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authorvictorfisac <[email protected]>2017-03-06 09:47:08 +0100
committervictorfisac <[email protected]>2017-03-06 09:47:08 +0100
commitf9277f216372179560c560427beccdd2e5c5d094 (patch)
tree8d3858c978f2b36ea8912f25e3cbe6fa56952aff /src/rlgl.c
parentce56fcb1eda06385b88c1a906f0968d742ff8130 (diff)
parentc05701253e0a4eda211a0d7ced74ae29d6585917 (diff)
downloadraylib-f9277f216372179560c560427beccdd2e5c5d094.tar.gz
raylib-f9277f216372179560c560427beccdd2e5c5d094.zip
Merge remote-tracking branch 'refs/remotes/raysan5/master'
Diffstat (limited to 'src/rlgl.c')
-rw-r--r--src/rlgl.c3882
1 files changed, 2422 insertions, 1460 deletions
diff --git a/src/rlgl.c b/src/rlgl.c
index 5f8a5ea1..ffc9d741 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -2,12 +2,57 @@
*
* rlgl - raylib OpenGL abstraction layer
*
-* raylib now uses OpenGL 1.1 style functions (rlVertex) that are mapped to selected OpenGL version:
-* OpenGL 1.1 - Direct map rl* -> gl*
-* OpenGL 3.3 - Vertex data is stored in VAOs, call rlglDraw() to render
-* OpenGL ES 2 - Vertex data is stored in VBOs or VAOs (when available), call rlglDraw() to render
+* DESCRIPTION:
*
-* Copyright (c) 2014 Ramon Santamaria (@raysan5)
+* rlgl allows usage of OpenGL 1.1 style functions (rlVertex) that are internally mapped to
+* selected OpenGL version (1.1, 2.1, 3.3 Core, ES 2.0).
+*
+* When chosing an OpenGL version greater than OpenGL 1.1, rlgl stores vertex data on internal
+* VBO buffers (and VAOs if available). It requires calling 3 functions:
+* rlglInit() - Initialize internal buffers and auxiliar resources
+* rlglDraw() - Process internal buffers and send required draw calls
+* rlglClose() - De-initialize internal buffers data and other auxiliar resources
+*
+* CONFIGURATION:
+*
+* #define GRAPHICS_API_OPENGL_11
+* Use OpenGL 1.1 backend
+*
+* #define GRAPHICS_API_OPENGL_21
+* Use OpenGL 2.1 backend
+*
+* #define GRAPHICS_API_OPENGL_33
+* Use OpenGL 3.3 Core profile backend
+*
+* #define GRAPHICS_API_OPENGL_ES2
+* Use OpenGL ES 2.0 backend
+*
+* #define RLGL_STANDALONE
+* Use rlgl as standalone library (no raylib dependency)
+*
+* #define RLGL_NO_DISTORTION_SHADER
+* Avoid stereo rendering distortion sahder (shader_distortion.h) inclusion
+*
+* #define SUPPORT_SHADER_DEFAULT / ENABLE_SHADER_DEFAULT
+*
+* #define SUPPORT_SHADER_DISTORTION
+*
+*
+* #define SUPPORT_OCULUS_RIFT_CV1 / RLGL_OCULUS_SUPPORT
+* Enable Oculus Rift CV1 functionality
+*
+* #define SUPPORT_STEREO_RENDERING
+*
+* #define RLGL_NO_DEFAULT_SHADER
+*
+* DEPENDENCIES:
+* raymath - 3D math functionality (Vector3, Matrix, Quaternion)
+* GLAD - OpenGL extensions loading (OpenGL 3.3 Core only)
+*
+*
+* LICENSE: zlib/libpng
+*
+* Copyright (c) 2014-2016 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.
