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authorRay <[email protected]>2017-08-25 01:53:15 +0200
committerGitHub <[email protected]>2017-08-25 01:53:15 +0200
commitc074783861994fb9f3bcc618b776a41dc57b50d0 (patch)
tree63fdca2144cd13f6a537e76d6a3f8712ae106ead /src/rlgl.c
parent910b4b5d53d9a904070807de5e8a66edadd939e3 (diff)
parent0fc1323c80c2501c36741c05fd771ac1d001d049 (diff)
downloadraylib-c074783861994fb9f3bcc618b776a41dc57b50d0.tar.gz
raylib-c074783861994fb9f3bcc618b776a41dc57b50d0.zip
Merge pull request #346 from raysan5/develop
Integrate Develop branch
Diffstat (limited to 'src/rlgl.c')
-rw-r--r--src/rlgl.c1356
1 files changed, 862 insertions, 494 deletions
diff --git a/src/rlgl.c b/src/rlgl.c
index a40836ca..373dada9 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -87,12 +87,12 @@
#if defined(__APPLE__)
#include <OpenGL/gl3.h> // OpenGL 3 library for OSX
#else
- #define GLAD_IMPLEMENTATION
- #if defined(RLGL_STANDALONE)
- #include "glad.h" // GLAD extensions loading library, includes OpenGL headers
- #else
- #include "external/glad.h" // GLAD extensions loading library, includes OpenGL headers
- #endif
+ #define GLAD_IMPLEMENTATION
+ #if defined(RLGL_STANDALONE)
+ #include "glad.h" // GLAD extensions loading library, includes OpenGL headers
+ #else
+ #include "external/glad.h" // GLAD extensions loading library, includes OpenGL headers
+ #endif
#endif
#endif
@@ -317,7 +317,7 @@ static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays;
// Compressed textures support flags
static bool texCompDXTSupported = false; // DDS texture compression support
-static bool texNPOTSupported = false; // NPOT textures full support
+static bool texNPOTSupported = false; // NPOT textures full support
static bool texFloatSupported = false; // float textures support (32 bit per channel)
static int blendMode = 0; // Track current blending mode
@@ -333,17 +333,20 @@ static int screenHeight; // Default framebuffer height
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-static void LoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int compressedFormat);
+static void LoadTextureCompressed(unsigned char *data, int width, int height, int compressedFormat, int mipmapCount);
static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShaderStr); // Load custom shader strings and return program id
-static Shader LoadDefaultShader(void); // Load default shader (just vertex positioning and texture coloring)
-static void LoadDefaultShaderLocations(Shader *shader); // Bind default shader locations (attributes and uniforms)
-static void UnloadDefaultShader(void); // Unload default shader
+static Shader LoadShaderDefault(void); // Load default shader (just vertex positioning and texture coloring)
+static void SetShaderDefaultLocations(Shader *shader); // Bind default shader locations (attributes and uniforms)
+static void UnloadShaderDefault(void); // Unload default shader
-static void LoadDefaultBuffers(void); // Load default internal buffers (lines, triangles, quads)
-static void UpdateDefaultBuffers(void); // Update default internal buffers (VAOs/VBOs) with vertex data
-static void DrawDefaultBuffers(void); // Draw default internal buffers vertex data
-static void UnloadDefaultBuffers(void); // Unload default internal buffers vertex data from CPU and GPU
+static void LoadBuffersDefault(void); // Load default internal buffers (lines, triangles, quads)
+static void UpdateBuffersDefault(void); // Update default internal buffers (VAOs/VBOs) with vertex data
+static void DrawBuffersDefault(void); // Draw default internal buffers vertex data
+static void UnloadBuffersDefault(void); // Unload default internal buffers vertex data from CPU and GPU
+
+static void GenDrawCube(void); // Generate and draw cube
+static void GenDrawQuad(void); // Generate and draw quad
#if defined(SUPPORT_VR_SIMULATOR)
static void SetStereoConfig(VrDeviceInfo info); // Configure stereo rendering (including distortion shader) with HMD device parameters
@@ -357,10 +360,6 @@ static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight);
static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight);
#endif
-#if defined(RLGL_STANDALONE)
-float *MatrixToFloat(Matrix mat); // Converts Matrix to float array
-#endif
-
//----------------------------------------------------------------------------------
// Module Functions Definition - Matrix operations
//----------------------------------------------------------------------------------
@@ -396,7 +395,7 @@ void rlLoadIdentity(void) { glLoadIdentity(); }
void rlTranslatef(float x, float y, float z) { glTranslatef(x, y, z); }
void rlRotatef(float angleDeg, float x, float y, float z) { glRotatef(angleDeg, x, y, z); }
void rlScalef(float x, float y, float z) { glScalef(x, y, z); }
-void rlMultMatrixf(float *mat) { glMultMatrixf(mat); }
+void rlMultMatrixf(float *matf) { glMultMatrixf(matf); }
#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
@@ -415,7 +414,7 @@ void rlPushMatrix(void)
{
if (stackCounter == MATRIX_STACK_SIZE - 1)
{
- TraceLog(ERROR, "Stack Buffer Overflow (MAX %i Matrix)", MATRIX_STACK_SIZE);
+ TraceLog(LOG_ERROR, "Stack Buffer Overflow (MAX %i Matrix)", MATRIX_STACK_SIZE);
}
stack[stackCounter] = *currentMatrix;
@@ -446,9 +445,9 @@ void rlLoadIdentity(void)
void rlTranslatef(float x, float y, float z)
{
Matrix matTranslation = MatrixTranslate(x, y, z);
- MatrixTranspose(&matTranslation);
- *currentMatrix = MatrixMultiply(*currentMatrix, matTranslation);
+ // NOTE: We transpose matrix with multiplication order
+ *currentMatrix = MatrixMultiply(matTranslation, *currentMatrix);
}
// Multiply the current matrix by a rotation matrix
@@ -457,30 +456,30 @@ void rlRotatef(float angleDeg, float x, float y, float z)
Matrix matRotation = MatrixIdentity();
Vector3 axis = (Vector3){ x, y, z };
- VectorNormalize(&axis);
+ Vector3Normalize(&axis);
matRotation = MatrixRotate(axis, angleDeg*DEG2RAD);
- MatrixTranspose(&matRotation);
- *currentMatrix = MatrixMultiply(*currentMatrix, matRotation);
+ // NOTE: We transpose matrix with multiplication order
+ *currentMatrix = MatrixMultiply(matRotation, *currentMatrix);
}
// Multiply the current matrix by a scaling matrix
void rlScalef(float x, float y, float z)
{
Matrix matScale = MatrixScale(x, y, z);
- MatrixTranspose(&matScale);
- *currentMatrix = MatrixMultiply(*currentMatrix, matScale);
+ // NOTE: We transpose matrix with multiplication order
+ *currentMatrix = MatrixMultiply(matScale, *currentMatrix);
}
// Multiply the current matrix by another matrix
-void rlMultMatrixf(float *m)
+void rlMultMatrixf(float *matf)
{
// Matrix creation from array
- Matrix mat = { m[0], m[1], m[2], m[3],
- m[4], m[5], m[6], m[7],
- m[8], m[9], m[10], m[11],
- m[12], m[13], m[14], m[15] };
+ Matrix mat = { matf[0], matf[4], matf[8], matf[12],
+ matf[1], matf[5], matf[9], matf[13],
+ matf[2], matf[6], matf[10], matf[14],
+ matf[3], matf[7], matf[11], matf[15] };
*currentMatrix = MatrixMultiply(*currentMatrix, mat);
}
@@ -489,7 +488,6 @@ void rlMultMatrixf(float *m)
void rlFrustum(double left, double right, double bottom, double top, double near, double far)
{
Matrix matPerps = MatrixFrustum(left, right, bottom, top, near, far);
- MatrixTranspose(&matPerps);
*currentMatrix = MatrixMultiply(*currentMatrix, matPerps);
}
@@ -498,7 +496,6 @@ void rlFrustum(double left, double right, double bottom, double top, double near
void rlOrtho(double left, double right, double bottom, double top, double near, double far)
{
Matrix matOrtho = MatrixOrtho(left, right, bottom, top, near, far);
- MatrixTranspose(&matOrtho);
*currentMatrix = MatrixMultiply(*currentMatrix, matOrtho);
}
@@ -559,7 +556,7 @@ void rlEnd(void)
// This way, rlTranslatef(), rlRotatef()... behaviour is the same than OpenGL 1.1
// Apply transformation matrix to all temp vertices
- for (int i = 0; i < tempBufferCount; i++) VectorTransform(&tempBuffer[i], *currentMatrix);
+ for (int i = 0; i < tempBufferCount; i++) Vector3Transform(&tempBuffer[i], *currentMatrix);
// Deactivate tempBuffer usage to allow rlVertex3f do its job
useTempBuffer = false;
@@ -678,7 +675,7 @@ void rlVertex3f(float x, float y, float z)
lines.vCounter++;
}
- else TraceLog(ERROR, "MAX_LINES_BATCH overflow");
+ else TraceLog(LOG_ERROR, "MAX_LINES_BATCH overflow");
} break;
case RL_TRIANGLES:
@@ -692,7 +689,7 @@ void rlVertex3f(float x, float y, float z)
triangles.vCounter++;
}
- else TraceLog(ERROR, "MAX_TRIANGLES_BATCH overflow");
+ else TraceLog(LOG_ERROR, "MAX_TRIANGLES_BATCH overflow");
} break;
case RL_QUADS:
@@ -708,7 +705,7 @@ void rlVertex3f(float x, float y, float z)
draws[drawsCounter - 1].vertexCount++;
}
- else TraceLog(ERROR, "MAX_QUADS_BATCH overflow");
+ else TraceLog(LOG_ERROR, "MAX_QUADS_BATCH overflow");
} break;
default: break;
@@ -847,7 +844,7 @@ void rlTextureParameters(unsigned int id, int param, int value)
case RL_TEXTURE_WRAP_S:
case RL_TEXTURE_WRAP_T:
{
- if ((value == RL_WRAP_CLAMP_MIRROR) && !texClampMirrorSupported) TraceLog(WARNING, "Clamp mirror wrap mode not supported");
+ if ((value == RL_WRAP_CLAMP_MIRROR) && !texClampMirrorSupported) TraceLog(LOG_WARNING, "Clamp mirror wrap mode not supported");
else glTexParameteri(GL_TEXTURE_2D, param, value);
} break;
case RL_TEXTURE_MAG_FILTER:
@@ -857,10 +854,10 @@ void rlTextureParameters(unsigned int id, int param, int 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);
+ TraceLog(LOG_WARNING, "[TEX ID %i] Maximum anisotropic filter level supported is %iX", id, maxAnisotropicLevel);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
}
- else TraceLog(WARNING, "Anisotropic filtering not supported");
+ else TraceLog(LOG_WARNING, "Anisotropic filtering not supported");
} break;
default: break;
}
@@ -923,18 +920,18 @@ void rlDisableWireMode(void)
// Unload texture from GPU memory
void rlDeleteTextures(unsigned int id)
{
- if (id != 0) glDeleteTextures(1, &id);
+ if (id > 0) glDeleteTextures(1, &id);
}
// Unload render texture from GPU memory
void rlDeleteRenderTextures(RenderTexture2D target)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if (target.id != 0) glDeleteFramebuffers(1, &target.id);
- if (target.texture.id != 0) glDeleteTextures(1, &target.texture.id);
- if (target.depth.id != 0) glDeleteTextures(1, &target.depth.id);
+ if (target.id > 0) glDeleteFramebuffers(1, &target.id);
+ if (target.texture.id > 0) glDeleteTextures(1, &target.texture.id);
+ if (target.depth.id > 0) glDeleteTextures(1, &target.depth.id);
- TraceLog(INFO, "[FBO ID %i] Unloaded render texture data from VRAM (GPU)", target.id);
+ TraceLog(LOG_INFO, "[FBO ID %i] Unloaded render texture data from VRAM (GPU)", target.id);
#endif
}
@@ -953,7 +950,7 @@ void rlDeleteVertexArrays(unsigned int id)
if (vaoSupported)
{
if (id != 0) glDeleteVertexArrays(1, &id);
- TraceLog(INFO, "[VAO ID %i] Unloaded model data from VRAM (GPU)", id);
+ TraceLog(LOG_INFO, "[VAO ID %i] Unloaded model data from VRAM (GPU)", id);
}
#endif
}
@@ -965,7 +962,7 @@ void rlDeleteBuffers(unsigned int id)
if (id != 0)
{
glDeleteBuffers(1, &id);
- if (!vaoSupported) TraceLog(INFO, "[VBO ID %i] Unloaded model vertex data from VRAM (GPU)", id);
+ if (!vaoSupported) TraceLog(LOG_INFO, "[VBO ID %i] Unloaded model vertex data from VRAM (GPU)", id);
}
#endif
}
@@ -989,20 +986,6 @@ void rlClearScreenBuffers(void)
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Stencil buffer not used...
