + Quaternion eyeRenderPose = (Quaternion){ layer.eyeLayer.RenderPose[eye].Orientation.x, + layer.eyeLayer.RenderPose[eye].Orientation.y, + layer.eyeLayer.RenderPose[eye].Orientation.z, layer.eyeLayer.RenderPose[eye].Orientation.w }; QuaternionInvert(&eyeRenderPose); Matrix eyeOrientation = QuaternionToMatrix(eyeRenderPose); - Matrix eyeTranslation = MatrixTranslate(-layer.eyeLayer.RenderPose[eye].Position.x, - -layer.eyeLayer.RenderPose[eye].Position.y, + Matrix eyeTranslation = MatrixTranslate(-layer.eyeLayer.RenderPose[eye].Position.x, + -layer.eyeLayer.RenderPose[eye].Position.y, -layer.eyeLayer.RenderPose[eye].Position.z); Matrix eyeView = MatrixMultiply(eyeTranslation, eyeOrientation); // Matrix containing eye-head movement @@ -3962,7 +3727,7 @@ static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView) // Apply view offset to modelview matrix eyeModelView = MatrixMultiply(matModelView, vrConfig.eyesViewOffset[eye]); - + eyeProjection = vrConfig.eyesProjection[eye]; } @@ -4106,7 +3871,7 @@ OCULUSAPI bool InitOculusDevice(void) bool oculusReady = false; ovrResult result = ovr_Initialize(NULL); - + if (OVR_FAILURE(result)) TraceLog(WARNING, "OVR: Could not initialize Oculus device"); else { @@ -4126,24 +3891,24 @@ OCULUSAPI bool InitOculusDevice(void) TraceLog(INFO, "OVR: Product Type: %i", hmdDesc.Type); //TraceLog(INFO, "OVR: Serial Number: %s", hmdDesc.SerialNumber); TraceLog(INFO, "OVR: Resolution: %ix%i", hmdDesc.Resolution.w, hmdDesc.Resolution.h); - + // NOTE: Oculus mirror is set to defined screenWidth and screenHeight... // ...ideally, it should be (hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2) - + // Initialize Oculus Buffers - layer = InitOculusLayer(session); + layer = InitOculusLayer(session); buffer = LoadOculusBuffer(session, layer.width, layer.height); mirror = LoadOculusMirror(session, hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2); // NOTE: hardcoded... layer.eyeLayer.ColorTexture[0] = buffer.textureChain; //SetOculusLayerTexture(eyeLayer, buffer.textureChain); - + // Recenter OVR tracking origin ovr_RecenterTrackingOrigin(session); - + oculusReady = true; vrEnabled = true; } } - + return oculusReady; } @@ -4164,18 +3929,18 @@ OCULUSAPI void UpdateOculusTracking(Camera *camera) ovrPosef eyePoses[2]; ovr_GetEyePoses(session, frameIndex, ovrTrue, layer.viewScaleDesc.HmdToEyeOffset, eyePoses, &layer.eyeLayer.SensorSampleTime); - + layer.eyeLayer.RenderPose[0] = eyePoses[0]; layer.eyeLayer.RenderPose[1] = eyePoses[1]; - + // TODO: Update external camera with eyePoses data (position, orientation) // NOTE: We can simplify to simple camera if we consider IPD and HMD device configuration again later // it will be useful for the user to draw, lets say, billboards oriented to camera - + // Get session status information ovrSessionStatus sessionStatus; ovr_GetSessionStatus(session, &sessionStatus); - + if (sessionStatus.ShouldQuit) TraceLog(WARNING, "OVR: Session should quit..."); if (sessionStatus.ShouldRecenter) ovr_RecenterTrackingOrigin(session); //if (sessionStatus.HmdPresent) // HMD is present. @@ -4189,7 +3954,7 @@ OCULUSAPI void BeginOculusDrawing(void) { GLuint currentTexId; int currentIndex; - + ovr_GetTextureSwapChainCurrentIndex(session, buffer.textureChain, ¤tIndex); ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, currentIndex, ¤tTexId); @@ -4204,9 +3969,9 @@ OCULUSAPI void EndOculusDrawing(void) // Unbind current framebuffer (Oculus buffer) glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); - + ovr_CommitTextureSwapChain(session, buffer.textureChain); - + ovrLayerHeader *layers = &layer.eyeLayer.Header; ovr_SubmitFrame(session, frameIndex, &layer.viewScaleDesc, &layers, 1); @@ -4220,7 +3985,7 @@ static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height) OculusBuffer buffer; buffer.width = width; buffer.height = height; - + // Create OVR texture chain ovrTextureSwapChainDesc desc = {}; desc.Type = ovrTexture_2D; @@ -4233,12 +3998,12 @@ static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height) desc.StaticImage = ovrFalse; ovrResult result = ovr_CreateTextureSwapChainGL(session, &desc, &buffer.textureChain); - + if (!OVR_SUCCESS(result)) TraceLog(WARNING, "OVR: Failed to create swap textures buffer"); int textureCount = 0; ovr_GetTextureSwapChainLength(session, buffer.textureChain, &textureCount); - + if (!OVR_SUCCESS(result) || !textureCount) TraceLog(WARNING, "OVR: Unable to count swap chain textures"); for (int i = 0; i < textureCount; ++i) @@ -4251,9 +4016,9 @@ static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); } - + glBindTexture(GL_TEXTURE_2D, 0); - + /* // Setup framebuffer object (using depth texture) glGenFramebuffers(1, &buffer.fboId); @@ -4265,7 +4030,7 @@ static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, buffer.width, buffer.height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); */ - + // Setup framebuffer object (using depth renderbuffer) glGenFramebuffers(1, &buffer.fboId); glGenRenderbuffers(1, &buffer.depthId); @@ -4298,13 +4063,13 @@ static OculusMirror LoadOculusMirror(ovrSession session, int width, int height) OculusMirror mirror; mirror.width = width; mirror.height = height; - + ovrMirrorTextureDesc mirrorDesc; memset(&mirrorDesc, 0, sizeof(mirrorDesc)); mirrorDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB; mirrorDesc.Width = mirror.width; mirrorDesc.Height = mirror.height; - + if (!OVR_SUCCESS(ovr_CreateMirrorTextureGL(session, &mirrorDesc, &mirror.texture))) TraceLog(WARNING, "Could not create mirror texture"); glGenFramebuffers(1, &mirror.fboId); @@ -4323,9 +4088,9 @@ static void UnloadOculusMirror(ovrSession session, OculusMirror mirror) static void BlitOculusMirror(ovrSession session, OculusMirror mirror) { GLuint mirrorTextureId; - + ovr_GetMirrorTextureBufferGL(session, mirror.texture, &mirrorTextureId); - + glBindFramebuffer(GL_READ_FRAMEBUFFER, mirror.fboId); glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mirrorTextureId, 0); #if defined(GRAPHICS_API_OPENGL_33) @@ -4339,7 +4104,7 @@ static void BlitOculusMirror(ovrSession session, OculusMirror mirror) static OculusLayer InitOculusLayer(ovrSession session) { OculusLayer layer = { 0 }; - + layer.viewScaleDesc.HmdSpaceToWorldScaleInMeters = 1.0f; memset(&layer.eyeLayer, 0, sizeof(ovrLayerEyeFov)); @@ -4347,7 +4112,7 @@ static OculusLayer InitOculusLayer(ovrSession session) layer.eyeLayer.Header.Flags = ovrLayerFlag_TextureOriginAtBottomLeft; ovrEyeRenderDesc eyeRenderDescs[2]; - + for (int eye = 0; eye < 2; eye++) { eyeRenderDescs[eye] = ovr_GetRenderDesc(session, eye, hmdDesc.DefaultEyeFov[eye]); @@ -4356,7 +4121,7 @@ static OculusLayer InitOculusLayer(ovrSession session) layer.viewScaleDesc.HmdToEyeOffset[eye] = eyeRenderDescs[eye].HmdToEyeOffset; layer.eyeLayer.Fov[eye] = eyeRenderDescs[eye].Fov; - + ovrSizei eyeSize = ovr_GetFovTextureSize(session, eye, layer.eyeLayer.Fov[eye], 1.0f); layer.eyeLayer.Viewport[eye].Size = eyeSize; layer.eyeLayer.Viewport[eye].Pos.x = layer.width; @@ -4365,7 +4130,7 @@ static OculusLayer InitOculusLayer(ovrSession session) layer.height = eyeSize.h; //std::max(renderTargetSize.y, (uint32_t)eyeSize.h); layer.width += eyeSize.w; } - + return layer; } @@ -4373,7 +4138,7 @@ static OculusLayer InitOculusLayer(ovrSession session) static Matrix FromOvrMatrix(ovrMatrix4f ovrmat) { Matrix rmat; - + rmat.m0 = ovrmat.M[0][0]; rmat.m1 = ovrmat.M[1][0]; rmat.m2 = ovrmat.M[2][0]; @@ -4390,9 +4155,9 @@ static Matrix FromOvrMatrix(ovrMatrix4f ovrmat) rmat.m13 = ovrmat.M[1][3]; rmat.m14 = ovrmat.M[2][3]; rmat.m15 = ovrmat.M[3][3]; - + MatrixTranspose(&rmat); - + return rmat; } #endif @@ -4423,7 +4188,7 @@ void TraceLog(int msgType, const char *text, ...) } // Converts Matrix to float array -// NOTE: Returned vector is a transposed version of the Matrix struct, +// NOTE: Returned vector is a transposed version of the Matrix struct, // it should be this way because, despite raymath use OpenGL column-major convention, // Matrix struct memory alignment and variables naming are not coherent float *MatrixToFloat(Matrix mat) |