@@ -28,38 +73,63 @@
#include "rlgl.h"
-#include <stdio.h> // Standard input / output lib
-#include <stdlib.h> // Declares malloc() and free() for memory management, rand()
-#include <string.h> // Declares strcmp(), strlen(), strtok()
+#include <stdio.h> // Required for: fopen(), fclose(), fread()... [Used only on LoadText()]
+#include <stdlib.h> // Required for: malloc(), free(), rand()
+#include <string.h> // Required for: strcmp(), strlen(), strtok()
+#include <math.h> // Required for: atan2()
-#include "raymath.h" // Required for Vector3 and Matrix functions
+#ifndef RLGL_STANDALONE
+ #include "raymath.h" // Required for: Vector3 and Matrix functions
+#endif
#if defined(GRAPHICS_API_OPENGL_11)
- #ifdef __APPLE__ // OpenGL include for OSX
- #include <OpenGL/gl.h>
+ #ifdef __APPLE__
+ #include <OpenGL/gl.h> // OpenGL 1.1 library for OSX
#else
- #include <GL/gl.h> // Basic OpenGL include
+ #include <GL/gl.h> // OpenGL 1.1 library
#endif
#endif
+#if defined(GRAPHICS_API_OPENGL_21)
+ #define GRAPHICS_API_OPENGL_33
+#endif
+
#if defined(GRAPHICS_API_OPENGL_33)
- #ifdef __APPLE__ // OpenGL include for OSX
- #include <OpenGL/gl3.h>
+ #ifdef __APPLE__
+ #include <OpenGL/gl3.h> // OpenGL 3 library for OSX
#else
- //#define GLEW_STATIC
- //#include <GL/glew.h> // GLEW header, includes OpenGL headers
- #include "glad.h" // glad header, includes OpenGL headers
+ #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
#if defined(GRAPHICS_API_OPENGL_ES2)
- #include <EGL/egl.h>
- #include <GLES2/gl2.h>
- #include <GLES2/gl2ext.h>
+ #include <EGL/egl.h> // EGL library
+ #include <GLES2/gl2.h> // OpenGL ES 2.0 library
+ #include <GLES2/gl2ext.h> // OpenGL ES 2.0 extensions library
#endif
#if defined(RLGL_STANDALONE)
- #include <stdarg.h> // Used for functions with variable number of parameters (TraceLog())
+ #include <stdarg.h> // Required for: va_list, va_start(), vfprintf(), va_end() [Used only on TraceLog()]
+#endif
+
+#if !defined(GRAPHICS_API_OPENGL_11) && !defined(RLGL_NO_DISTORTION_SHADER)
+ #include "shader_distortion.h" // Distortion shader to be embedded
+#endif
+
+//#define RLGL_OCULUS_SUPPORT // Enable Oculus Rift code
+#if defined(RLGL_OCULUS_SUPPORT)
+ #include "external/OculusSDK/LibOVR/Include/OVR_CAPI_GL.h" // Oculus SDK for OpenGL
+#endif
+
+#if defined(RLGL_STANDALONE)
+ #define OCULUSAPI
+#else
+ #define OCULUSAPI static
#endif
//----------------------------------------------------------------------------------
@@ -108,90 +178,119 @@
#define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93b7
#endif
+#ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
+ #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
+#endif
+
+#ifndef GL_TEXTURE_MAX_ANISOTROPY_EXT
+ #define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
+#endif
+
#if defined(GRAPHICS_API_OPENGL_11)
#define GL_UNSIGNED_SHORT_5_6_5 0x8363
#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
#endif
+
+#if defined(GRAPHICS_API_OPENGL_ES2)
+ #define glClearDepth glClearDepthf
+ #define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER
+ #define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER
+#endif
+
+// Default vertex attribute names on shader to set location points
+#define DEFAULT_ATTRIB_POSITION_NAME "vertexPosition" // shader-location = 0
+#define DEFAULT_ATTRIB_TEXCOORD_NAME "vertexTexCoord" // shader-location = 1
+#define DEFAULT_ATTRIB_NORMAL_NAME "vertexNormal" // shader-location = 2
+#define DEFAULT_ATTRIB_COLOR_NAME "vertexColor" // shader-location = 3
+#define DEFAULT_ATTRIB_TANGENT_NAME "vertexTangent" // shader-location = 4
+#define DEFAULT_ATTRIB_TEXCOORD2_NAME "vertexTexCoord2" // shader-location = 5
+
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
-// Vertex buffer (position + color arrays)
-// NOTE: Used for lines and triangles VAOs
-typedef struct {
- int vCounter;
- int cCounter;
- float *vertices; // 3 components per vertex
- unsigned char *colors; // 4 components per vertex
-} VertexPositionColorBuffer;
-
-// Vertex buffer (position + texcoords + color arrays)
-// NOTE: Not used
-typedef struct {
- int vCounter;
- int tcCounter;
- int cCounter;
- float *vertices; // 3 components per vertex
- float *texcoords; // 2 components per vertex
- unsigned char *colors; // 4 components per vertex
-} VertexPositionColorTextureBuffer;
-
-// Vertex buffer (position + texcoords + normals arrays)
-// NOTE: Not used
-typedef struct {
- int vCounter;
- int tcCounter;
- int nCounter;
- float *vertices; // 3 components per vertex
- float *texcoords; // 2 components per vertex
- float *normals; // 3 components per vertex
- //short *normals; // NOTE: Less data load... but padding issues and normalizing required!