}
-// Returns current OpenGL version
-int rlGetVersion(void)
-{
-#if defined(GRAPHICS_API_OPENGL_11)
- return OPENGL_11;
-#elif defined(GRAPHICS_API_OPENGL_21)
- return OPENGL_21;
-#elif defined(GRAPHICS_API_OPENGL_33)
- return OPENGL_33;
-#elif defined(GRAPHICS_API_OPENGL_ES2)
- return OPENGL_ES_20;
-#endif
-}
-
//----------------------------------------------------------------------------------
// Module Functions Definition - rlgl Functions
//----------------------------------------------------------------------------------
@@ -1014,33 +997,33 @@ void rlglInit(int width, int height)
//------------------------------------------------------------------------------
// Print current OpenGL and GLSL version
- TraceLog(INFO, "GPU: Vendor: %s", glGetString(GL_VENDOR));
- TraceLog(INFO, "GPU: Renderer: %s", glGetString(GL_RENDERER));
- TraceLog(INFO, "GPU: Version: %s", glGetString(GL_VERSION));
- TraceLog(INFO, "GPU: GLSL: %s", glGetString(GL_SHADING_LANGUAGE_VERSION));
+ TraceLog(LOG_INFO, "GPU: Vendor: %s", glGetString(GL_VENDOR));
+ TraceLog(LOG_INFO, "GPU: Renderer: %s", glGetString(GL_RENDERER));
+ TraceLog(LOG_INFO, "GPU: Version: %s", glGetString(GL_VERSION));
+ TraceLog(LOG_INFO, "GPU: GLSL: %s", glGetString(GL_SHADING_LANGUAGE_VERSION));
// NOTE: We can get a bunch of extra information about GPU capabilities (glGet*)
//int maxTexSize;
//glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTexSize);
- //TraceLog(INFO, "GL_MAX_TEXTURE_SIZE: %i", maxTexSize);
+ //TraceLog(LOG_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);
+ //TraceLog(LOG_INFO, "GL_AUX_BUFFERS: %i", numAuxBuffers);
//GLint numComp = 0;
//GLint format[32] = { 0 };
//glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &numComp);
//glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, format);
- //for (int i = 0; i < numComp; i++) TraceLog(INFO, "Supported compressed format: 0x%x", format[i]);
+ //for (int i = 0; i < numComp; i++) TraceLog(LOG_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");
+ //TraceLog(LOG_INFO, "OpenGL 1.1 (or driver default) profile initialized");
#endif
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
@@ -1096,10 +1079,10 @@ void rlglInit(int width, int height)
numExt -= 1;
#endif
- TraceLog(INFO, "Number of supported extensions: %i", numExt);
+ TraceLog(LOG_INFO, "Number of supported extensions: %i", numExt);
// Show supported extensions
- //for (int i = 0; i < numExt; i++) TraceLog(INFO, "Supported extension: %s", extList[i]);
+ //for (int i = 0; i < numExt; i++) TraceLog(LOG_INFO, "Supported extension: %s", extList[i]);
// Check required extensions
for (int i = 0; i < numExt; i++)
@@ -1161,21 +1144,21 @@ void rlglInit(int width, int height)
#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 (vaoSupported) TraceLog(LOG_INFO, "[EXTENSION] VAO extension detected, VAO functions initialized successfully");
+ else TraceLog(LOG_WARNING, "[EXTENSION] VAO extension not found, VAO usage not supported");
- if (texNPOTSupported) 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)");
+ if (texNPOTSupported) TraceLog(LOG_INFO, "[EXTENSION] NPOT textures extension detected, full NPOT textures supported");
+ else TraceLog(LOG_WARNING, "[EXTENSION] NPOT textures extension not found, limited NPOT support (no-mipmaps, no-repeat)");
#endif
- if (texCompDXTSupported) TraceLog(INFO, "[EXTENSION] DXT compressed textures supported");
- if (texCompETC1Supported) TraceLog(INFO, "[EXTENSION] ETC1 compressed textures supported");
- 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 (texCompDXTSupported) TraceLog(LOG_INFO, "[EXTENSION] DXT compressed textures supported");
+ if (texCompETC1Supported) TraceLog(LOG_INFO, "[EXTENSION] ETC1 compressed textures supported");
+ if (texCompETC2Supported) TraceLog(LOG_INFO, "[EXTENSION] ETC2/EAC compressed textures supported");
+ if (texCompPVRTSupported) TraceLog(LOG_INFO, "[EXTENSION] PVRT compressed textures supported");
+ if (texCompASTCSupported) TraceLog(LOG_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");
+ if (texAnisotropicFilterSupported) TraceLog(LOG_INFO, "[EXTENSION] Anisotropic textures filtering supported (max: %.0fX)", maxAnisotropicLevel);
+ if (texClampMirrorSupported) TraceLog(LOG_INFO, "[EXTENSION] Clamp mirror wrap texture mode supported");
// Initialize buffers, default shaders and default textures
//----------------------------------------------------------
@@ -1183,22 +1166,22 @@ void rlglInit(int width, int height)
// Init default white texture
unsigned char pixels[4] = { 255, 255, 255, 255 }; // 1 pixel RGBA (4 bytes)
- whiteTexture = rlglLoadTexture(pixels, 1, 1, UNCOMPRESSED_R8G8B8A8, 1);
+ whiteTexture = rlLoadTexture(pixels, 1, 1, UNCOMPRESSED_R8G8B8A8, 1);
- if (whiteTexture != 0) TraceLog(INFO, "[TEX ID %i] Base white texture loaded successfully", whiteTexture);
- else TraceLog(WARNING, "Base white texture could not be loaded");
+ if (whiteTexture != 0) TraceLog(LOG_INFO, "[TEX ID %i] Base white texture loaded successfully", whiteTexture);
+ else TraceLog(LOG_WARNING, "Base white texture could not be loaded");
// Init default Shader (customized for GL 3.3 and ES2)
- defaultShader = LoadDefaultShader();
+ defaultShader = LoadShaderDefault();
currentShader = defaultShader;
// Init default vertex arrays buffers (lines, triangles, quads)
- LoadDefaultBuffers();
+ LoadBuffersDefault();
// Init temp vertex buffer, used when transformation required (translate, rotate, scale)
tempBuffer = (Vector3 *)malloc(sizeof(Vector3)*TEMP_VERTEX_BUFFER_SIZE);
- for (int i = 0; i < TEMP_VERTEX_BUFFER_SIZE; i++) tempBuffer[i] = VectorZero();
+ for (int i = 0; i < TEMP_VERTEX_BUFFER_SIZE; i++) tempBuffer[i] = Vector3Zero();
// Init draw calls tracking system
draws = (DrawCall *)malloc(sizeof(DrawCall)*MAX_DRAWS_BY_TEXTURE);
@@ -1254,19 +1237,18 @@ void rlglInit(int width, int height)
screenWidth = width;
screenHeight = height;
- TraceLog(INFO, "OpenGL default states initialized successfully");
+ TraceLog(LOG_INFO, "OpenGL default states initialized successfully");
}
// Vertex Buffer Object deinitialization (memory free)
void rlglClose(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- UnloadDefaultShader();
- UnloadDefaultBuffers();
-
- // Delete default white texture
- glDeleteTextures(1, &whiteTexture);
- TraceLog(INFO, "[TEX ID %i] Unloaded texture data (base white texture) from VRAM", whiteTexture);
+ UnloadShaderDefault(); // Unload default shader
+ UnloadBuffersDefault(); // Unload default buffers (lines, triangles, quads)
+ glDeleteTextures(1, &whiteTexture); // Unload default texture
+
+ TraceLog(LOG_INFO, "[TEX ID %i] Unloaded texture data (base white texture) from VRAM", whiteTexture);
free(draws);
#endif
@@ -1277,29 +1259,47 @@ void rlglDraw(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// NOTE: In a future version, models could be stored in a stack...
- //for (int i = 0; i < modelsCount; i++) rlglDrawMesh(models[i]->mesh, models[i]->material, models[i]->transform);
+ //for (int i = 0; i < modelsCount; i++) rlDrawMesh(models[i]->mesh, models[i]->material, models[i]->transform);
// NOTE: Default buffers upload and draw
- UpdateDefaultBuffers();
- DrawDefaultBuffers(); // NOTE: Stereo rendering is checked inside
+ UpdateBuffersDefault();
+ DrawBuffersDefault(); // NOTE: Stereo rendering is checked inside
+#endif
+}
+
+// Returns current OpenGL version
+int rlGetVersion(void)
+{
+#if defined(GRAPHICS_API_OPENGL_11)
+ return OPENGL_11;
+#elif defined(GRAPHICS_API_OPENGL_21)
+ #if defined(__APPLE__)
+ return OPENGL_33; // NOTE: Force OpenGL 3.3 on OSX
+ #else
+ return OPENGL_21;
+ #endif
+#elif defined(GRAPHICS_API_OPENGL_33)
+ return OPENGL_33;
+#elif defined(GRAPHICS_API_OPENGL_ES2)
+ return OPENGL_ES_20;
#endif
}
// Load OpenGL extensions
// NOTE: External loader function could be passed as a pointer
-void rlglLoadExtensions(void *loader)
+void rlLoadExtensions(void *loader)
{
#if defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_33)
// NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions)
#if !defined(__APPLE__)
- if (!gladLoadGLLoader((GLADloadproc)loader)) TraceLog(WARNING, "GLAD: Cannot load OpenGL extensions");
- else TraceLog(INFO, "GLAD: OpenGL extensions loaded successfully");
+ if (!gladLoadGLLoader((GLADloadproc)loader)) TraceLog(LOG_WARNING, "GLAD: Cannot load OpenGL extensions");
+ else TraceLog(LOG_INFO, "GLAD: OpenGL extensions loaded successfully");
#if defined(GRAPHICS_API_OPENGL_21)
- if (GLAD_GL_VERSION_2_1) TraceLog(INFO, "OpenGL 2.1 profile supported");
+ if (GLAD_GL_VERSION_2_1) TraceLog(LOG_INFO, "OpenGL 2.1 profile supported");
#elif defined(GRAPHICS_API_OPENGL_33)
- if(GLAD_GL_VERSION_3_3) TraceLog(INFO, "OpenGL 3.3 Core profile supported");
- else TraceLog(ERROR, "OpenGL 3.3 Core profile not supported");
+ if(GLAD_GL_VERSION_3_3) TraceLog(LOG_INFO, "OpenGL 3.3 Core profile supported");
+ else TraceLog(LOG_ERROR, "OpenGL 3.3 Core profile not supported");
#endif
#endif
@@ -1309,19 +1309,19 @@ void rlglLoadExtensions(void *loader)
}
// Get world coordinates from screen coordinates
-Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view)
+Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view)
{
Vector3 result = { 0.0f, 0.0f, 0.0f };
- // Calculate unproject matrix (multiply projection matrix and view matrix) and invert it
- Matrix matProjView = MatrixMultiply(proj, view);
- MatrixInvert(&matProjView);
+ // Calculate unproject matrix (multiply view patrix by projection matrix) and invert it
+ Matrix matViewProj = MatrixMultiply(view, proj);
+ MatrixInvert(&matViewProj);
// Create quaternion from source point
Quaternion quat = { source.x, source.y, source.z, 1.0f };
// Multiply quat point by unproject matrix
- QuaternionTransform(&quat, matProjView);
+ QuaternionTransform(&quat, matViewProj);
// Normalized world points in vectors
result.x = quat.x/quat.w;
@@ -1332,7 +1332,7 @@ Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view)
}
// Convert image data to OpenGL texture (returns OpenGL valid Id)
-unsigned int rlglLoadTexture(void *data, int width, int height, int format, int mipmapCount)
+unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount)
{
glBindTexture(GL_TEXTURE_2D, 0); // Free any old binding
@@ -1342,7 +1342,7 @@ unsigned int rlglLoadTexture(void *data, int width, int height, int format, int
#if defined(GRAPHICS_API_OPENGL_11)
if (format >= COMPRESSED_DXT1_RGB)
{
- TraceLog(WARNING, "OpenGL 1.1 does not support GPU compressed texture formats");
+ TraceLog(LOG_WARNING, "OpenGL 1.1 does not support GPU compressed texture formats");
return id;
}
#endif
@@ -1350,31 +1350,31 @@ unsigned int rlglLoadTexture(void *data, int width, int height, int format, int
if ((!texCompDXTSupported) && ((format == COMPRESSED_DXT1_RGB) || (format == COMPRESSED_DXT1_RGBA) ||
(format == COMPRESSED_DXT3_RGBA) || (format == COMPRESSED_DXT5_RGBA)))
{
- TraceLog(WARNING, "DXT compressed texture format not supported");
+ TraceLog(LOG_WARNING, "DXT compressed texture format not supported");
return id;
}
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if ((!texCompETC1Supported) && (format == COMPRESSED_ETC1_RGB))
{
- TraceLog(WARNING, "ETC1 compressed texture format not supported");
+ TraceLog(LOG_WARNING, "ETC1 compressed texture format not supported");
return id;
}
if ((!texCompETC2Supported) && ((format == COMPRESSED_ETC2_RGB) || (format == COMPRESSED_ETC2_EAC_RGBA)))
{
- TraceLog(WARNING, "ETC2 compressed texture format not supported");
+ TraceLog(LOG_WARNING, "ETC2 compressed texture format not supported");
return id;
}
if ((!texCompPVRTSupported) && ((format == COMPRESSED_PVRT_RGB) || (format == COMPRESSED_PVRT_RGBA)))
{
- TraceLog(WARNING, "PVRT compressed texture format not supported");
+ TraceLog(LOG_WARNING, "PVRT compressed texture format not supported");
return id;
}
if ((!texCompASTCSupported) && ((format == COMPRESSED_ASTC_4x4_RGBA) || (format == COMPRESSED_ASTC_8x8_RGBA)))
{
- TraceLog(WARNING, "ASTC compressed texture format not supported");
+ TraceLog(LOG_WARNING, "ASTC compressed texture format not supported");
return id;
}
#endif
@@ -1411,7 +1411,7 @@ unsigned int rlglLoadTexture(void *data, int width, int height, int format, int
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);
+ TraceLog(LOG_INFO, "[TEX ID %i] Grayscale texture loaded and swizzled", id);
