diff options
| author | David Reid <[email protected]> | 2018-04-21 17:26:40 +1000 |
|---|---|---|
| committer | David Reid <[email protected]> | 2018-04-21 17:26:40 +1000 |
| commit | f5ebbfb6bc80e5d5555e84ee505ff794c2bc64b6 (patch) | |
| tree | 800aeb61be9c2018d1a048da54d1f6ab746f11f1 /src/rlgl.c | |
| parent | 950f31e620a9239dc91230ad92bb243f149e6f2c (diff) | |
| parent | 847bdaf68287f70fbeb5599361257b6f982e48c5 (diff) | |
| download | raylib-f5ebbfb6bc80e5d5555e84ee505ff794c2bc64b6.tar.gz raylib-f5ebbfb6bc80e5d5555e84ee505ff794c2bc64b6.zip | |
Merge branch 'master' of https://github.com/raysan5/raylib into dr/mini_al
Diffstat (limited to 'src/rlgl.c')
| -rw-r--r-- | src/rlgl.c | 685 |
1 files changed, 346 insertions, 339 deletions
@@ -35,7 +35,7 @@ * * LICENSE: zlib/libpng * -* Copyright (c) 2014-2017 Ramon Santamaria (@raysan5) +* Copyright (c) 2014-2018 Ramon Santamaria (@raysan5) * * This software is provided "as-is", without any express or implied warranty. In no event * will the authors be held liable for any damages arising from the use of this software. @@ -54,11 +54,7 @@ * **********************************************************************************************/ -// Default configuration flags (supported features) -//------------------------------------------------- -#define SUPPORT_VR_SIMULATOR -#define SUPPORT_DISTORTION_SHADER -//------------------------------------------------- +#include "config.h" #include "rlgl.h" @@ -74,8 +70,22 @@ #if defined(GRAPHICS_API_OPENGL_11) #if defined(__APPLE__) #include <OpenGL/gl.h> // OpenGL 1.1 library for OSX + #include <OpenGL/glext.h> #else - #include <GL/gl.h> // OpenGL 1.1 library + // APIENTRY for OpenGL function pointer declarations is required + #ifndef APIENTRY + #ifdef _WIN32 + #define APIENTRY __stdcall + #else + #define APIENTRY + #endif + #endif + // WINGDIAPI definition. Some Windows OpenGL headers need it + #if !defined(WINGDIAPI) && defined(_WIN32) + #define WINGDIAPI __declspec(dllimport) + #endif + + #include <GL/gl.h> // OpenGL 1.1 library #endif #endif @@ -86,6 +96,7 @@ #if defined(GRAPHICS_API_OPENGL_33) #if defined(__APPLE__) #include <OpenGL/gl3.h> // OpenGL 3 library for OSX + #include <OpenGL/gl3ext.h> #else #define GLAD_IMPLEMENTATION #if defined(RLGL_STANDALONE) @@ -110,6 +121,7 @@ #include "shader_distortion.h" // Distortion shader to be embedded #endif + //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- @@ -170,6 +182,11 @@ #define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 #endif +#if defined(GRAPHICS_API_OPENGL_21) + #define GL_LUMINANCE 0x1909 + #define GL_LUMINANCE_ALPHA 0x190A +#endif + #if defined(GRAPHICS_API_OPENGL_ES2) #define glClearDepth glClearDepthf #define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER @@ -227,7 +244,7 @@ typedef struct DrawCall { typedef struct VrStereoConfig { RenderTexture2D stereoFbo; // VR stereo rendering framebuffer Shader distortionShader; // VR stereo rendering distortion shader - //Rectangle eyesViewport[2]; // VR stereo rendering eyes viewports + Rectangle eyesViewport[2]; // VR stereo rendering eyes viewports Matrix eyesProjection[2]; // VR stereo rendering eyes projection matrices Matrix eyesViewOffset[2]; // VR stereo rendering eyes view offset matrices } VrStereoConfig; @@ -262,7 +279,10 @@ static Vector3 *tempBuffer; static int tempBufferCount = 0; static bool useTempBuffer = false; -// Shader Programs +// Shaders +static unsigned int defaultVShaderId; // Default vertex shader id (used by default shader program) +static unsigned int defaultFShaderId; // Default fragment shader Id (used by default shader program) + static Shader defaultShader; // Basic shader, support vertex color and diffuse texture static Shader currentShader; // Shader to be used on rendering (by default, defaultShader) @@ -300,6 +320,8 @@ static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays; //static PFNGLISVERTEXARRAYOESPROC glIsVertexArray; // NOTE: Fails in WebGL, omitted #endif +static bool debugMarkerSupported = false; + // Compressed textures support flags static bool texCompDXTSupported = false; // DDS texture compression support static bool texNPOTSupported = false; // NPOT textures full support @@ -318,8 +340,8 @@ static int screenHeight; // Default framebuffer height // Module specific Functions Declaration //---------------------------------------------------------------------------------- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) -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 unsigned int CompileShader(const char *shaderStr, int type); // Compile custom shader and return shader id +static unsigned int LoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId); // Load custom shader program 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) @@ -340,6 +362,9 @@ static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView); / #endif // defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) +// Get OpenGL internal formats and data type from raylib PixelFormat +static void GetGlFormats(int format, int *glInternalFormat, int *glFormat, int *glType); + #if defined(GRAPHICS_API_OPENGL_11) static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight); static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight); @@ -403,7 +428,7 @@ void rlPushMatrix(void) } stack[stackCounter] = *currentMatrix; - rlLoadIdentity(); + rlLoadIdentity(); // TODO: Review matrix stack logic! stackCounter++; if (currentMatrixMode == RL_MODELVIEW) useTempBuffer = true; @@ -441,8 +466,7 @@ void rlRotatef(float angleDeg, float x, float y, float z) Matrix matRotation = MatrixIdentity(); Vector3 axis = (Vector3){ x, y, z }; - Vector3Normalize(&axis); - matRotation = MatrixRotate(axis, angleDeg*DEG2RAD); + matRotation = MatrixRotate(Vector3Normalize(axis), angleDeg*DEG2RAD); // NOTE: We transpose matrix with multiplication order *currentMatrix = MatrixMultiply(matRotation, *currentMatrix); @@ -541,7 +565,7 @@ 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++) Vector3Transform(&tempBuffer[i], *currentMatrix); + for (int i = 0; i < tempBufferCount; i++) tempBuffer[i] = Vector3Transform(tempBuffer[i], *currentMatrix); // Deactivate tempBuffer usage to allow rlVertex3f do its job useTempBuffer = false; @@ -633,6 +657,14 @@ void rlEnd(void) // as well as depth buffer bit-depth (16bit or 24bit or 32bit) // Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits) currentDepth += (1.0f/20000.0f); + + // TODO: Verify internal buffers limits + // NOTE: Before launching draw, verify no matrix are left in the stack! + // NOTE: Probably a lines/triangles margin should be left, rlEnd could be called + // after an undetermined number of triangles buffered (check shapes::DrawPoly()) + if ((lines.vCounter/2 >= MAX_LINES_BATCH - 2) || + (triangles.vCounter/3 >= MAX_TRIANGLES_BATCH - 16) || + (quads.vCounter/4 >= MAX_QUADS_BATCH - 2)) rlglDraw(); } // Define one vertex (position) @@ -1098,7 +1130,7 @@ void rlglInit(int width, int height) if (strcmp(extList[i], (const char *)"GL_OES_texture_npot") == 0) texNPOTSupported = true; // Check texture float support - if (strcmp(extList[i], (const char *)"OES_texture_float") == 0) texFloatSupported = true; + if (strcmp(extList[i], (const char *)"GL_OES_texture_float") == 0) texFloatSupported = true; #endif // DDS texture compression support @@ -1128,10 +1160,13 @@ void rlglInit(int width, int height) // Clamp mirror wrap mode supported if (strcmp(extList[i], (const char *)"GL_EXT_texture_mirror_clamp") == 0) texClampMirrorSupported = true; + + // Debug marker support + if(strcmp(extList[i], (const char *)"GL_EXT_debug_marker") == 0) debugMarkerSupported = true; } -#ifdef _MSC_VER - free(extList); +#if defined(_MSC_VER) + //free(extList); #endif #if defined(GRAPHICS_API_OPENGL_ES2) @@ -1151,6 +1186,8 @@ void rlglInit(int width, int height) 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"); + if (debugMarkerSupported) TraceLog(LOG_INFO, "[EXTENSION] Debug Marker supported"); + // Initialize buffers, default shaders and default textures //---------------------------------------------------------- @@ -1276,6 +1313,14 @@ int rlGetVersion(void) #endif } +// Set debug marker +void rlSetDebugMarker(const char *text) +{ +#if defined(GRAPHICS_API_OPENGL_33) + if (debugMarkerSupported) glInsertEventMarkerEXT(0, text); +#endif +} + // Load OpenGL extensions // NOTE: External loader function could be passed as a pointer void rlLoadExtensions(void *loader) @@ -1306,13 +1351,13 @@ Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view) // Calculate unproject matrix (multiply view patrix by projection matrix) and invert it Matrix matViewProj = MatrixMultiply(view, proj); - MatrixInvert(&matViewProj); + matViewProj = 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, matViewProj); + quat = QuaternionTransform(quat, matViewProj); // Normalized world points in vectors result.x = quat.x/quat.w; @@ -1370,6 +1415,8 @@ unsigned int rlLoadTexture(void *data, int width, int height, int format, int mi } #endif + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + glGenTextures(1, &id); // Generate Pointer to the texture #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) @@ -1377,88 +1424,52 @@ unsigned int rlLoadTexture(void *data, int width, int height, int format, int mi #endif glBindTexture(GL_TEXTURE_2D, id); - -#if defined(GRAPHICS_API_OPENGL_33) - // NOTE: We define internal (GPU) format as GL_RGBA8 (probably BGRA8 in practice, driver takes care) - // NOTE: On embedded systems, we let the driver choose the best internal format - - // Support for multiple color modes (16bit color modes and grayscale) - // (sized)internalFormat format type - // GL_R GL_RED GL_UNSIGNED_BYTE - // GL_RGB565 GL_RGB GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT_5_6_5 - // GL_RGB5_A1 GL_RGBA GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT_5_5_5_1 - // GL_RGBA4 GL_RGBA GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT_4_4_4_4 - // GL_RGBA8 GL_RGBA GL_UNSIGNED_BYTE - // GL_RGB8 GL_RGB GL_UNSIGNED_BYTE - - switch (format) + + int mipWidth = width; + int mipHeight = height; + int mipOffset = 0; // Mipmap data offset + + TraceLog(LOG_DEBUG, "Load texture from data memory address: 0x%x", data); + + // Load the different mipmap levels + for (int i = 0; i < mipmapCount; i++) { - case UNCOMPRESSED_GRAYSCALE: - { - glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, width, height, 0, GL_RED, GL_UNSIGNED_BYTE, (unsigned char *)data); - - // With swizzleMask we define how a one channel texture will be mapped to RGBA - // Required GL >= 3.3 or EXT_texture_swizzle/ARB_texture_swizzle - GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE }; - glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask); - - TraceLog(LOG_INFO, "[TEX ID %i] Grayscale texture loaded and swizzled", id); - } break; - case UNCOMPRESSED_GRAY_ALPHA: + unsigned int mipSize = GetPixelDataSize(mipWidth, mipHeight, format); + + int glInternalFormat, glFormat, glType; + GetGlFormats(format, &glInternalFormat, &glFormat, &glType); + + TraceLog(LOG_DEBUG, "Load