-} VertexPositionTextureNormalBuffer;
-
-// Vertex buffer (position + texcoords + colors + indices arrays)
-// NOTE: Used for quads VAO
-typedef struct {
- int vCounter;
- int tcCounter;
- int cCounter;
- float *vertices; // 3 components per vertex
- float *texcoords; // 2 components per vertex
- unsigned char *colors; // 4 components per vertex
+// Dynamic vertex buffers (position + texcoords + colors + indices arrays)
+typedef struct DynamicBuffer {
+ int vCounter; // vertex position counter to process (and draw) from full buffer
+ int tcCounter; // vertex texcoord counter to process (and draw) from full buffer
+ int cCounter; // vertex color counter to process (and draw) from full buffer
+ float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0)
+ float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
+ unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
- unsigned int *indices; // 6 indices per quad (could be int)
+ unsigned int *indices; // vertex indices (in case vertex data comes indexed) (6 indices per quad)
#elif defined(GRAPHICS_API_OPENGL_ES2)
- unsigned short *indices; // 6 indices per quad (must be short)
+ unsigned short *indices; // vertex indices (in case vertex data comes indexed) (6 indices per quad)
// NOTE: 6*2 byte = 12 byte, not alignment problem!
#endif
-} VertexPositionColorTextureIndexBuffer;
+ unsigned int vaoId; // OpenGL Vertex Array Object id
+ unsigned int vboId[4]; // OpenGL Vertex Buffer Objects id (4 types of vertex data)
+} DynamicBuffer;
// Draw call type
// NOTE: Used to track required draw-calls, organized by texture
-typedef struct {
- GLuint textureId;
+typedef struct DrawCall {
int vertexCount;
- // TODO: Store draw state -> blending mode, shader
-} DrawCall;
+ GLuint vaoId;
+ GLuint textureId;
+ GLuint shaderId;
-// pixel type (same as Color type)
-// NOTE: Used exclusively in mipmap generation functions
-typedef struct {
- unsigned char r;
- unsigned char g;
- unsigned char b;
- unsigned char a;
-} pixel;
-
-// Framebuffer Object type
-typedef struct {
- GLuint id;
- GLuint colorTextureId;
- GLuint depthTextureId;
-} FBO;
+ Matrix projection;
+ Matrix modelview;
-#if defined(RLGL_STANDALONE)
-typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType;
+ // TODO: Store additional draw state data
+ //int blendMode;
+ //Guint fboId;
+} DrawCall;
+
+// Head-Mounted-Display device parameters
+typedef struct VrDeviceInfo {
+ int hResolution; // HMD horizontal resolution in pixels
+ int vResolution; // HMD vertical resolution in pixels
+ float hScreenSize; // HMD horizontal size in meters
+ float vScreenSize; // HMD vertical size in meters
+ float vScreenCenter; // HMD screen center in meters
+ float eyeToScreenDistance; // HMD distance between eye and display in meters
+ float lensSeparationDistance; // HMD lens separation distance in meters
+ float interpupillaryDistance; // HMD IPD (distance between pupils) in meters
+ float distortionK[4]; // HMD lens distortion constant parameters
+ float chromaAbCorrection[4]; // HMD chromatic aberration correction parameters
+} VrDeviceInfo;
+
+// VR Stereo rendering configuration for simulator
+typedef struct VrStereoConfig {
+ RenderTexture2D stereoFbo; // VR stereo rendering framebuffer
+ Shader distortionShader; // VR stereo rendering distortion shader
+ //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;
+
+#if defined(RLGL_OCULUS_SUPPORT)
+typedef struct OculusBuffer {
+ ovrTextureSwapChain textureChain;
+ GLuint depthId;
+ GLuint fboId;
+ int width;
+ int height;
+} OculusBuffer;
+
+typedef struct OculusMirror {
+ ovrMirrorTexture texture;
+ GLuint fboId;
+ int width;
+ int height;
+} OculusMirror;
+
+typedef struct OculusLayer {
+ ovrViewScaleDesc viewScaleDesc;
+ ovrLayerEyeFov eyeLayer; // layer 0
+ //ovrLayerQuad quadLayer; // TODO: layer 1: '2D' quad for GUI
+ Matrix eyeProjections[2];
+ int width;
+ int height;
+} OculusLayer;
#endif