} break;
case UNCOMPRESSED_GRAY_ALPHA:
{
@@ -1427,18 +1427,18 @@ unsigned int rlglLoadTexture(void *data, int width, int height, int format, int
case UNCOMPRESSED_R4G4B4A4: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA4, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned short *)data); break;
case UNCOMPRESSED_R8G8B8A8: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
case UNCOMPRESSED_R32G32B32: if (texFloatSupported) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, width, height, 0, GL_RGB, GL_FLOAT, (float *)data); break;
- case COMPRESSED_DXT1_RGB: if (texCompDXTSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGB_S3TC_DXT1_EXT); break;
- case COMPRESSED_DXT1_RGBA: if (texCompDXTSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT); break;
- case COMPRESSED_DXT3_RGBA: if (texCompDXTSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT); break;
- case COMPRESSED_DXT5_RGBA: if (texCompDXTSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT); break;
- case COMPRESSED_ETC1_RGB: if (texCompETC1Supported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_ETC1_RGB8_OES); break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3
- case COMPRESSED_ETC2_RGB: if (texCompETC2Supported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGB8_ETC2); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
- case COMPRESSED_ETC2_EAC_RGBA: if (texCompETC2Supported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA8_ETC2_EAC); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
- case COMPRESSED_PVRT_RGB: if (texCompPVRTSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG); break; // NOTE: Requires PowerVR GPU
- case COMPRESSED_PVRT_RGBA: if (texCompPVRTSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG); break; // NOTE: Requires PowerVR GPU
- case COMPRESSED_ASTC_4x4_RGBA: if (texCompASTCSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_ASTC_4x4_KHR); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
- case COMPRESSED_ASTC_8x8_RGBA: if (texCompASTCSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_ASTC_8x8_KHR); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
- default: TraceLog(WARNING, "Texture format not recognized"); break;
+ case COMPRESSED_DXT1_RGB: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, mipmapCount); break;
+ case COMPRESSED_DXT1_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, mipmapCount); break;
+ case COMPRESSED_DXT3_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, mipmapCount); break;
+ case COMPRESSED_DXT5_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, mipmapCount); break;
+ case COMPRESSED_ETC1_RGB: if (texCompETC1Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_ETC1_RGB8_OES, mipmapCount); break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3
+ case COMPRESSED_ETC2_RGB: if (texCompETC2Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB8_ETC2, mipmapCount); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
+ case COMPRESSED_ETC2_EAC_RGBA: if (texCompETC2Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA8_ETC2_EAC, mipmapCount); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
+ case COMPRESSED_PVRT_RGB: if (texCompPVRTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG, mipmapCount); break; // NOTE: Requires PowerVR GPU
+ case COMPRESSED_PVRT_RGBA: if (texCompPVRTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG, mipmapCount); break; // NOTE: Requires PowerVR GPU
+ case COMPRESSED_ASTC_4x4_RGBA: if (texCompASTCSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_ASTC_4x4_KHR, mipmapCount); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
+ case COMPRESSED_ASTC_8x8_RGBA: if (texCompASTCSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_ASTC_8x8_KHR, mipmapCount); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
+ default: TraceLog(LOG_WARNING, "Texture format not recognized"); break;
}
#elif defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_ES2)
// NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA
@@ -1452,20 +1452,20 @@ unsigned int rlglLoadTexture(void *data, int width, int height, int format, int
case UNCOMPRESSED_R4G4B4A4: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned short *)data); break;
case UNCOMPRESSED_R8G8B8A8: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
#if defined(GRAPHICS_API_OPENGL_ES2)
- case UNCOMPRESSED_R32G32B32: if (texFloatSupported) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_FLOAT, (float *)data); break; // Requries extension OES_texture_float
- case COMPRESSED_DXT1_RGB: if (texCompDXTSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGB_S3TC_DXT1_EXT); break;
- case COMPRESSED_DXT1_RGBA: if (texCompDXTSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT); break;
- case COMPRESSED_DXT3_RGBA: if (texCompDXTSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT); break; // NOTE: Not supported by WebGL
- case COMPRESSED_DXT5_RGBA: if (texCompDXTSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT); break; // NOTE: Not supported by WebGL
- case COMPRESSED_ETC1_RGB: if (texCompETC1Supported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_ETC1_RGB8_OES); break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3
- case COMPRESSED_ETC2_RGB: if (texCompETC2Supported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGB8_ETC2); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
- case COMPRESSED_ETC2_EAC_RGBA: if (texCompETC2Supported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA8_ETC2_EAC); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
- case COMPRESSED_PVRT_RGB: if (texCompPVRTSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG); break; // NOTE: Requires PowerVR GPU
- case COMPRESSED_PVRT_RGBA: if (texCompPVRTSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG); break; // NOTE: Requires PowerVR GPU
- case COMPRESSED_ASTC_4x4_RGBA: if (texCompASTCSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_ASTC_4x4_KHR); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
- case COMPRESSED_ASTC_8x8_RGBA: if (texCompASTCSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_ASTC_8x8_KHR); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
+ case UNCOMPRESSED_R32G32B32: if (texFloatSupported) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_FLOAT, (float *)data); break; // NOTE: Requires extension OES_texture_float
+ case COMPRESSED_DXT1_RGB: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, mipmapCount); break;
+ case COMPRESSED_DXT1_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, mipmapCount); break;
+ case COMPRESSED_DXT3_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, mipmapCount); break; // NOTE: Not supported by WebGL
+ case COMPRESSED_DXT5_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, mipmapCount); break; // NOTE: Not supported by WebGL
+ case COMPRESSED_ETC1_RGB: if (texCompETC1Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_ETC1_RGB8_OES, mipmapCount); break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3
+ case COMPRESSED_ETC2_RGB: if (texCompETC2Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB8_ETC2, mipmapCount); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
+ case COMPRESSED_ETC2_EAC_RGBA: if (texCompETC2Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA8_ETC2_EAC, mipmapCount); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
+ case COMPRESSED_PVRT_RGB: if (texCompPVRTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG, mipmapCount); break; // NOTE: Requires PowerVR GPU
+ case COMPRESSED_PVRT_RGBA: if (texCompPVRTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG, mipmapCount); break; // NOTE: Requires PowerVR GPU
+ case COMPRESSED_ASTC_4x4_RGBA: if (texCompASTCSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_ASTC_4x4_KHR, mipmapCount); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
+ case COMPRESSED_ASTC_8x8_RGBA: if (texCompASTCSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_ASTC_8x8_KHR, mipmapCount); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
#endif
- default: TraceLog(WARNING, "Texture format not supported"); break;
+ default: TraceLog(LOG_WARNING, "Texture format not supported"); break;
}
#endif
@@ -1508,14 +1508,54 @@ unsigned int rlglLoadTexture(void *data, int width, int height, int format, int
// Unbind current texture
glBindTexture(GL_TEXTURE_2D, 0);
- if (id > 0) TraceLog(INFO, "[TEX ID %i] Texture created successfully (%ix%i)", id, width, height);
- else TraceLog(WARNING, "Texture could not be created");
+ if (id > 0) TraceLog(LOG_INFO, "[TEX ID %i] Texture created successfully (%ix%i)", id, width, height);
+ else TraceLog(LOG_WARNING, "Texture could not be created");
return id;
}
+// Update already loaded texture in GPU with new data
+void rlUpdateTexture(unsigned int id, int width, int height, int format, const void *data)
+{
+ glBindTexture(GL_TEXTURE_2D, id);
+
+#if defined(GRAPHICS_API_OPENGL_33)
+ switch (format)
+ {
+ case UNCOMPRESSED_GRAYSCALE: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RED, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
+ case UNCOMPRESSED_GRAY_ALPHA: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RG, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
+ case UNCOMPRESSED_R5G6B5: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, (unsigned short *)data); break;
+ case UNCOMPRESSED_R8G8B8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
+ case UNCOMPRESSED_R5G5B5A1: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, (unsigned short *)data); break;
+ case UNCOMPRESSED_R4G4B4A4: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned short *)data); break;
+ case UNCOMPRESSED_R8G8B8A8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
+ default: TraceLog(LOG_WARNING, "Texture format updating not supported"); break;
+ }
+#elif defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_ES2)
+ // NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA
+ switch (format)
+ {
+ case UNCOMPRESSED_GRAYSCALE: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_LUMINANCE, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
+ case UNCOMPRESSED_GRAY_ALPHA: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
+ case UNCOMPRESSED_R5G6B5: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, (unsigned short *)data); break;
+ case UNCOMPRESSED_R8G8B8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
+ case UNCOMPRESSED_R5G5B5A1: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, (unsigned short *)data); break;
+ case UNCOMPRESSED_R4G4B4A4: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned short *)data); break;
+ case UNCOMPRESSED_R8G8B8A8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
+ default: TraceLog(LOG_WARNING, "Texture format updating not supported"); break;
+ }
+#endif
+}
+
+// Unload texture from GPU memory
+void rlUnloadTexture(unsigned int id)
+{
+ if (id > 0) glDeleteTextures(1, &id);
+}
+
+
// Load a texture to be used for rendering (fbo with color and depth attachments)
-RenderTexture2D rlglLoadRenderTexture(int width, int height)
+RenderTexture2D rlLoadRenderTexture(int width, int height)
{
RenderTexture2D target;
@@ -1584,16 +1624,16 @@ RenderTexture2D rlglLoadRenderTexture(int width, int height)
if (status != GL_FRAMEBUFFER_COMPLETE)
{
- TraceLog(WARNING, "Framebuffer object could not be created...");
+ TraceLog(LOG_WARNING, "Framebuffer object could not be created...");
switch (status)
{
- case GL_FRAMEBUFFER_UNSUPPORTED: TraceLog(WARNING, "Framebuffer is unsupported"); break;
- case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TraceLog(WARNING, "Framebuffer incomplete attachment"); break;
+ case GL_FRAMEBUFFER_UNSUPPORTED: TraceLog(LOG_WARNING, "Framebuffer is unsupported"); break;
+ case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TraceLog(LOG_WARNING, "Framebuffer incomplete attachment"); break;
#if defined(GRAPHICS_API_OPENGL_ES2)
- case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: TraceLog(WARNING, "Framebuffer incomplete dimensions"); break;
+ case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: TraceLog(LOG_WARNING, "Framebuffer incomplete dimensions"); break;
#endif
- case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TraceLog(WARNING, "Framebuffer incomplete missing attachment"); break;