mipmap level %i (%i x %i), size: %i, offset: %i", i, mipWidth, mipHeight, mipSize, mipOffset); + + if (glInternalFormat != -1) { - glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, width, height, 0, GL_RG, GL_UNSIGNED_BYTE, (unsigned char *)data); - - GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN }; - glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask); - } break; - - case UNCOMPRESSED_R5G6B5: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB565, width, height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, (unsigned short *)data); break; - case UNCOMPRESSED_R8G8B8: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, (unsigned char *)data); break; - case UNCOMPRESSED_R5G5B5A1: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5_A1, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, (unsigned short *)data); break; - 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) 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 - switch (format) - { - case UNCOMPRESSED_GRAYSCALE: glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, width, height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, (unsigned char *)data); break; - case UNCOMPRESSED_GRAY_ALPHA: glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, width, height, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, (unsigned char *)data); break; - case UNCOMPRESSED_R5G6B5: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, (unsigned short *)data); break; - case UNCOMPRESSED_R8G8B8: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, (unsigned char *)data); break; - case UNCOMPRESSED_R5G5B5A1: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, (unsigned short *)data); break; - 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; // NOTE: Requires extension OES_texture_float - case COMPRESSED_DXT1_RGB: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, mipmapCount); break; - case COMPRESSED_DXT1_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, mipmapCount); break; - case COMPRESSED_DXT3_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, mipmapCount); break; // NOTE: Not supported by WebGL - case COMPRESSED_DXT5_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, mipmapCount); break; // NOTE: Not supported by WebGL - case COMPRESSED_ETC1_RGB: if (texCompETC1Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_ETC1_RGB8_OES, mipmapCount); break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3 - case COMPRESSED_ETC2_RGB: if (texCompETC2Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB8_ETC2, mipmapCount); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3 - case COMPRESSED_ETC2_EAC_RGBA: if (texCompETC2Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA8_ETC2_EAC, mipmapCount); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3 - case COMPRESSED_PVRT_RGB: if (texCompPVRTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG, mipmapCount); break; // NOTE: Requires PowerVR GPU - case COMPRESSED_PVRT_RGBA: if (texCompPVRTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG, mipmapCount); break; // NOTE: Requires PowerVR GPU - case COMPRESSED_ASTC_4x4_RGBA: if (texCompASTCSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_ASTC_4x4_KHR, mipmapCount); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3 - case COMPRESSED_ASTC_8x8_RGBA: if (texCompASTCSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_ASTC_8x8_KHR, mipmapCount); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3 -#endif - default: TraceLog(LOG_WARNING, "Texture format not supported"); break; + if (format < COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, glFormat, glType, (unsigned char *)data + mipOffset); + #if !defined(GRAPHICS_API_OPENGL_11) + else glCompressedTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, mipSize, (unsigned char *)data + mipOffset); + #endif + + #if defined(GRAPHICS_API_OPENGL_33) + if (format == UNCOMPRESSED_GRAYSCALE) + { + GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE }; + glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask); + } + else if (format == UNCOMPRESSED_GRAY_ALPHA) + { + GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN }; + glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask); + } + #endif + } + + mipWidth /= 2; + mipHeight /= 2; + mipOffset += mipSize; + + // Security check for NPOT textures + if (mipWidth < 1) mipWidth = 1; + if (mipHeight < 1) mipHeight = 1; } -#endif // Texture parameters configuration // NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used @@ -1487,8 +1498,9 @@ unsigned int rlLoadTexture(void *data, int width, int height, int format, int mi #if defined(GRAPHICS_API_OPENGL_33) if (mipmapCount > 1) { + // Activate Trilinear filtering if mipmaps are available glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // Activate Trilinear filtering for mipmaps (must be available) + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); } #endif @@ -1499,7 +1511,7 @@ unsigned int rlLoadTexture(void *data, int width, int height, int format, int mi // Unbind current texture glBindTexture(GL_TEXTURE_2D, 0); - if (id > 0) TraceLog(LOG_INFO, "[TEX ID %i] Texture created successfully (%ix%i)", id, width, height); + if (id > 0) TraceLog(LOG_INFO, "[TEX ID %i] Texture created successfully (%ix%i - %i mipmaps)", id, width, height, mipmapCount); else TraceLog(LOG_WARNING, "Texture could not be created"); return id; @@ -1509,33 +1521,15 @@ unsigned int rlLoadTexture(void *data, int width, int height, int format, int mi void rlUpdateTexture(unsigned int id, int width, int height, int format, const void *data) { glBindTexture(GL_TEXTURE_2D, id); + + int glInternalFormat, glFormat, glType; + GetGlFormats(format, &glInternalFormat, &glFormat, &glType); -#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) + if ((glInternalFormat != -1) && (format < COMPRESSED_DXT1_RGB)) { - 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; + glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, glFormat, glType, (unsigned char *)data); } -#endif + else TraceLog(LOG_WARNING, "Texture format updating not supported"); } // Unload texture from GPU memory @@ -1575,10 +1569,10 @@ RenderTexture2D rlLoadRenderTexture(int width, int height) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glBindTexture(GL_TEXTURE_2D, 0); -#if defined(GRAPHICS_API_OPENGL_33) - #define USE_DEPTH_TEXTURE -#else +#if defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_ES2) #define USE_DEPTH_RENDERBUFFER +#else + #define USE_DEPTH_TEXTURE #endif #if defined(USE_DEPTH_RENDERBUFFER) @@ -1670,7 +1664,7 @@ void rlGenerateMipmaps(Texture2D *texture) // Load the mipmaps for (int level = 1; level < mipmapCount; level++) { - glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA8, mipWidth, mipHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, data + offset); + glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA8, mipWidth, mipHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data + offset); size = mipWidth*mipHeight*4; offset += size; @@ -1783,14 +1777,14 @@ void rlLoadMesh(Mesh *mesh, bool dynamic) { 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); + glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*mesh->vertexCount, mesh->tangents, drawHint); + glVertexAttribPointer(4, 4, GL_FLOAT, 0, 0, 0); glEnableVertexAttribArray(4); } else { // Default tangents vertex attribute - glVertexAttrib3f(4, 0.0f, 0.0f, 0.0f); + glVertexAttrib4f(4, 0.0f, 0.0f, 0.0f, 0.0f); glDisableVertexAttribArray(4); } @@ -1805,7 +1799,7 @@ void rlLoadMesh(Mesh *mesh, bool dynamic) } else { - // Default tangents vertex attribute + // Default texcoord2 vertex attribute glVertexAttrib2f(5, 0.0f, 0.0f); glDisableVertexAttribArray(5); } @@ -1869,8 +1863,8 @@ void rlUpdateMesh(Mesh mesh, int buffer, int numVertex) case 4: // Update tangents (vertex tangents) { glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]); - if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.tangents, GL_DYNAMIC_DRAW); - else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.tangents); + if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*numVertex, mesh.tangents, GL_DYNAMIC_DRAW); + else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*4*numVertex, mesh.tangents); } break; case 5: // Update texcoords2 (vertex second texture coordinates) { @@ -1937,17 +1931,17 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform) // Upload to shader material.colDiffuse 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); + glUniform4f(material.shader.locs[LOC_COLOR_DIFFUSE], (float)material.maps[MAP_DIFFUSE].color.r/255.0f, + (float)material.maps[MAP_DIFFUSE].color.g/255.0f, + (float)material.maps[MAP_DIFFUSE].color.b/255.0f, + (float)material.maps[MAP_DIFFUSE].color.a/255.0f); // Upload to shader material.colSpecular (if available) 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); + glUniform4f(material.shader.locs[LOC_COLOR_SPECULAR], (float)material.maps[MAP_SPECULAR].color.r/255.0f, + (float)material.maps[MAP_SPECULAR].color.g/255.0f, + (float)material.maps[MAP_SPECULAR].color.b/255.0f, + (float)material.maps[MAP_SPECULAR].color.a/255.0f); 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); @@ -2020,7 +2014,7 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform) if (material.shader.locs[LOC_VERTEX_TANGENT] != -1) { glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]); - glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TANGENT], 3, GL_FLOAT, 0, 0, 0); + glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TANGENT], 4, GL_FLOAT, 0, 0, 0); glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TANGENT]); } @@ -2153,44 +2147,28 @@ void *rlReadTexturePixels(Texture2D texture) glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format); // Other texture info: GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE */ - - int glFormat = 0, glType = 0; - - unsigned int size = texture.width*texture.height; - - // NOTE: GL_LUMINANCE and GL_LUMINANCE_ALPHA are removed since OpenGL 3.1 - // Must be replaced by GL_RED and GL_RG on Core OpenGL 3.3 - - switch (texture.format) - { -#if defined(GRAPHICS_API_OPENGL_11) - case UNCOMPRESSED_GRAYSCALE: pixels = (unsigned char *)malloc(size); glFormat = GL_LUMINANCE; glType = GL_UNSIGNED_BYTE; break; // 8 bit per pixel (no alpha) - case UNCOMPRESSED_GRAY_ALPHA: pixels = (unsigned char *)malloc(size*2); glFormat = GL_LUMINANCE_ALPHA; glType = GL_UNSIGNED_BYTE; break; // 16 bpp (2 channels) -#elif defined(GRAPHICS_API_OPENGL_33) - case UNCOMPRESSED_GRAYSCALE: pixels = (unsigned char *)malloc(size); glFormat = GL_RED; glType = GL_UNSIGNED_BYTE; break; - case UNCOMPRESSED_GRAY_ALPHA: pixels = (unsigned char *)malloc(size*2); glFormat = GL_RG; glType = GL_UNSIGNED_BYTE; break; -#endif - case UNCOMPRESSED_R5G6B5: pixels = (unsigned short *)malloc(size); glFormat = GL_RGB; glType = GL_UNSIGNED_SHORT_5_6_5; break; // 16 bpp - case UNCOMPRESSED_R8G8B8: pixels = (unsigned char *)malloc(size*3); glFormat = GL_RGB; glType = GL_UNSIGNED_BYTE; break; // 24 bpp - 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(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. // Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting. // GL_PACK_ALIGNMENT affects operations that read from OpenGL memory (glReadPixels, glGetTexImage, etc.) // GL_UNPACK_ALIGNMENT affects operations that write to OpenGL memory (glTexImage, etc.) glPixelStorei(GL_PACK_ALIGNMENT, 1); - glGetTexImage(GL_TEXTURE_2D, 0, glFormat, glType, pixels); + int glInternalFormat, glFormat, glType; + GetGlFormats(texture.format, &glInternalFormat, &glFormat, &glType); + unsigned int size = GetPixelDataSize(texture.width, texture.height, texture.format); + + if ((glInternalFormat != -1) && (texture.format < COMPRESSED_DXT1_RGB)) + { + pixels = (unsigned char *)malloc(size); + glGetTexImage(GL_TEXTURE_2D, 0, glFormat, glType, pixels); + } + else TraceLog(LOG_WARNING, "Texture data retrieval not suported for pixel format"); glBindTexture(GL_TEXTURE_2D, 0); #endif #if defined(GRAPHICS_API_OPENGL_ES2) - RenderTexture2D fbo = rlLoadRenderTexture(texture.width, texture.height); // NOTE: Two possible Options: @@ -2202,7 +2180,7 @@ void *rlReadTexturePixels(Texture2D texture) glBindFramebuffer(GL_FRAMEBUFFER, fbo.id); glBindTexture(GL_TEXTURE_2D, 0); - // Attach our texture to FBO -> Texture must be RGB + // Attach our texture to FBO -> Texture must be RGBA // NOTE: Previoust attached texture is automatically detached glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.id, 0); @@ -2222,32 +2200,30 @@ void *rlReadTexturePixels(Texture2D texture) glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearDepthf(1.0f); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - glViewport(0, 0, width, height); - //glMatrixMode(GL_PROJECTION); - //glLoadIdentity(); - rlOrtho(0.0, width, height, 0.0, 0.0, 1.0); - //glMatrixMode(GL_MODELVIEW); - //glLoadIdentity(); //glDisable(GL_TEXTURE_2D); - //glDisable(GL_BLEND); glEnable(GL_DEPTH_TEST); + //glDisable(GL_BLEND); + + glViewport(0, 0, texture.width, texture.height); + rlOrtho(0.0, texture.width, texture.height, 0.0, 0.0, 1.0); - Model quad; - //quad.mesh = GenMeshQuad(width, height); - quad.transform = MatrixIdentity(); - quad.shader = defaultShader; - - DrawModel(quad, (Vector3){ 0.0f, 0.0f, 0.0f }, 1.0f, WHITE); - - pixels = (unsigned char *)malloc(texture.width*texture.height*3*sizeof(unsigned char)); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glUseProgram(GetShaderDefault().id); + glBindTexture(GL_TEXTURE_2D, texture.id); + GenDrawQuad(); + glBindTexture(GL_TEXTURE_2D, 0); + glUseProgram(0); + + pixels = (unsigned char *)malloc(texture.width*texture.height*4*sizeof(unsigned char)); - glReadPixels(0, 0, texture.width, texture.height, GL_RGB, GL_UNSIGNED_BYTE, pixels); + glReadPixels(0, 0, texture.width, texture.height, GL_RGBA, GL_UNSIGNED_BYTE, pixels); // Bind framebuffer 0, which means render to back buffer glBindFramebuffer(GL_FRAMEBUFFER, 0); - - UnloadModel(quad); + + // Reset viewport dimensions to default + glViewport(0, 0, screenWidth, screenHeight); + #endif // GET_TEXTURE_FBO_OPTION // Clean up temporal fbo @@ -2342,34 +2318,59 @@ char *LoadText(const char *fileName) } // Load shader from files and bind default locations -Shader LoadShader(char *vsFileName, char *fsFileName) +// NOTE: If shader string is NULL, using default vertex/fragment shaders +Shader LoadShader(const char *vsFileName, const char *fsFileName) { Shader shader = { 0 }; -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - // Shaders loading from external text file - char *vShaderStr = LoadText(vsFileName); - char *fShaderStr = LoadText(fsFileName); + char *vShaderStr = NULL; + char *fShaderStr = NULL; - if ((vShaderStr != NULL) && (fShaderStr != NULL)) - { - shader.id = LoadShaderProgram(vShaderStr, fShaderStr); + if (vsFileName != NULL) vShaderStr = LoadText(vsFileName); + if (fsFileName != NULL) fShaderStr = LoadText(fsFileName); + + shader = LoadShaderCode(vShaderStr, fShaderStr); + + if (vShaderStr != NULL) free(vShaderStr); + if (fShaderStr != NULL) free(fShaderStr); - // After shader loading, we TRY to set default location names - if (shader.id > 0) SetShaderDefaultLocations(&shader); + return shader; +} - // Shader strings must be freed - free(vShaderStr); - free(fShaderStr); - } +// Load shader from code strings +// NOTE: If shader string is NULL, using default vertex/fragment shaders +Shader LoadShaderCode(char *vsCode, char *fsCode) +{ + Shader shader = { 0 }; - if (shader.id == 0) + // NOTE: All locations must be reseted to -1 (no location) + for (int i = 0; i < MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1; + +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + unsigned int vertexShaderId = defaultVShaderId; + unsigned int fragmentShaderId = defaultFShaderId; + + if (vsCode != NULL) vertexShaderId = CompileShader(vsCode, GL_VERTEX_SHADER); + if (fsCode != NULL) fragmentShaderId = CompileShader(fsCode, GL_FRAGMENT_SHADER); + + if ((vertexShaderId == defaultVShaderId) && (fragmentShaderId == defaultFShaderId)) shader = defaultShader; + else { - TraceLog(LOG_WARNING, "Custom shader could not be loaded"); - shader = defaultShader; + shader.id = LoadShaderProgram(vertexShaderId, fragmentShaderId); + + if (vertexShaderId != defaultVShaderId) glDeleteShader(vertexShaderId); + if (fragmentShaderId != defaultFShaderId) glDeleteShader(fragmentShaderId); + + if (shader.id == 0) + { + TraceLog(LOG_WARNING, "Custom