diff options
| author | Ray <[email protected]> | 2017-08-25 01:53:15 +0200 |
|---|---|---|
| committer | GitHub <[email protected]> | 2017-08-25 01:53:15 +0200 |
| commit | c074783861994fb9f3bcc618b776a41dc57b50d0 (patch) | |
| tree | 63fdca2144cd13f6a537e76d6a3f8712ae106ead /src/rlgl.c | |
| parent | 910b4b5d53d9a904070807de5e8a66edadd939e3 (diff) | |
| parent | 0fc1323c80c2501c36741c05fd771ac1d001d049 (diff) | |
| download | raylib-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.c | 1356 |
1 files changed, 862 insertions, 494 deletions
@@ -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 |