+ case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TraceLog(LOG_WARNING, "Framebuffer incomplete missing attachment"); break;
default: break;
}
@@ -1601,7 +1641,7 @@ RenderTexture2D rlglLoadRenderTexture(int width, int height)
glDeleteTextures(1, &target.depth.id);
glDeleteFramebuffers(1, &target.id);
}
- else TraceLog(INFO, "[FBO ID %i] Framebuffer object created successfully", target.id);
+ else TraceLog(LOG_INFO, "[FBO ID %i] Framebuffer object created successfully", target.id);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
#endif
@@ -1609,41 +1649,8 @@ RenderTexture2D rlglLoadRenderTexture(int width, int height)
return target;
}
-// Update already loaded texture in GPU with new data
-void rlglUpdateTexture(unsigned int id, int width, int height, int format, const void *data)
-{
- glBindTexture(GL_TEXTURE_2D, id);
-
-#if defined(GRAPHICS_API_OPENGL_33)
- switch (format)
- {
- case UNCOMPRESSED_GRAYSCALE: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RED, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
- case UNCOMPRESSED_GRAY_ALPHA: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RG, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
- case UNCOMPRESSED_R5G6B5: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, (unsigned short *)data); break;
- case UNCOMPRESSED_R8G8B8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
- case UNCOMPRESSED_R5G5B5A1: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, (unsigned short *)data); break;
- case UNCOMPRESSED_R4G4B4A4: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned short *)data); break;
- case UNCOMPRESSED_R8G8B8A8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
- default: TraceLog(WARNING, "Texture format updating not supported"); break;
- }
-#elif defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_ES2)
- // NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA
- switch (format)
- {
- case UNCOMPRESSED_GRAYSCALE: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_LUMINANCE, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
- case UNCOMPRESSED_GRAY_ALPHA: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
- case UNCOMPRESSED_R5G6B5: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, (unsigned short *)data); break;
- case UNCOMPRESSED_R8G8B8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
- case UNCOMPRESSED_R5G5B5A1: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, (unsigned short *)data); break;
- case UNCOMPRESSED_R4G4B4A4: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned short *)data); break;
- case UNCOMPRESSED_R8G8B8A8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
- default: TraceLog(WARNING, "Texture format updating not supported"); break;
- }
-#endif
-}
-
// Generate mipmap data for selected texture
-void rlglGenerateMipmaps(Texture2D *texture)
+void rlGenerateMipmaps(Texture2D *texture)
{
glBindTexture(GL_TEXTURE_2D, texture->id);
@@ -1657,7 +1664,7 @@ void rlglGenerateMipmaps(Texture2D *texture)
{
#if defined(GRAPHICS_API_OPENGL_11)
// Compute required mipmaps
- void *data = rlglReadTexturePixels(*texture);
+ void *data = rlReadTexturePixels(*texture);
// NOTE: data size is reallocated to fit mipmaps data
// NOTE: CPU mipmap generation only supports RGBA 32bit data
@@ -1681,7 +1688,7 @@ void rlglGenerateMipmaps(Texture2D *texture)
mipHeight /= 2;
}
- TraceLog(WARNING, "[TEX ID %i] Mipmaps generated manually on CPU side", texture->id);
+ TraceLog(LOG_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);
@@ -1692,7 +1699,7 @@ void rlglGenerateMipmaps(Texture2D *texture)
#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(LOG_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
@@ -1703,13 +1710,14 @@ void rlglGenerateMipmaps(Texture2D *texture)
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(LOG_WARNING, "[TEX ID %i] Mipmaps can not be generated", texture->id);
glBindTexture(GL_TEXTURE_2D, 0);
}
// Upload vertex data into a VAO (if supported) and VBO
-void rlglLoadMesh(Mesh *mesh, bool dynamic)
+// TODO: Check if mesh has already been loaded in GPU
+void rlLoadMesh(Mesh *mesh, bool dynamic)
{
mesh->vaoId = 0; // Vertex Array Object
mesh->vboId[0] = 0; // Vertex positions VBO
@@ -1724,28 +1732,25 @@ void rlglLoadMesh(Mesh *mesh, bool dynamic)
int drawHint = GL_STATIC_DRAW;
if (dynamic) drawHint = GL_DYNAMIC_DRAW;
- GLuint vaoId = 0; // Vertex Array Objects (VAO)
- GLuint vboId[7] = { 0 }; // Vertex Buffer Objects (VBOs)
-
if (vaoSupported)
{
// Initialize Quads VAO (Buffer A)
- glGenVertexArrays(1, &vaoId);
- glBindVertexArray(vaoId);
+ glGenVertexArrays(1, &mesh->vaoId);
+ glBindVertexArray(mesh->vaoId);
}
// NOTE: Attributes must be uploaded considering default locations points
// Enable vertex attributes: position (shader-location = 0)
- glGenBuffers(1, &vboId[0]);
- glBindBuffer(GL_ARRAY_BUFFER, vboId[0]);
+ glGenBuffers(1, &mesh->vboId[0]);
+ glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->vertices, drawHint);
glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(0);
// Enable vertex attributes: texcoords (shader-location = 1)
- glGenBuffers(1, &vboId[1]);
- glBindBuffer(GL_ARRAY_BUFFER, vboId[1]);
+ glGenBuffers(1, &mesh->vboId[1]);
+ glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords, drawHint);
glVertexAttribPointer(1, 2, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(1);
@@ -1753,8 +1758,8 @@ void rlglLoadMesh(Mesh *mesh, bool dynamic)
// Enable vertex attributes: normals (shader-location = 2)
if (mesh->normals != NULL)
{
- glGenBuffers(1, &vboId[2]);
- glBindBuffer(GL_ARRAY_BUFFER, vboId[2]);
+ glGenBuffers(1, &mesh->vboId[2]);
+ glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[2]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->normals, drawHint);
glVertexAttribPointer(2, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(2);
@@ -1769,8 +1774,8 @@ void rlglLoadMesh(Mesh *mesh, bool dynamic)
// Default color vertex attribute (shader-location = 3)
if (mesh->colors != NULL)
{
- glGenBuffers(1, &vboId[3]);
- glBindBuffer(GL_ARRAY_BUFFER, vboId[3]);
+ glGenBuffers(1, &mesh->vboId[3]);
+ glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[3]);
glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*mesh->vertexCount, mesh->colors, drawHint);
glVertexAttribPointer(3, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
glEnableVertexAttribArray(3);
@@ -1785,8 +1790,8 @@ void rlglLoadMesh(Mesh *mesh, bool dynamic)
// Default tangent vertex attribute (shader-location = 4)
if (mesh->tangents != NULL)
{
- glGenBuffers(1, &vboId[4]);
- glBindBuffer(GL_ARRAY_BUFFER, vboId[4]);
+ glGenBuffers(1, &mesh->vboId[4]);
+ glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[4]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->tangents, drawHint);
glVertexAttribPointer(4, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(4);
@@ -1801,8 +1806,8 @@ void rlglLoadMesh(Mesh *mesh, bool dynamic)
// Default texcoord2 vertex attribute (shader-location = 5)
if (mesh->texcoords2 != NULL)
{
- glGenBuffers(1, &vboId[5]);
- glBindBuffer(GL_ARRAY_BUFFER, vboId[5]);
+ glGenBuffers(1, &mesh->vboId[5]);
+ glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[5]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords2, drawHint);
glVertexAttribPointer(5, 2, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(5);
@@ -1816,37 +1821,25 @@ void rlglLoadMesh(Mesh *mesh, bool dynamic)
if (mesh->indices != NULL)
{
- glGenBuffers(1, &vboId[6]);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboId[6]);
+ glGenBuffers(1, &mesh->vboId[6]);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh->vboId[6]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned short)*mesh->triangleCount*3, mesh->indices, GL_STATIC_DRAW);
}
- mesh->vboId[0] = vboId[0]; // Vertex position VBO
- mesh->vboId[1] = vboId[1]; // Texcoords VBO
- mesh->vboId[2] = vboId[2]; // Normals VBO
- mesh->vboId[3] = vboId[3]; // Colors VBO
- mesh->vboId[4] = vboId[4]; // Tangents VBO
- mesh->vboId[5] = vboId[5]; // Texcoords2 VBO
- mesh->vboId[6] = vboId[6]; // Indices VBO
-
if (vaoSupported)
{
- if (vaoId > 0)
- {
- mesh->vaoId = vaoId;
- TraceLog(INFO, "[VAO ID %i] Mesh uploaded successfully to VRAM (GPU)", mesh->vaoId);
- }
- else TraceLog(WARNING, "Mesh could not be uploaded to VRAM (GPU)");
+ if (mesh->vaoId > 0) TraceLog(LOG_INFO, "[VAO ID %i] Mesh uploaded successfully to VRAM (GPU)", mesh->vaoId);
+ else TraceLog(LOG_WARNING, "Mesh could not be uploaded to VRAM (GPU)");
}
else
{
- TraceLog(INFO, "[VBOs] Mesh uploaded successfully to VRAM (GPU)");
+ TraceLog(LOG_INFO, "[VBOs] Mesh uploaded successfully to VRAM (GPU)");
}
#endif
}
// Update vertex data on GPU (upload new data to one buffer)
-void rlglUpdateMesh(Mesh mesh, int buffer, int numVertex)
+void rlUpdateMesh(Mesh mesh, int buffer, int numVertex)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Activate mesh VAO
@@ -1908,11 +1901,11 @@ void rlglUpdateMesh(Mesh mesh, int buffer, int numVertex)
}
// Draw a 3d mesh with material and transform
-void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
+void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
{
#if defined(GRAPHICS_API_OPENGL_11)
glEnable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, material.texDiffuse.id);
+ glBindTexture(GL_TEXTURE_2D, material.maps[MAP_DIFFUSE].texture.id);
// NOTE: On OpenGL 1.1 we use Vertex Arrays to draw model
glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array
@@ -1927,7 +1920,7 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
rlPushMatrix();
rlMultMatrixf(MatrixToFloat(transform));
- rlColor4ub(material.colDiffuse.r, material.colDiffuse.g, material.colDiffuse.b, material.colDiffuse.a);
+ rlColor4ub(material.maps[MAP_DIFFUSE].color.r, material.maps[MAP_DIFFUSE].color.g, material.maps[MAP_DIFFUSE].color.b, material.maps[MAP_DIFFUSE].color.a);
if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, mesh.indices);
else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
@@ -1943,16 +1936,30 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
#endif
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glUseProgram(material.shader.id);
+ // Bind shader program
+ glUseProgram(material.shader.id);
+ // Matrices and other values required by shader
+ //-----------------------------------------------------
+ // Calculate and send to shader model matrix (used by PBR shader)
+ SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_MODEL], transform);
+
// Upload to shader material.colDiffuse
- glUniform4f(material.shader.colDiffuseLoc, (float)material.colDiffuse.r/255, (float)material.colDiffuse.g/255, (float)material.colDiffuse.b/255, (float)material.colDiffuse.a/255);
-
- // Upload to shader material.colAmbient (if available)
- if (material.shader.colAmbientLoc != -1) glUniform4f(material.shader.colAmbientLoc, (float)material.colAmbient.r/255, (float)material.colAmbient.g/255, (float)material.colAmbient.b/255, (float)material.colAmbient.a/255);
+ if (material.shader.locs[LOC_COLOR_DIFFUSE] != -1)
+ glUniform4f(material.shader.locs[LOC_COLOR_DIFFUSE], (float)material.maps[MAP_DIFFUSE].color.r/255,
+ (float)material.maps[MAP_DIFFUSE].color.g/255,
+ (float)material.maps[MAP_DIFFUSE].color.b/255,
+ (float)material.maps[MAP_DIFFUSE].color.a/255);
// Upload to shader material.colSpecular (if available)
- if (material.shader.colSpecularLoc != -1) glUniform4f(material.shader.colSpecularLoc, (float)material.colSpecular.r/255, (float)material.colSpecular.g/255, (float)material.colSpecular.b/255, (float)material.colSpecular.a/255);
+ if (material.shader.locs[LOC_COLOR_SPECULAR] != -1)
+ glUniform4f(material.shader.locs[LOC_COLOR_SPECULAR], (float)material.maps[MAP_SPECULAR].color.r/255,
+ (float)material.maps[MAP_SPECULAR].color.g/255,
+ (float)material.maps[MAP_SPECULAR].color.b/255,
+ (float)material.maps[MAP_SPECULAR].color.a/255);
+
+ if (material.shader.locs[LOC_MATRIX_VIEW] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_VIEW], modelview);
+ if (material.shader.locs[LOC_MATRIX_PROJECTION] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_PROJECTION], projection);
// At this point the modelview matrix just contains the view matrix (camera)
// That's because Begin3dMode() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix()
@@ -1961,118 +1968,80 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