shader could not be loaded"); + shader = defaultShader; + } + + // After shader loading, we TRY to set default location names + if (shader.id > 0) SetShaderDefaultLocations(&shader); } - // Get available shader uniforms // NOTE: This information is useful for debug... int uniformCount = -1; @@ -2393,9 +2394,8 @@ Shader LoadShader(char *vsFileName, char *fsFileName) TraceLog(LOG_DEBUG, "[SHDR ID %i] Active uniform [%s] set at location: %i", shader.id, name, location); } - #endif - + return shader; } @@ -2443,7 +2443,7 @@ int GetShaderLocation(Shader shader, const char *uniformName) } // Set shader uniform value (float) -void SetShaderValue(Shader shader, int uniformLoc, float *value, int size) +void SetShaderValue(Shader shader, int uniformLoc, const float *value, int size) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) glUseProgram(shader.id); @@ -2459,7 +2459,7 @@ void SetShaderValue(Shader shader, int uniformLoc, float *value, int size) } // Set shader uniform value (int) -void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size) +void SetShaderValuei(Shader shader, int uniformLoc, const int *value, int size) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) glUseProgram(shader.id); @@ -2502,6 +2502,19 @@ void SetMatrixModelview(Matrix view) #endif } +// Return internal modelview matrix +Matrix GetMatrixModelview() +{ + Matrix matrix = MatrixIdentity(); +#if defined(GRAPHICS_API_OPENGL_11) + float mat[16]; + glGetFloatv(GL_MODELVIEW_MATRIX, mat); +#else + matrix = modelview; +#endif + return matrix; +} + // 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) @@ -2900,11 +2913,15 @@ void InitVrSimulator(VrDeviceInfo info) 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); + // Load distortion shader + unsigned int vertexShaderId = CompileShader(distortionVShaderStr, GL_VERTEX_SHADER); + unsigned int fragmentShaderId = CompileShader(distortionFShaderStr, GL_FRAGMENT_SHADER); + + vrConfig.distortionShader.id = LoadShaderProgram(vertexShaderId, fragmentShaderId); if (vrConfig.distortionShader.id > 0) SetShaderDefaultLocations(&vrConfig.distortionShader); #endif + // Set VR configutarion parameters, including distortion shader SetStereoConfig(info); vrSimulatorReady = true; @@ -2929,18 +2946,6 @@ void CloseVrSimulator(void) #endif } -// TODO: Review VR system to be more flexible, -// move distortion shader to user side, -// SetStereoConfig() must be reviewed... -/* -// Set VR view distortion shader -void SetVrDistortionShader(Shader shader) -{ - vrConfig.distortionShader = shader; - SetStereoConfig(info); -} -*/ - // Detect if VR simulator is running bool IsVrSimulatorReady(void) { @@ -2951,6 +2956,17 @@ bool IsVrSimulatorReady(void) #endif } +// Set VR distortion shader for stereoscopic rendering +// TODO: Review VR system to be more flexible, move distortion shader to user side +void SetVrDistortionShader(Shader shader) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + vrConfig.distortionShader = shader; + + //SetStereoConfig(info); // TODO: Must be reviewed to set new distortion shader uniform values... +#endif +} + // Enable/Disable VR experience (device or simulator) void ToggleVrMode(void) { @@ -3079,122 +3095,53 @@ 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 LoadTextureCompressed(unsigned char *data, int width, int height, int compressedFormat, int mipmapCount) -{ - glPixelStorei(GL_UNPACK_ALIGNMENT, 1); - - int blockSize = 0; // Bytes every block - int offset = 0; - - if ((compressedFormat == GL_COMPRESSED_RGB_S3TC_DXT1_EXT) || - (compressedFormat == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT) || -#if defined(GRAPHICS_API_OPENGL_ES2) - (compressedFormat == GL_ETC1_RGB8_OES) || -#endif - (compressedFormat == GL_COMPRESSED_RGB8_ETC2)) blockSize = 8; - else blockSize = 16; - - // Load the mipmap levels - for (int level = 0; level < mipmapCount && (width || height); level++) - { - unsigned int size = 0; - - size = ((width + 3)/4)*((height + 3)/4)*blockSize; - - glCompressedTexImage2D(GL_TEXTURE_2D, level, compressedFormat, width, height, 0, size, data + offset); - - offset += size; - width /= 2; - height /= 2; - - // Security check for NPOT textures - if (width < 1) width = 1; - if (height < 1) height = 1; - } -} - -// Load custom shader strings and return program id -static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShaderStr) +// Compile custom shader and return shader id +static unsigned int CompileShader(const char *shaderStr, int type) { - unsigned int program = 0; - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - GLuint vertexShader; - GLuint fragmentShader; - - vertexShader = glCreateShader(GL_VERTEX_SHADER); - fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); - - const char *pvs = vShaderStr; - const char *pfs = fShaderStr; - - glShaderSource(vertexShader, 1, &pvs, NULL); - glShaderSource(fragmentShader, 1, &pfs, NULL); + unsigned int shader = glCreateShader(type); + glShaderSource(shader, 1, &shaderStr, NULL); GLint success = 0; - - glCompileShader(vertexShader); - - glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success); + glCompileShader(shader); + glGetShaderiv(shader, GL_COMPILE_STATUS, &success); if (success != GL_TRUE) { - TraceLog(LOG_WARNING, "[VSHDR ID %i] Failed to compile vertex shader...", vertexShader); - + TraceLog(LOG_WARNING, "[SHDR ID %i] Failed to compile shader...", shader); int maxLength = 0; int length; + glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength); - glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &maxLength); - -#ifdef _MSC_VER +#if defined(_MSC_VER) char *log = malloc(maxLength); #else char log[maxLength]; #endif - glGetShaderInfoLog(vertexShader, maxLength, &length, log); + glGetShaderInfoLog(shader, maxLength, &length, log); TraceLog(LOG_INFO, "%s", log); -#ifdef _MSC_VER +#if defined(_MSC_VER) free(log); #endif } - else TraceLog(LOG_INFO, "[VSHDR ID %i] Vertex shader compiled successfully", vertexShader); - - glCompileShader(fragmentShader); - - glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success); + else TraceLog(LOG_INFO, "[SHDR ID %i] Shader compiled successfully", shader); - if (success != GL_TRUE) - { - TraceLog(LOG_WARNING, "[FSHDR ID %i] Failed to compile fragment shader...", fragmentShader); - - int maxLength = 0; - int length; - - glGetShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &maxLength); - -#ifdef _MSC_VER - char *log = malloc(maxLength); -#else - char log[maxLength]; -#endif - glGetShaderInfoLog(fragmentShader, maxLength, &length, log); + return shader; +} - TraceLog(LOG_INFO, "%s", log); +// Load custom shader strings and return program id +static unsigned int LoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId) +{ + unsigned int program = 0; -#ifdef _MSC_VER - free(log); -#endif - } - else TraceLog(LOG_INFO, "[FSHDR ID %i] Fragment shader compiled successfully", fragmentShader); +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + GLint success = 0; program = glCreateProgram(); - glAttachShader(program, vertexShader); - glAttachShader(program, fragmentShader); + glAttachShader(program, vShaderId); + glAttachShader(program, fShaderId); // NOTE: Default attribute shader locations must be binded before linking glBindAttribLocation(program, 0, DEFAULT_ATTRIB_POSITION_NAME); @@ -3238,9 +3185,6 @@ static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShade program = 0; } else TraceLog(LOG_INFO, "[SHDR ID %i] Shader program loaded successfully", program); - - glDeleteShader(vertexShader); - glDeleteShader(fragmentShader); #endif return program; } @@ -3250,10 +3194,13 @@ static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShade // NOTE: This shader program is used for batch buffers (lines, triangles, quads) static Shader LoadShaderDefault(void) { - Shader shader; + Shader shader = { 0 }; + + // NOTE: All locations must be reseted to -1 (no location) + for (int i = 0; i < MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1; // Vertex shader directly defined, no external file required - char vDefaultShaderStr[] = + char defaultVShaderStr[] = #if defined(GRAPHICS_API_OPENGL_21) "#version 120 \n" #elif defined(GRAPHICS_API_OPENGL_ES2) @@ -3282,7 +3229,7 @@ static Shader LoadShaderDefault(void) "} \n"; // Fragment shader directly defined, no external file required - char fDefaultShaderStr[] = + char defaultFShaderStr[] = #if defined(GRAPHICS_API_OPENGL_21) "#version 120 \n" #elif defined(GRAPHICS_API_OPENGL_ES2) @@ -3311,22 +3258,29 @@ static Shader LoadShaderDefault(void) #endif "} \n"; - shader.id = LoadShaderProgram(vDefaultShaderStr, fDefaultShaderStr); + // NOTE: Compiled vertex/fragment shaders are kept for re-use + defaultVShaderId = CompileShader(defaultVShaderStr, GL_VERTEX_SHADER); // Compile default vertex shader + defaultFShaderId = CompileShader(defaultFShaderStr, GL_FRAGMENT_SHADER); // Compile default fragment shader + + shader.id = LoadShaderProgram(defaultVShaderId, defaultFShaderId); 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 + + // Set default shader locations: attributes 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 + // Set default shader locations: 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"); + + // NOTE: We could also use below function but in case DEFAULT_ATTRIB_* points are + // changed for external custom shaders, we just use direct bindings above + //SetShaderDefaultLocations(&shader); } else TraceLog(LOG_WARNING, "[SHDR ID %i] Default shader could not be loaded", shader.id); @@ -3361,8 +3315,8 @@ static void SetShaderDefaultLocations(Shader *shader) // Get handles to GLSL uniform locations (fragment shader) 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"); + shader->locs[LOC_MAP_SPECULAR] = glGetUniformLocation(shader->id, "texture1"); + shader->locs[LOC_MAP_NORMAL] = glGetUniformLocation(shader->id, "texture2"); } // Unload default shader @@ -3370,10 +3324,11 @@ static void UnloadShaderDefault(void) { glUseProgram(0); - //glDetachShader(defaultShader, vertexShader); - //glDetachShader(defaultShader, fragmentShader); - //glDeleteShader(vertexShader); // Already deleted on shader compilation - //glDeleteShader(fragmentShader); // Already deleted on shader compilation + glDetachShader(defaultShader.id, defaultVShaderId); + glDetachShader(defaultShader.id, defaultFShaderId); + glDeleteShader(defaultVShaderId); + glDeleteShader(defaultFShaderId); + glDeleteProgram(defaultShader.id); } @@ -3414,9 +3369,9 @@ static void LoadBuffersDefault(void) quads.texcoords = (float *)malloc(sizeof(float)*2*4*MAX_QUADS_BATCH); // 2 float by texcoord, 4 texcoord by quad quads.colors = (unsigned char *)malloc(sizeof(unsigned char)*4*4*MAX_QUADS_BATCH); // 4 float by color, 4 colors by quad #if defined(GRAPHICS_API_OPENGL_33) - quads.indices = (unsigned int *)malloc(sizeof(int)*6*MAX_QUADS_BATCH); // 6 int by quad (indices) + quads.indices = (unsigned int *)malloc(sizeof(unsigned int)*6*MAX_QUADS_BATCH); // 6 int by quad (indices) #elif defined(GRAPHICS_API_OPENGL_ES2) - quads.indices = (unsigned short *)malloc(sizeof(short)*6*MAX_QUADS_BATCH); // 6 int by quad (indices) + quads.indices = (unsigned short *)malloc(sizeof(unsigned short)*6*MAX_QUADS_BATCH); // 6 int by quad (indices) #endif for (int i = 0; i < (3*4*MAX_QUADS_BATCH); i++) quads.vertices[i] = 0.0f; @@ -4023,8 +3978,8 @@ static void SetStereoConfig(VrDeviceInfo hmd) vrConfig.eyesViewOffset[1] = MatrixTranslate(hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f); // Compute eyes Viewports - //vrConfig.eyesViewport[0] = (Rectangle){ 0, 0, hmd.hResolution/2, hmd.vResolution }; - //vrConfig.eyesViewport[1] = (Rectangle){ hmd.hResolution/2, 0, hmd.hResolution/2, hmd.vResolution }; + vrConfig.eyesViewport[0] = (Rectangle){ 0, 0, hmd.hResolution/2, hmd.vResolution }; + vrConfig.eyesViewport[1] = (Rectangle){ hmd.hResolution/2, 0, hmd.hResolution/2, hmd.vResolution }; } // Set internal projection and modelview matrix depending on eyes tracking data @@ -4049,6 +4004,58 @@ static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView) #endif //defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) +// Get OpenGL internal formats and data type from raylib PixelFormat +static void GetGlFormats(int format, int *glInternalFormat, int *glFormat, int *glType) +{ + *glInternalFormat = -1; + *glFormat = -1; + *glType = -1; + + switch (format) + { + #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_21) || 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 + case UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_UNSIGNED_BYTE; break; + case UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_LUMINANCE_ALPHA; *glFormat = GL_LUMINANCE_ALPHA; *glType = GL_UNSIGNED_BYTE; break; + case UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break; + case UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break; + case UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break; + case UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break; + case UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break; + #if !defined(GRAPHICS_API_OPENGL_11) + case UNCOMPRESSED_R32: if (texFloatSupported) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float + case UNCOMPRESSED_R32G32B32: if (texFloatSupported) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float + case UNCOMPRESSED_R32G32B32A32: if (texFloatSupported) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float + #endif + #elif defined(GRAPHICS_API_OPENGL_33) + case UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_R8; *glFormat = GL_RED; *glType = GL_UNSIGNED_BYTE; break; + case UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_RG8; *glFormat = GL_RG; *glType = GL_UNSIGNED_BYTE; break; + case UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB565; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break; + case UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB8; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break; + case UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGB5_A1; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break; + case UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA4; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break; + case UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA8; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break; + case UNCOMPRESSED_R32: if (texFloatSupported) *glInternalFormat = GL_R32F; *glFormat = GL_RED; *glType = GL_FLOAT; break; + case UNCOMPRESSED_R32G32B32: if (texFloatSupported) *glInternalFormat = GL_RGB32F; *glFormat = GL_RGB; *glType = GL_FLOAT; break; + case UNCOMPRESSED_R32G32B32A32: if (texFloatSupported) *glInternalFormat = GL_RGBA32F; *glFormat = GL_RGBA; *glType = GL_FLOAT; break; + #endif + #if !defined(GRAPHICS_API_OPENGL_11) + case COMPRESSED_DXT1_RGB: if (texCompDXTSupported) *glInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break; + case COMPRESSED_DXT1_RGBA: if (texCompDXTSupported) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break; + case COMPRESSED_DXT3_RGBA: if (texCompDXTSupported) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break; + case COMPRESSED_DXT5_RGBA: if (texCompDXTSupported) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break; + case COMPRESSED_ETC1_RGB: if (texCompETC1Supported) *glInternalFormat = GL_ETC1_RGB8_OES; break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3 + case COMPRESSED_ETC2_RGB: if (texCompETC2Supported) *glInternalFormat = GL_COMPRESSED_RGB8_ETC2; break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3 + case COMPRESSED_ETC2_EAC_RGBA: if (texCompETC2Supported) *glInternalFormat = GL_COMPRESSED_RGBA8_ETC2_EAC; break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3 + case COMPRESSED_PVRT_RGB: if (texCompPVRTSupported) *glInternalFormat = GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU + case COMPRESSED_PVRT_RGBA: if (texCompPVRTSupported) *glInternalFormat = GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU + case COMPRESSED_ASTC_4x4_RGBA: if (texCompASTCSupported) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_4x4_KHR; break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3 + case COMPRESSED_ASTC_8x8_RGBA: if (texCompASTCSupported) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_8x8_KHR; break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3 + #endif + default: TraceLog(LOG_WARNING, "Texture format not supported"); break; + } +} + #if defined(GRAPHICS_API_OPENGL_11) // Mipmaps data is generated after image data static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight) |
