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authorvictorfisac <[email protected]>2017-03-06 09:40:04 +0100
committervictorfisac <[email protected]>2017-03-06 09:40:04 +0100
commit9261c3b8dc03d093bff5246a18ad9310ae8eaeb3 (patch)
treeaf87165723ac563ee1a7e1c605c7a4df821d74ea /src/rlgl.c
parente8630c78d069a1cba50b1a78108663ebc19e5b9b (diff)
parentb734802743f2089c8d649b27aea48ab71fa653b3 (diff)
downloadraylib-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.c941
1 files changed, 353 insertions, 588 deletions
diff --git a/src/rlgl.c b/src/rlgl.c
index b567f8fd..ffc9d741 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -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, &currentIndex);
ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, currentIndex, &currentTexId);
@@ -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)