// Calculate model-view matrix combining matModel and matView
Matrix matModelView = MatrixMultiply(transform, matView); // Transform to camera-space coordinates
+ //-----------------------------------------------------
- // If not using default shader, we check for some additional location points
- // NOTE: This method is quite inefficient... it's a temporal solution while looking for a better one
- if (material.shader.id != defaultShader.id)
+ // Bind active texture maps (if available)
+ for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
{
- // Check if model matrix is located in shader and upload value
- int modelMatrixLoc = glGetUniformLocation(material.shader.id, "modelMatrix");
- if (modelMatrixLoc != -1)
+ if (material.maps[i].texture.id > 0)
{
- // Transpose and inverse model transformations matrix for fragment normal calculations
- Matrix transInvTransform = transform;
- MatrixTranspose(&transInvTransform);
- MatrixInvert(&transInvTransform);
+ glActiveTexture(GL_TEXTURE0 + i);
+ if ((i == MAP_IRRADIANCE) || (i == MAP_PREFILTER) || (i == MAP_CUBEMAP)) glBindTexture(GL_TEXTURE_CUBE_MAP, material.maps[i].texture.id);
+ else glBindTexture(GL_TEXTURE_2D, material.maps[i].texture.id);
- // Send model transformations matrix to shader
- glUniformMatrix4fv(modelMatrixLoc, 1, false, MatrixToFloat(transInvTransform));
+ glUniform1i(material.shader.locs[LOC_MAP_DIFFUSE + i], i);
}
-
- // Check if view direction is located in shader and upload value
- // NOTE: View matrix values m8, m9 and m10 are view direction vector axis (target - position)
- int viewDirLoc = glGetUniformLocation(material.shader.id, "viewDir");
- if (viewDirLoc != -1) glUniform3f(viewDirLoc, matView.m8, matView.m9, matView.m10);
-
- // Check if glossiness is located in shader and upload value
- int glossinessLoc = glGetUniformLocation(material.shader.id, "glossiness");
- if (glossinessLoc != -1) glUniform1f(glossinessLoc, material.glossiness);
- }
-
- // Set shader textures (diffuse, normal, specular)
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, material.texDiffuse.id);
- glUniform1i(material.shader.mapTexture0Loc, 0); // Diffuse texture fits in active texture unit 0
-
- if ((material.texNormal.id != 0) && (material.shader.mapTexture1Loc != -1))
- {
- // Upload to shader specular map flag
- glUniform1i(glGetUniformLocation(material.shader.id, "useNormal"), 1);
-
- glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_2D, material.texNormal.id);
- glUniform1i(material.shader.mapTexture1Loc, 1); // Normal texture fits in active texture unit 1
}
- if ((material.texSpecular.id != 0) && (material.shader.mapTexture2Loc != -1))
- {
- // Upload to shader specular map flag
- glUniform1i(glGetUniformLocation(material.shader.id, "useSpecular"), 1);
-
- glActiveTexture(GL_TEXTURE2);
- glBindTexture(GL_TEXTURE_2D, material.texSpecular.id);
- glUniform1i(material.shader.mapTexture2Loc, 2); // Specular texture fits in active texture unit 2
- }
-
- if (vaoSupported)
- {
- glBindVertexArray(mesh.vaoId);
- }
+ // Bind vertex array objects (or VBOs)
+ if (vaoSupported) glBindVertexArray(mesh.vaoId);
else
{
+ // TODO: Simplify VBO binding into a for loop
+
// Bind mesh VBO data: vertex position (shader-location = 0)
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
- glVertexAttribPointer(material.shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(material.shader.vertexLoc);
+ glVertexAttribPointer(material.shader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_POSITION]);
// Bind mesh VBO data: vertex texcoords (shader-location = 1)
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]);
- glVertexAttribPointer(material.shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(material.shader.texcoordLoc);
+ glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TEXCOORD01]);
// Bind mesh VBO data: vertex normals (shader-location = 2, if available)
- if (material.shader.normalLoc != -1)
+ if (material.shader.locs[LOC_VERTEX_NORMAL] != -1)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]);
- glVertexAttribPointer(material.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(material.shader.normalLoc);
+ glVertexAttribPointer(material.shader.locs[LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_NORMAL]);
}
// Bind mesh VBO data: vertex colors (shader-location = 3, if available)
- if (material.shader.colorLoc != -1)
+ if (material.shader.locs[LOC_VERTEX_COLOR] != -1)
{
if (mesh.vboId[3] != 0)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]);
- glVertexAttribPointer(material.shader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
- glEnableVertexAttribArray(material.shader.colorLoc);
+ glVertexAttribPointer(material.shader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+ glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_COLOR]);
}
else
{
// Set default value for unused attribute
// NOTE: Required when using default shader and no VAO support
- glVertexAttrib4f(material.shader.colorLoc, 1.0f, 1.0f, 1.0f, 1.0f);
- glDisableVertexAttribArray(material.shader.colorLoc);
+ glVertexAttrib4f(material.shader.locs[LOC_VERTEX_COLOR], 1.0f, 1.0f, 1.0f, 1.0f);
+ glDisableVertexAttribArray(material.shader.locs[LOC_VERTEX_COLOR]);
}
}
// Bind mesh VBO data: vertex tangents (shader-location = 4, if available)
- if (material.shader.tangentLoc != -1)
+ if (material.shader.locs[LOC_VERTEX_TANGENT] != -1)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]);
- glVertexAttribPointer(material.shader.tangentLoc, 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(material.shader.tangentLoc);
+ glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TANGENT], 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TANGENT]);
}
// Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available)
- if (material.shader.texcoord2Loc != -1)
+ if (material.shader.locs[LOC_VERTEX_TEXCOORD02] != -1)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]);
- glVertexAttribPointer(material.shader.texcoord2Loc, 2, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(material.shader.texcoord2Loc);
+ glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TEXCOORD02], 2, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TEXCOORD02]);
}
- if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]);
+ if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.vboId[6]);
}
int eyesCount = 1;
@@ -2091,45 +2060,41 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
Matrix matMVP = MatrixMultiply(modelview, projection); // Transform to screen-space coordinates
// Send combined model-view-projection matrix to shader
- glUniformMatrix4fv(material.shader.mvpLoc, 1, false, MatrixToFloat(matMVP));
+ glUniformMatrix4fv(material.shader.locs[LOC_MATRIX_MVP], 1, false, MatrixToFloat(matMVP));
// Draw call!
if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, 0); // Indexed vertices draw
else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
}
-
- if (material.texNormal.id != 0)
- {
- glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_2D, 0);
- }
-
- if (material.texSpecular.id != 0)
+
+ // Unbind all binded texture maps
+ for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
{
- glActiveTexture(GL_TEXTURE2);
- glBindTexture(GL_TEXTURE_2D, 0);
+ glActiveTexture(GL_TEXTURE0 + i); // Set shader active texture
+ if ((i == MAP_IRRADIANCE) || (i == MAP_PREFILTER) || (i == MAP_CUBEMAP)) glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
+ else glBindTexture(GL_TEXTURE_2D, 0); // Unbind current active texture
}
- glActiveTexture(GL_TEXTURE0); // Set shader active texture to default 0
- glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
-
- if (vaoSupported) glBindVertexArray(0); // Unbind VAO
+ // Unind vertex array objects (or VBOs)
+ if (vaoSupported) glBindVertexArray(0);
else
{
- glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind VBOs
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
- glUseProgram(0); // Unbind shader program
+ // Unbind shader program
+ glUseProgram(0);
// Restore projection/modelview matrices
+ // NOTE: In stereo rendering matrices are being modified to fit every eye
projection = matProjection;
modelview = matView;
#endif
}
// Unload mesh data from CPU and GPU
-void rlglUnloadMesh(Mesh *mesh)
+void rlUnloadMesh(Mesh *mesh)
{
if (mesh->vertices != NULL) free(mesh->vertices);
if (mesh->texcoords != NULL) free(mesh->texcoords);
@@ -2151,7 +2116,7 @@ void rlglUnloadMesh(Mesh *mesh)
}
// Read screen pixel data (color buffer)
-unsigned char *rlglReadScreenPixels(int width, int height)
+unsigned char *rlReadScreenPixels(int width, int height)
{
unsigned char *screenData = (unsigned char *)calloc(width*height*4, sizeof(unsigned char));
@@ -2182,7 +2147,7 @@ unsigned char *rlglReadScreenPixels(int width, int height)
// Read texture pixel data
// NOTE: glGetTexImage() is not available on OpenGL ES 2.0
// Texture2D width and height are required on OpenGL ES 2.0. There is no way to get it from texture id.
-void *rlglReadTexturePixels(Texture2D texture)
+void *rlReadTexturePixels(Texture2D texture)
{
void *pixels = NULL;
@@ -2219,7 +2184,7 @@ void *rlglReadTexturePixels(Texture2D texture)
case UNCOMPRESSED_R5G5B5A1: pixels = (unsigned short *)malloc(size); glFormat = GL_RGBA; glType = GL_UNSIGNED_SHORT_5_5_5_1; break; // 16 bpp (1 bit alpha)
case UNCOMPRESSED_R4G4B4A4: pixels = (unsigned short *)malloc(size); glFormat = GL_RGBA; glType = GL_UNSIGNED_SHORT_4_4_4_4; break; // 16 bpp (4 bit alpha)
case UNCOMPRESSED_R8G8B8A8: pixels = (unsigned char *)malloc(size*4); glFormat = GL_RGBA; glType = GL_UNSIGNED_BYTE; break; // 32 bpp
- default: TraceLog(WARNING, "Texture data retrieval, format not suported"); break;
+ default: TraceLog(LOG_WARNING, "Texture data retrieval, format not suported"); break;
}
// NOTE: Each row written to or read from by OpenGL pixel operations like glGetTexImage are aligned to a 4 byte boundary by default, which may add some padding.
@@ -2235,7 +2200,7 @@ void *rlglReadTexturePixels(Texture2D texture)
#if defined(GRAPHICS_API_OPENGL_ES2)
- RenderTexture2D fbo = rlglLoadRenderTexture(texture.width, texture.height);
+ RenderTexture2D fbo = rlLoadRenderTexture(texture.width, texture.height);
// NOTE: Two possible Options:
// 1 - Bind texture to color fbo attachment and glReadPixels()
@@ -2306,7 +2271,7 @@ void *rlglReadTexturePixels(Texture2D texture)
/*
// TODO: Record draw calls to be processed in batch
// NOTE: Global state must be kept
-void rlglRecordDraw(void)
+void rlRecordDraw(void)
{
// TODO: Before adding a new draw, check if anything changed from last stored draw
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
@@ -2328,7 +2293,7 @@ void rlglRecordDraw(void)
//----------------------------------------------------------------------------------
// Get default internal texture (white texture)
-Texture2D GetDefaultTexture(void)
+Texture2D GetTextureDefault(void)
{
Texture2D texture;
@@ -2341,6 +2306,17 @@ Texture2D GetDefaultTexture(void)
return texture;
}
+// Get default shader
+Shader GetShaderDefault(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ return defaultShader;
+#else
+ Shader shader = { 0 };
+ return shader;
+#endif
+}
+
// Load text data from file
// NOTE: text chars array should be freed manually
char *LoadText(const char *fileName)
@@ -2369,7 +2345,7 @@ char *LoadText(const char *fileName)
fclose(textFile);
}
- else TraceLog(WARNING, "[%s] Text file could not be opened", fileName);
+ else TraceLog(LOG_WARNING, "[%s] Text file could not be opened", fileName);
}
return text;
@@ -2389,8 +2365,8 @@ Shader LoadShader(char *vsFileName, char *fsFileName)
{
shader.id = LoadShaderProgram(vShaderStr, fShaderStr);
- // After shader loading, we try to load default location names
- if (shader.id != 0) LoadDefaultShaderLocations(&shader);
+ // After shader loading, we TRY to set default location names
+ if (shader.id > 0) SetShaderDefaultLocations(&shader);
// Shader strings must be freed
free(vShaderStr);
@@ -2399,9 +2375,35 @@ Shader LoadShader(char *vsFileName, char *fsFileName)
if (shader.id == 0)
{
- TraceLog(WARNING, "Custom shader could not be loaded");
+ TraceLog(LOG_WARNING, "Custom shader could not be loaded");
shader = defaultShader;
}
+
+
+ // Get available shader uniforms
+ // NOTE: This information is useful for debug...
+ int uniformCount = -1;
+
+ glGetProgramiv(shader.id, GL_ACTIVE_UNIFORMS, &uniformCount);
+
+ for(int i = 0; i < uniformCount; i++)
+ {
+ int namelen = -1;
+ int num = -1;
+ char name[256]; // Assume no variable names longer than 256
+ GLenum type = GL_ZERO;
+
+ // Get the name of the uniforms
+ glGetActiveUniform(shader.id, i,sizeof(name) - 1, &namelen, &num, &type, name);
+
+ name[namelen] = 0;
+
+ // Get the location of the named uniform
+ GLuint location = glGetUniformLocation(shader.id, name);
+
+ TraceLog(LOG_DEBUG, "[SHDR ID %i] Active uniform [%s] set at location: %i", shader.id, name, location);
+ }
+
#endif
return shader;
@@ -2410,10 +2412,10 @@ Shader LoadShader(char *vsFileName, char *fsFileName)
// Unload shader from GPU memory (VRAM)
void UnloadShader(Shader shader)
{
- if (shader.id != 0)
+ if (shader.id > 0)
{
rlDeleteShader(shader.id);
- TraceLog(INFO, "[SHDR ID %i] Unloaded shader program data", shader.id);
+ TraceLog(LOG_INFO, "[SHDR ID %i] Unloaded shader program data", shader.id);
}
}
@@ -2437,17 +2439,6 @@ void EndShaderMode(void)
#endif
}
-// Get default shader
-Shader GetDefaultShader(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- return defaultShader;
-#else
- Shader shader = { 0 };
- return shader;
-#endif
-}
-
// Get shader uniform location
int GetShaderLocation(Shader shader, const char *uniformName)
{
@@ -2455,7 +2446,8 @@ int GetShaderLocation(Shader shader, const char *uniformName)
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
location = glGetUniformLocation(shader.id, uniformName);
- if (location == -1) TraceLog(DEBUG, "[SHDR ID %i] Shader location for %s could not be found", shader.id, uniformName);
+ if (location == -1) TraceLog(LOG_WARNING, "[SHDR ID %i] Shader uniform [%s] COULD NOT BE FOUND", shader.id, uniformName);
+ else TraceLog(LOG_INFO, "[SHDR ID %i] Shader uniform [%s] set at location: %i", shader.id, uniformName, location);
#endif
return location;
}
@@ -2470,7 +2462,7 @@ void SetShaderValue(Shader shader, int uniformLoc, float *value, int size)
else if (size == 2) glUniform2fv(uniformLoc, 1, value); // Shader uniform type: vec2
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");
+ else TraceLog(LOG_WARNING, "Shader value float array size not supported");
//glUseProgram(0); // Avoid reseting current shader program, in case other uniforms are set
#endif
@@ -2486,7 +2478,7 @@ void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size)
else if (size == 2) glUniform2iv(uniformLoc, 1, value); // Shader uniform type: ivec2
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");
+ else TraceLog(LOG_WARNING, "Shader value int array size not supported");
//glUseProgram(0);
#endif
@@ -2520,6 +2512,292 @@ void SetMatrixModelview(Matrix view)
#endif
}
+// Generate cubemap texture from HDR texture
+// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24
+Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size)
+{
+ Texture2D cubemap = { 0 };
+#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2)
+ // NOTE: SetShaderDefaultLocations() already setups locations for projection and view Matrix in shader
+ // Other locations should be setup externally in shader before calling the function
+
+ // Set up depth face culling and cubemap seamless
+ glDisable(GL_CULL_FACE);
+#if defined(GRAPHICS_API_OPENGL_33)
+ glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); // Flag not supported on OpenGL ES 2.0
+#endif
+
+
+ // Setup framebuffer
+ unsigned int fbo, rbo;
+ glGenFramebuffers(1, &fbo);
+ glGenRenderbuffers(1, &rbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ glBindRenderbuffer(GL_RENDERBUFFER, rbo);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo);
+
+ // Set up cubemap to render and attach to framebuffer
+ // NOTE: faces are stored with 16 bit floating point values
+ glGenTextures(1, &cubemap.id);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id);
+ for (unsigned int i = 0; i < 6; i++)
+ glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, size, size, 0, GL_RGB, GL_FLOAT, NULL);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+#if defined(GRAPHICS_API_OPENGL_33)
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); // Flag not supported on OpenGL ES 2.0
+#endif
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+
+ // Create projection (transposed) and different views for each face
+ Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0);
+ //MatrixTranspose(&fboProjection);
+ Matrix fboViews[6] = {
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
+ };
+
+ // Convert HDR equirectangular environment map to cubemap equivalent
+ glUseProgram(shader.id);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, skyHDR.id);
+ SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection);
+
+ // Note: don't forget to configure the viewport to the capture dimensions
+ glViewport(0, 0, size, size);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+
+ for (unsigned int i = 0; i < 6; i++)
+ {
+ SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, cubemap.id, 0);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ GenDrawCube();
+ }
+
+ // Unbind framebuffer and textures
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+ // Reset viewport dimensions to default
+ glViewport(0, 0, screenWidth, screenHeight);
+ //glEnable(GL_CULL_FACE);
+
+ cubemap.width = size;
+ cubemap.height = size;
+#endif
+ return cubemap;
+}
+
+// Generate irradiance texture using cubemap data
+// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24
+Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size)
+{
+ Texture2D irradiance = { 0 };
+
+#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2)
+ // NOTE: SetShaderDefaultLocations() already setups locations for projection and view Matrix in shader
+ // Other locations should be setup externally in shader before calling the function
+
+ // Setup framebuffer
+ unsigned int fbo, rbo;
+ glGenFramebuffers(1, &fbo);
+ glGenRenderbuffers(1, &rbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ glBindRenderbuffer(GL_RENDERBUFFER, rbo);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo);
+
+ // Create an irradiance cubemap, and re-scale capture FBO to irradiance scale
+ glGenTextures(1, &irradiance.id);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, irradiance.id);
+ for (unsigned int i = 0; i < 6; i++)
+ glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, size, size, 0, GL_RGB, GL_FLOAT, NULL);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+
+ // Create projection (transposed) and different views for each face
+ Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0);
+ //MatrixTranspose(&fboProjection);
+ Matrix fboViews[6] = {
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
+ };
+
+ // Solve diffuse integral by convolution to create an irradiance cubemap
+ glUseProgram(shader.id);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id);
+ SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection);
+
+ // Note: don't forget to configure the viewport to the capture dimensions
+ glViewport(0, 0, size, size);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+
+ for (unsigned int i = 0; i < 6; i++)
+ {
+ SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, irradiance.id, 0);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ GenDrawCube();
+ }
+
+ // Unbind framebuffer and textures
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+ // Reset viewport dimensions to default
+ glViewport(0, 0, screenWidth, screenHeight);
+
+ irradiance.width = size;
+ irradiance.height = size;
+#endif
+ return irradiance;
+}
+
+// Generate prefilter texture using cubemap data
+// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24
+Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size)
+{
+ Texture2D prefilter = { 0 };
+
+#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2)
+ // NOTE: SetShaderDefaultLocations() already setups locations for projection and view Matrix in shader
+ // Other locations should be setup externally in shader before calling the function
+ // TODO: Locations should be taken out of this function... too shader dependant...
+ int roughnessLoc = GetShaderLocation(shader, "roughness");
+
+ // Setup framebuffer
+ unsigned int fbo, rbo;
+ glGenFramebuffers(1, &fbo);
+ glGenRenderbuffers(1, &rbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ glBindRenderbuffer(GL_RENDERBUFFER, rbo);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo);
+
+ // Create a prefiltered HDR environment map
+ glGenTextures(1, &prefilter.id);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, prefilter.id);
+ for (unsigned int i = 0; i < 6; i++)
+ glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, size, size, 0, GL_RGB, GL_FLOAT, NULL);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+
+ // Generate mipmaps for the prefiltered HDR texture
+ glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
+
+ // Create projection (transposed) and different views for each face
+ Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0);
+ //MatrixTranspose(&fboProjection);
+ Matrix fboViews[6] = {
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
+ };
+
+ // Prefilter HDR and store data into mipmap levels
+ glUseProgram(shader.id);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id);
+ SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+
+ #define MAX_MIPMAP_LEVELS 5 // Max number of prefilter texture mipmaps
+
+ for (unsigned int mip = 0; mip < MAX_MIPMAP_LEVELS; mip++)
+ {
+ // Resize framebuffer according to mip-level size.
+ unsigned int mipWidth = size*powf(0.5f, mip);
+ unsigned int mipHeight = size*powf(0.5f, mip);
+
+ glBindRenderbuffer(GL_RENDERBUFFER, rbo);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, mipWidth, mipHeight);
+ glViewport(0, 0, mipWidth, mipHeight);
+
+ float roughness = (float)mip/(float)(MAX_MIPMAP_LEVELS - 1);
+ glUniform1f(roughnessLoc, roughness);
+
+ for (unsigned int i = 0; i < 6; ++i)
+ {
+ SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, prefilter.id, mip);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ GenDrawCube();
+ }
+ }
+
+ // Unbind framebuffer and textures
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+ // Reset viewport dimensions to default
+ glViewport(0, 0, screenWidth, screenHeight);
+
+ prefilter.width = size;
+ prefilter.height = size;
+#endif
+ return prefilter;
+}
+
+// Generate BRDF texture using cubemap data
+// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24
+Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size)
+{
+ Texture2D brdf = { 0 };
+#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2)
+ // Generate BRDF convolution texture
+ glGenTextures(1, &brdf.id);
+ glBindTexture(GL_TEXTURE_2D, brdf.id);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16F, size, size, 0, GL_RG, GL_FLOAT, 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+
+ // Render BRDF LUT into a quad using FBO
+ unsigned int fbo, rbo;
+ glGenFramebuffers(1, &fbo);
+ glGenRenderbuffers(1, &rbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ glBindRenderbuffer(GL_RENDERBUFFER, rbo);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, brdf.id, 0);
+
+ glViewport(0, 0, size, size);
+ glUseProgram(shader.id);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ GenDrawQuad();
+
+ // Unbind framebuffer and textures
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+ // Reset viewport dimensions to default
+ glViewport(0, 0, screenWidth, screenHeight);
+
+ brdf.width = size;
+ brdf.height = size;
+#endif
+ return brdf;
+}
+
// Begin blending mode (alpha, additive, multiplied)
// NOTE: Only 3 blending modes supported, default blend mode is alpha
void BeginBlendMode(int mode)
@@ -2572,7 +2850,7 @@ void InitVrSimulator(int vrDevice)
hmd.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2
hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3
- TraceLog(INFO, "Initializing VR Simulator (Oculus Rift DK2)");
+ TraceLog(LOG_INFO, "Initializing VR Simulator (Oculus Rift DK2)");
}
else if ((vrDevice == HMD_DEFAULT_DEVICE) || (vrDevice == HMD_OCULUS_RIFT_CV1))
{
@@ -2599,22 +2877,22 @@ void InitVrSimulator(int vrDevice)
hmd.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2
hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3
- TraceLog(INFO, "Initializing VR Simulator (Oculus Rift CV1)");
+ TraceLog(LOG_INFO, "Initializing VR Simulator (Oculus Rift CV1)");
}
else
{
- TraceLog(WARNING, "VR Simulator doesn't support selected device parameters,");
- TraceLog(WARNING, "using default VR Simulator parameters");
+ TraceLog(LOG_WARNING, "VR Simulator doesn't support selected device parameters,");
+ TraceLog(LOG_WARNING, "using default VR Simulator parameters");
}
// Initialize framebuffer and textures for stereo rendering
// NOTE: screen size should match HMD aspect ratio
- vrConfig.stereoFbo = rlglLoadRenderTexture(screenWidth, screenHeight);
+ vrConfig.stereoFbo = rlLoadRenderTexture(screenWidth, screenHeight);
#if defined(SUPPORT_DISTORTION_SHADER)
// Load distortion shader (initialized by default with Oculus Rift CV1 parameters)
vrConfig.distortionShader.id = LoadShaderProgram(vDistortionShaderStr, fDistortionShaderStr);
- if (vrConfig.distortionShader.id != 0) LoadDefaultShaderLocations(&vrConfig.distortionShader);
+ if (vrConfig.distortionShader.id > 0) SetShaderDefaultLocations(&vrConfig.distortionShader);
#endif
SetStereoConfig(hmd);
@@ -2623,7 +2901,7 @@ void InitVrSimulator(int vrDevice)
#endif
#if defined(GRAPHICS_API_OPENGL_11)
- TraceLog(WARNING, "VR Simulator not supported on OpenGL 1.1");
+ TraceLog(LOG_WARNING, "VR Simulator not supported on OpenGL 1.1");
#endif
}
@@ -2664,7 +2942,6 @@ void ToggleVrMode(void)
// Reset viewport and default projection-modelview matrices
rlViewport(0, 0, screenWidth, screenHeight);
projection = MatrixOrtho(0, screenWidth, screenHeight, 0, 0.0f, 1.0f);
- MatrixTranspose(&projection);
modelview = MatrixIdentity();
}
else vrStereoRender = true;
@@ -2727,7 +3004,7 @@ void EndVrDrawing(void)
// Draw RenderTexture (stereoFbo) using distortion shader
currentShader = vrConfig.distortionShader;
#else
- currentShader = GetDefaultShader();
+ currentShader = GetShaderDefault();
#endif
rlEnableTexture(vrConfig.stereoFbo.texture.id);
@@ -2758,8 +3035,8 @@ void EndVrDrawing(void)
rlDisableTexture();
// Update and draw render texture fbo with distortion to backbuffer
- UpdateDefaultBuffers();
- DrawDefaultBuffers();
+ UpdateBuffersDefault();
+ DrawBuffersDefault();
// Restore defaultShader
currentShader = defaultShader;
@@ -2767,7 +3044,6 @@ void EndVrDrawing(void)
// Reset viewport and default projection-modelview matrices
rlViewport(0, 0, screenWidth, screenHeight);
projection = MatrixOrtho(0, screenWidth, screenHeight, 0, 0.0f, 1.0f);
- MatrixTranspose(&projection);
modelview = MatrixIdentity();
rlDisableDepthTest();
@@ -2783,7 +3059,7 @@ void EndVrDrawing(void)
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Convert image data to OpenGL texture (returns OpenGL valid Id)
// NOTE: Expected compressed image data and POT image
-static void LoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int compressedFormat)
+static void LoadTextureCompressed(unsigned char *data, int width, int height, int compressedFormat, int mipmapCount)
{
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
@@ -2843,7 +3119,7 @@ static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShade
if (success != GL_TRUE)
{
- TraceLog(WARNING, "[VSHDR ID %i] Failed to compile vertex shader...", vertexShader);
+ TraceLog(LOG_WARNING, "[VSHDR ID %i] Failed to compile vertex shader...", vertexShader);
int maxLength = 0;
int length;
@@ -2857,13 +3133,13 @@ static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShade
#endif
glGetShaderInfoLog(vertexShader, maxLength, &length, log);
- TraceLog(INFO, "%s", log);
+ TraceLog(LOG_INFO, "%s", log);
#ifdef _MSC_VER
free(log);
#endif
}
- else TraceLog(INFO, "[VSHDR ID %i] Vertex shader compiled successfully", vertexShader);
+ else TraceLog(LOG_INFO, "[VSHDR ID %i] Vertex shader compiled successfully", vertexShader);
glCompileShader(fragmentShader);
@@ -2871,7 +3147,7 @@ static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShade
if (success != GL_TRUE)
{
- TraceLog(WARNING, "[FSHDR ID %i] Failed to compile fragment shader...", fragmentShader);
+ TraceLog(LOG_WARNING, "[FSHDR ID %i] Failed to compile fragment shader...", fragmentShader);
int maxLength = 0;
int length;
@@ -2885,13 +3161,13 @@ static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShade
#endif
glGetShaderInfoLog(fragmentShader, maxLength, &length, log);
- TraceLog(INFO, "%s", log);
+ TraceLog(LOG_INFO, "%s", log);
#ifdef _MSC_VER
free(log);
#endif
}
- else TraceLog(INFO, "[FSHDR ID %i] Fragment shader compiled successfully", fragmentShader);
+ else TraceLog(LOG_INFO, "[FSHDR ID %i] Fragment shader compiled successfully", fragmentShader);
program = glCreateProgram();
@@ -2916,7 +3192,7 @@ static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShade
if (success == GL_FALSE)
{
- TraceLog(WARNING, "[SHDR ID %i] Failed to link shader program...", program);
+ TraceLog(LOG_WARNING, "[SHDR ID %i] Failed to link shader program...", program);
int maxLength = 0;
int length;
@@ -2930,7 +3206,7 @@ static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShade
#endif
glGetProgramInfoLog(program, maxLength, &length, log);
- TraceLog(INFO, "%s", log);
+ TraceLog(LOG_INFO, "%s", log);
#ifdef _MSC_VER
free(log);
@@ -2939,7 +3215,7 @@ static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShade
program = 0;
}
- else TraceLog(INFO, "[SHDR ID %i] Shader program loaded successfully", program);
+ else TraceLog(LOG_INFO, "[SHDR ID %i] Shader program loaded successfully", program);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
@@ -2950,7 +3226,7 @@ static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShade
// Load default shader (just vertex positioning and texture coloring)
// NOTE: This shader program is used for batch buffers (lines, triangles, quads)
-static Shader LoadDefaultShader(void)
+static Shader LoadShaderDefault(void)
{
Shader shader;
@@ -2975,12 +3251,12 @@ static Shader LoadDefaultShader(void)
"out vec2 fragTexCoord; \n"
"out vec4 fragColor; \n"
#endif
- "uniform mat4 mvpMatrix; \n"
+ "uniform mat4 mvp; \n"
"void main() \n"
"{ \n"
" fragTexCoord = vertexTexCoord; \n"
" fragColor = vertexColor; \n"
- " gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); \n"
+ " gl_Position = mvp*vec4(vertexPosition, 1.0); \n"
"} \n";
// Fragment shader directly defined, no external file required
@@ -3015,17 +3291,29 @@ static Shader LoadDefaultShader(void)
shader.id = LoadShaderProgram(vDefaultShaderStr, fDefaultShaderStr);
- if (shader.id != 0) TraceLog(INFO, "[SHDR ID %i] Default shader loaded successfully", shader.id);
- else TraceLog(WARNING, "[SHDR ID %i] Default shader could not be loaded", shader.id);
-
- if (shader.id != 0) LoadDefaultShaderLocations(&shader);
+ if (shader.id > 0)
+ {
+ TraceLog(LOG_INFO, "[SHDR ID %i] Default shader loaded successfully", shader.id);
+
+ // Set default shader locations
+ // Get handles to GLSL input attibute locations
+ shader.locs[LOC_VERTEX_POSITION] = glGetAttribLocation(shader.id, "vertexPosition");
+ shader.locs[LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(shader.id, "vertexTexCoord");
+ shader.locs[LOC_VERTEX_COLOR] = glGetAttribLocation(shader.id, "vertexColor");
+
+ // Get handles to GLSL uniform locations
+ shader.locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader.id, "mvp");
+ shader.locs[LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader.id, "colDiffuse");
+ shader.locs[LOC_MAP_DIFFUSE] = glGetUniformLocation(shader.id, "texture0");
+ }
+ else TraceLog(LOG_WARNING, "[SHDR ID %i] Default shader could not be loaded", shader.id);
return shader;
}
// Get location handlers to for shader attributes and uniforms
// NOTE: If any location is not found, loc point becomes -1
-static void LoadDefaultShaderLocations(Shader *shader)
+static void SetShaderDefaultLocations(Shader *shader)
{
// NOTE: Default shader attrib locations have been fixed before linking:
// vertex position location = 0
@@ -3036,30 +3324,29 @@ static void LoadDefaultShaderLocations(Shader *shader)
// vertex texcoord2 location = 5
// Get handles to GLSL input attibute locations
- shader->vertexLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_POSITION_NAME);
- shader->texcoordLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD_NAME);
- shader->texcoord2Loc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD2_NAME);
- shader->normalLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_NORMAL_NAME);
- shader->tangentLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TANGENT_NAME);
- shader->colorLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_COLOR_NAME);
+ shader->locs[LOC_VERTEX_POSITION] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_POSITION_NAME);
+ shader->locs[LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD_NAME);
+ shader->locs[LOC_VERTEX_TEXCOORD02] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD2_NAME);
+ shader->locs[LOC_VERTEX_NORMAL] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_NORMAL_NAME);
+ shader->locs[LOC_VERTEX_TANGENT] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TANGENT_NAME);
+ shader->locs[LOC_VERTEX_COLOR] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_COLOR_NAME);
// Get handles to GLSL uniform locations (vertex shader)
- shader->mvpLoc = glGetUniformLocation(shader->id, "mvpMatrix");
+ shader->locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader->id, "mvp");
+ shader->locs[LOC_MATRIX_PROJECTION] = glGetUniformLocation(shader->id, "projection");
+ shader->locs[LOC_MATRIX_VIEW] = glGetUniformLocation(shader->id, "view");
// Get handles to GLSL uniform locations (fragment shader)
- shader->colDiffuseLoc = glGetUniformLocation(shader->id, "colDiffuse");
- shader->colAmbientLoc = glGetUniformLocation(shader->id, "colAmbient");
- shader->colSpecularLoc = glGetUniformLocation(shader->id, "colSpecular");
-
- shader->mapTexture0Loc = glGetUniformLocation(shader->id, "texture0");
- shader->mapTexture1Loc = glGetUniformLocation(shader->id, "texture1");
- shader->mapTexture2Loc = glGetUniformLocation(shader->id, "texture2");
+ shader->locs[LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader->id, "colDiffuse");
+ shader->locs[LOC_MAP_DIFFUSE] = glGetUniformLocation(shader->id, "texture0");
+ shader->locs[LOC_MAP_NORMAL] = glGetUniformLocation(shader->id, "texture1");
+ shader->locs[LOC_MAP_SPECULAR] = glGetUniformLocation(shader->id, "texture2");
// TODO: Try to find all expected/recognized shader locations (predefined names, must be documented)
}
// Unload default shader
-static void UnloadDefaultShader(void)
+static void UnloadShaderDefault(void)
{
glUseProgram(0);
@@ -3071,7 +3358,7 @@ static void UnloadDefaultShader(void)
}
// Load default internal buffers (lines, triangles, quads)
-static void LoadDefaultBuffers(void)
+static void LoadBuffersDefault(void)
{
// [CPU] Allocate and initialize float array buffers to store vertex data (lines, triangles, quads)
//--------------------------------------------------------------------------------------------
@@ -3135,7 +3422,7 @@ static void LoadDefaultBuffers(void)
quads.tcCounter = 0;
quads.cCounter = 0;
- TraceLog(INFO, "[CPU] Default buffers initialized successfully (lines, triangles, quads)");
+ TraceLog(LOG_INFO, "[CPU] Default buffers initialized successfully (lines, triangles, quads)");
//--------------------------------------------------------------------------------------------
// [GPU] Upload vertex data and initialize VAOs/VBOs (lines, triangles, quads)
@@ -3155,18 +3442,18 @@ static void LoadDefaultBuffers(void)
glGenBuffers(2, &lines.vboId[0]);
glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*2*MAX_LINES_BATCH, lines.vertices, GL_DYNAMIC_DRAW);
- glEnableVertexAttribArray(currentShader.vertexLoc);
- glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]);
+ glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
// Vertex color buffer (shader-location = 3)
glGenBuffers(2, &lines.vboId[1]);
glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*2*MAX_LINES_BATCH, lines.colors, GL_DYNAMIC_DRAW);
- glEnableVertexAttribArray(currentShader.colorLoc);
- glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+ glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]);
+ glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
- if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers VAO initialized successfully (lines)", lines.vaoId);
- else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully (lines)", lines.vboId[0], lines.vboId[1]);
+ if (vaoSupported) TraceLog(LOG_INFO, "[VAO ID %i] Default buffers VAO initialized successfully (lines)", lines.vaoId);
+ else TraceLog(LOG_INFO, "[VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully (lines)", lines.vboId[0], lines.vboId[1]);
// Upload and link triangles vertex buffers
if (vaoSupported)
@@ -3181,18 +3468,18 @@ static void LoadDefaultBuffers(void)
glGenBuffers(1, &triangles.vboId[0]);
glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*3*MAX_TRIANGLES_BATCH, triangles.vertices, GL_DYNAMIC_DRAW);
- glEnableVertexAttribArray(currentShader.vertexLoc);
- glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]);
+ glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
// Vertex color buffer (shader-location = 3)
glGenBuffers(1, &triangles.vboId[1]);
glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW);
- glEnableVertexAttribArray(currentShader.colorLoc);
- glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+ glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]);
+ glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
- if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers VAO initialized successfully (triangles)", triangles.vaoId);
- else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully (triangles)", triangles.vboId[0], triangles.vboId[1]);
+ if (vaoSupported) TraceLog(LOG_INFO, "[VAO ID %i] Default buffers VAO initialized successfully (triangles)", triangles.vaoId);
+ else TraceLog(LOG_INFO, "[VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully (triangles)", triangles.vboId[0], triangles.vboId[1]);
// Upload and link quads vertex buffers
if (vaoSupported)
@@ -3207,22 +3494,22 @@ static void LoadDefaultBuffers(void)
glGenBuffers(1, &quads.vboId[0]);
glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW);
- glEnableVertexAttribArray(currentShader.vertexLoc);
- glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]);
+ glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
// Vertex texcoord buffer (shader-location = 1)
glGenBuffers(1, &quads.vboId[1]);
glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW);
- glEnableVertexAttribArray(currentShader.texcoordLoc);
- glVertexAttribPointer(currentShader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_TEXCOORD01]);
+ glVertexAttribPointer(currentShader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
// Vertex color buffer (shader-location = 3)
glGenBuffers(1, &quads.vboId[2]);
glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[2]);
glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW);
- glEnableVertexAttribArray(currentShader.colorLoc);
- glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+ glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]);
+ glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
// Fill index buffer
glGenBuffers(1, &quads.vboId[3]);
@@ -3233,8 +3520,8 @@ static void LoadDefaultBuffers(void)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(short)*6*MAX_QUADS_BATCH, quads.indices, GL_STATIC_DRAW);
#endif
- if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers VAO initialized successfully (quads)", quads.vaoId);
- else TraceLog(INFO, "[VBO ID %i][VBO ID %i][VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully (quads)", quads.vboId[0], quads.vboId[1], quads.vboId[2], quads.vboId[3]);
+ if (vaoSupported) TraceLog(LOG_INFO, "[VAO ID %i] Default buffers VAO initialized successfully (quads)", quads.vaoId);
+ else TraceLog(LOG_INFO, "[VBO ID %i][VBO ID %i][VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully (quads)", quads.vboId[0], quads.vboId[1], quads.vboId[2], quads.vboId[3]);
// Unbind the current VAO
if (vaoSupported) glBindVertexArray(0);
@@ -3244,7 +3531,7 @@ static void LoadDefaultBuffers(void)
// Update default internal buffers (VAOs/VBOs) with vertex array data
// NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0)
// TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (change flag required)
-static void UpdateDefaultBuffers(void)
+static void UpdateBuffersDefault(void)
{
// Update lines vertex buffers
if (lines.vCounter > 0)
@@ -3314,7 +3601,7 @@ static void UpdateDefaultBuffers(void)
// Draw default internal buffers vertex data
// NOTE: We draw in this order: lines, triangles, quads
-static void DrawDefaultBuffers()
+static void DrawBuffersDefault(void)
{
Matrix matProjection = projection;
Matrix matModelView = modelview;
@@ -3338,9 +3625,9 @@ static void DrawDefaultBuffers()
// Create modelview-projection matrix
Matrix matMVP = MatrixMultiply(modelview, projection);
- glUniformMatrix4fv(currentShader.mvpLoc, 1, false, MatrixToFloat(matMVP));
- glUniform4f(currentShader.colDiffuseLoc, 1.0f, 1.0f, 1.0f, 1.0f);
- glUniform1i(currentShader.mapTexture0Loc, 0);
+ glUniformMatrix4fv(currentShader.locs[LOC_MATRIX_MVP], 1, false, MatrixToFloat(matMVP));
+ glUniform4f(currentShader.locs[LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f);
+ glUniform1i(currentShader.locs[LOC_MAP_DIFFUSE], 0);
// NOTE: Additional map textures not considered for default buffers drawing
}
@@ -3348,6 +3635,7 @@ static void DrawDefaultBuffers()
// Draw lines buffers
if (lines.vCounter > 0)
{
+ glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, whiteTexture);
if (vaoSupported)
@@ -3358,13 +3646,13 @@ static void DrawDefaultBuffers()
{
// Bind vertex attrib: position (shader-location = 0)
glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[0]);
- glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(currentShader.vertexLoc);
+ glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]);
// Bind vertex attrib: color (shader-location = 3)
glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[1]);
- glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
- glEnableVertexAttribArray(currentShader.colorLoc);
+ glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+ glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]);
}
glDrawArrays(GL_LINES, 0, lines.vCounter);
@@ -3376,6 +3664,7 @@ static void DrawDefaultBuffers()
// Draw triangles buffers
if (triangles.vCounter > 0)
{
+ glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, whiteTexture);
if (vaoSupported)
@@ -3386,13 +3675,13 @@ static void DrawDefaultBuffers()
{
// Bind vertex attrib: position (shader-location = 0)
glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[0]);
- glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(currentShader.vertexLoc);
+ glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]);
// Bind vertex attrib: color (shader-location = 3)
glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[1]);
- glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
- glEnableVertexAttribArray(currentShader.colorLoc);
+ glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+ glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]);
}
glDrawArrays(GL_TRIANGLES, 0, triangles.vCounter);
@@ -3416,31 +3705,32 @@ static void DrawDefaultBuffers()
{
// Bind vertex attrib: position (shader-location = 0)
glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[0]);
- glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(currentShader.vertexLoc);
+ glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]);
// Bind vertex attrib: texcoord (shader-location = 1)
glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[1]);
- glVertexAttribPointer(currentShader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(currentShader.texcoordLoc);
+ glVertexAttribPointer(currentShader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_TEXCOORD01]);
// Bind vertex attrib: color (shader-location = 3)
glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[2]);
- glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
- glEnableVertexAttribArray(currentShader.colorLoc);
+ glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+ glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]);
}
- //TraceLog(DEBUG, "Draws required per frame: %i", drawsCounter);
+ //TraceLog(LOG_DEBUG, "Draws required per frame: %i", drawsCounter);
for (int i = 0; i < drawsCounter; i++)
{
quadsCount = draws[i].vertexCount/4;
numIndicesToProcess = quadsCount*6; // Get number of Quads*6 index by Quad
- //TraceLog(DEBUG, "Quads to render: %i - Vertex Count: %i", quadsCount, draws[i].vertexCount);
+ //TraceLog(LOG_DEBUG, "Quads to render: %i - Vertex Count: %i", quadsCount, draws[i].vertexCount);
+ glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, draws[i].textureId);
// NOTE: The final parameter tells the GPU the offset in bytes from the start of the index buffer to the location of the first index to process
@@ -3450,7 +3740,7 @@ static void DrawDefaultBuffers()
glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_SHORT, (GLvoid *)(sizeof(GLushort)*indicesOffset));
#endif
//GLenum err;
- //if ((err = glGetError()) != GL_NO_ERROR) TraceLog(INFO, "OpenGL error: %i", (int)err); //GL_INVALID_ENUM!
+ //if ((err = glGetError()) != GL_NO_ERROR) TraceLog(LOG_INFO, "OpenGL error: %i", (int)err); //GL_INVALID_ENUM!
indicesOffset += draws[i].vertexCount/4*6;
}
@@ -3461,10 +3751,10 @@ static void DrawDefaultBuffers()
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
- glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
+ glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
}
- if (vaoSupported) glBindVertexArray(0); // Unbind VAO
+ if (vaoSupported) glBindVertexArray(0); // Unbind VAO
glUseProgram(0); // Unbind shader program
}
@@ -3492,7 +3782,7 @@ static void DrawDefaultBuffers()
}
// Unload default internal buffers vertex data from CPU and GPU
-static void UnloadDefaultBuffers(void)
+static void UnloadBuffersDefault(void)
{
// Unbind everything
if (vaoSupported) glBindVertexArray(0);
@@ -3534,6 +3824,117 @@ static void UnloadDefaultBuffers(void)
free(quads.indices);
}
+// Renders a 1x1 XY quad in NDC
+static void GenDrawQuad(void)
+{
+ unsigned int quadVAO = 0;
+ unsigned int quadVBO = 0;
+
+ float vertices[] = {
+ // Positions // Texture Coords
+ -1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
+ -1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
+ 1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
+ 1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
+ };
+
+ // Set up plane VAO
+ glGenVertexArrays(1, &quadVAO);
+ glGenBuffers(1, &quadVBO);
+ glBindVertexArray(quadVAO);
+
+ // Fill buffer
+ glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW);
+
+ // Link vertex attributes
+ glEnableVertexAttribArray(0);
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)0);
+ glEnableVertexAttribArray(1);
+ glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)(3*sizeof(float)));
+
+ // Draw quad
+ glBindVertexArray(quadVAO);
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ glBindVertexArray(0);
+
+ glDeleteBuffers(1, &quadVBO);
+ glDeleteVertexArrays(1, &quadVAO);
+}
+
+// Renders a 1x1 3D cube in NDC
+static void GenDrawCube(void)
+{
+ unsigned int cubeVAO = 0;
+ unsigned int cubeVBO = 0;
+
+ float vertices[] = {
+ -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
+ 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
+ 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
+ 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
+ -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
+ -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
+ -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
+ 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
+ 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
+ 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
+ -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
+ -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
+ -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
+ -1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
+ -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
+ -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
+ -1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
+ -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
+ 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
+ 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
+ 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
+ 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
+ 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
+ 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
+ -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
+ 1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
+ 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
+ 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
+ -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
+ -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
+ -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
+ 1.0f, 1.0f , 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
+ 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
+ 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
+ -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
+ -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f
+ };
+
+ // Set up cube VAO
+ glGenVertexArrays(1, &cubeVAO);
+ glGenBuffers(1, &cubeVBO);
+
+ // Fill buffer
+ glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
+
+ // Link vertex attributes
+ glBindVertexArray(cubeVAO);
+ glEnableVertexAttribArray(0);
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)0);
+ glEnableVertexAttribArray(1);
+ glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(3*sizeof(float)));
+ glEnableVertexAttribArray(2);
+ glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(6*sizeof(float)));
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindVertexArray(0);
+
+ // Draw cube
+ glBindVertexArray(cubeVAO);
+ glDrawArrays(GL_TRIANGLES, 0, 36);
+ glBindVertexArray(0);
+
+ glDeleteBuffers(1, &cubeVBO);
+ glDeleteVertexArrays(1, &cubeVAO);
+}
+
#if defined(SUPPORT_VR_SIMULATOR)
// Configure stereo rendering (including distortion shader) with HMD device parameters
static void SetStereoConfig(VrDeviceInfo hmd)
@@ -3557,17 +3958,17 @@ static void SetStereoConfig(VrDeviceInfo hmd)
hmd.distortionK[2]*lensRadiusSq*lensRadiusSq +
hmd.distortionK[3]*lensRadiusSq*lensRadiusSq*lensRadiusSq;
- TraceLog(DEBUG, "VR: Distortion Scale: %f", distortionScale);
+ TraceLog(LOG_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]);
+ TraceLog(LOG_DEBUG, "VR: Distortion Shader: LeftLensCenter = { %f, %f }", leftLensCenter[0], leftLensCenter[1]);
+ TraceLog(LOG_DEBUG, "VR: Distortion Shader: RightLensCenter = { %f, %f }", rightLensCenter[0], rightLensCenter[1]);
+ TraceLog(LOG_DEBUG, "VR: Distortion Shader: Scale = { %f, %f }", scale[0], scale[1]);
+ TraceLog(LOG_DEBUG, "VR: Distortion Shader: ScaleIn = { %f, %f }", scaleIn[0], scaleIn[1]);
#if defined(SUPPORT_DISTORTION_SHADER)
// Update distortion shader with lens and distortion-scale parameters
@@ -3582,10 +3983,10 @@ static void SetStereoConfig(VrDeviceInfo hmd)
SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "chromaAbParam"), hmd.chromaAbCorrection, 4);
#endif
- // Fovy is normally computed with: 2*atan2(hmd.vScreenSize, 2*hmd.eyeToScreenDistance)*RAD2DEG
+ // Fovy is normally computed with: 2*atan2(hmd.vScreenSize, 2*hmd.eyeToScreenDistance)
// ...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;
+ //float fovy = 2.0f*atan2(hmd.vScreenSize*0.5f*distortionScale, hmd.eyeToScreenDistance); // Really need distortionScale?
+ float fovy = 2.0f*(float)atan2(hmd.vScreenSize*0.5f, hmd.eyeToScreenDistance);
// Compute camera projection matrices
float projOffset = 4.0f*lensShift; // Scaled to projection space coordinates [-1..1]
@@ -3593,10 +3994,6 @@ static void SetStereoConfig(VrDeviceInfo hmd)
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
@@ -3645,20 +4042,20 @@ static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight)
if (width != 1) width /= 2;
if (height != 1) height /= 2;
- TraceLog(DEBUG, "Next mipmap size: %i x %i", width, height);
+ TraceLog(LOG_DEBUG, "Next mipmap size: %i x %i", width, height);
mipmapCount++;
size += (width*height*4); // Add mipmap size (in bytes)
}
- TraceLog(DEBUG, "Total mipmaps required: %i", mipmapCount);
- TraceLog(DEBUG, "Total size of data required: %i", size);
+ TraceLog(LOG_DEBUG, "Total mipmaps required: %i", mipmapCount);
+ TraceLog(LOG_DEBUG, "Total size of data required: %i", size);
unsigned char *temp = realloc(data, size);
if (temp != NULL) data = temp;
- else TraceLog(WARNING, "Mipmaps required memory could not be allocated");
+ else TraceLog(LOG_WARNING, "Mipmaps required memory could not be allocated");
width = baseWidth;
height = baseHeight;
@@ -3680,7 +4077,7 @@ static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight)
j++;
}
- TraceLog(DEBUG, "Mipmap base (%ix%i)", width, height);
+ TraceLog(LOG_DEBUG, "Mipmap base (%ix%i)", width, height);
for (int mip = 1; mip < mipmapCount; mip++)
{
@@ -3751,15 +4148,14 @@ static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight)
}
}
- TraceLog(DEBUG, "Mipmap generated successfully (%ix%i)", width, height);
+ TraceLog(LOG_DEBUG, "Mipmap generated successfully (%ix%i)", width, height);
return mipmap;
}
#endif
#if defined(RLGL_STANDALONE)
-// Output a trace log message
-// NOTE: Expected msgType: (0)Info, (1)Error, (2)Warning
+// Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG)
void TraceLog(int msgType, const char *text, ...)
{
va_list args;
@@ -3767,10 +4163,10 @@ void TraceLog(int msgType, const char *text, ...)
switch (msgType)
{
- case INFO: fprintf(stdout, "INFO: "); break;
- case ERROR: fprintf(stdout, "ERROR: "); break;
- case WARNING: fprintf(stdout, "WARNING: "); break;
- case DEBUG: fprintf(stdout, "DEBUG: "); break;
+ case LOG_INFO: fprintf(stdout, "INFO: "); break;
+ case LOG_ERROR: fprintf(stdout, "ERROR: "); break;
+ case LOG_WARNING: fprintf(stdout, "WARNING: "); break;
+ case LOG_DEBUG: fprintf(stdout, "DEBUG: "); break;
default: break;
}
@@ -3779,34 +4175,6 @@ void TraceLog(int msgType, const char *text, ...)
va_end(args);
- if (msgType == ERROR) exit(1);
-}
-
-// Converts Matrix to float array
-// 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)
-{
- static float buffer[16];
-
- buffer[0] = mat.m0;
- buffer[1] = mat.m4;
- buffer[2] = mat.m8;
- buffer[3] = mat.m12;
- buffer[4] = mat.m1;
- buffer[5] = mat.m5;
- buffer[6] = mat.m9;
- buffer[7] = mat.m13;
- buffer[8] = mat.m2;
- buffer[9] = mat.m6;
- buffer[10] = mat.m10;
- buffer[11] = mat.m14;
- buffer[12] = mat.m3;
- buffer[13] = mat.m7;
- buffer[14] = mat.m11;
- buffer[15] = mat.m15;
-
- return buffer;
+ if (msgType == LOG_ERROR) exit(1);
}
#endif