//----------------------------------------------------------------------------------
@@ -210,23 +309,11 @@ static DrawMode currentDrawMode;
static float currentDepth = -1.0f;
-// Vertex arrays for lines, triangles and quads
-static VertexPositionColorBuffer lines; // No texture support
-static VertexPositionColorBuffer triangles; // No texture support
-static VertexPositionColorTextureIndexBuffer quads;
-
-// Shader Programs
-static Shader defaultShader, simpleShader;
-static Shader currentShader; // By default, defaultShader
-
-// Vertex Array Objects (VAO)
-static GLuint vaoLines, vaoTriangles, vaoQuads;
-
-// Vertex Buffer Objects (VBO)
-static GLuint linesBuffer[2];
-static GLuint trianglesBuffer[2];
-static GLuint quadsBuffer[4];
+static DynamicBuffer lines; // Default dynamic buffer for lines data
+static DynamicBuffer triangles; // Default dynamic buffer for triangles data
+static DynamicBuffer quads; // Default dynamic buffer for quads data (used to draw textures)
+// Default buffers draw calls
static DrawCall *draws;
static int drawsCounter;
@@ -235,27 +322,46 @@ static Vector3 *tempBuffer;
static int tempBufferCount = 0;
static bool useTempBuffer = false;
-// Flags for supported extensions
-static bool vaoSupported = false; // VAO support (OpenGL ES2 could not support VAO extension)
+// Shader Programs
+static Shader defaultShader; // Basic shader, support vertex color and diffuse texture
+static Shader currentShader; // Shader to be used on rendering (by default, defaultShader)
-// Compressed textures support flags
-//static bool texCompDXTSupported = false; // DDS texture compression support
-static bool texCompETC1Supported = false; // ETC1 texture compression support
-static bool texCompETC2Supported = false; // ETC2/EAC texture compression support
-static bool texCompPVRTSupported = false; // PVR texture compression support
-static bool texCompASTCSupported = false; // ASTC texture compression support
+// Extension supported flag: VAO
+static bool vaoSupported = false; // VAO support (OpenGL ES2 could not support VAO extension)
-// Framebuffer object and texture
-static FBO postproFbo;
-static Model postproQuad;
+// Extension supported flag: Compressed textures
+static bool texCompETC1Supported = false; // ETC1 texture compression support
+static bool texCompETC2Supported = false; // ETC2/EAC texture compression support
+static bool texCompPVRTSupported = false; // PVR texture compression support
+static bool texCompASTCSupported = false; // ASTC texture compression support
+#endif
-// Shaders related variables
-static bool enabledPostpro = false;
+// Extension supported flag: Anisotropic filtering
+static bool texAnisotropicFilterSupported = false; // Anisotropic texture filtering support
+static float maxAnisotropicLevel = 0.0f; // Maximum anisotropy level supported (minimum is 2.0f)
+
+// Extension supported flag: Clamp mirror wrap mode
+static bool texClampMirrorSupported = false; // Clamp mirror wrap mode supported
+
+#if defined(RLGL_OCULUS_SUPPORT)
+// OVR device variables
+static ovrSession session; // Oculus session (pointer to ovrHmdStruct)
+static ovrHmdDesc hmdDesc; // Oculus device descriptor parameters
+static ovrGraphicsLuid luid; // Oculus locally unique identifier for the program (64 bit)
+static OculusLayer layer; // Oculus drawing layer (similar to photoshop)
+static OculusBuffer buffer; // Oculus internal buffers (texture chain and fbo)
+static OculusMirror mirror; // Oculus mirror texture and fbo
+static unsigned int frameIndex = 0; // Oculus frames counter, used to discard frames from chain
#endif
-// Compressed textures support flags
-static bool texCompDXTSupported = false; // DDS texture compression support
-static bool npotSupported = false; // NPOT textures full support
+// VR global variables
+static VrDeviceInfo hmd; // Current VR device info
+static VrStereoConfig vrConfig; // VR stereo configuration for simulator
+static bool vrDeviceReady = false; // VR device ready flag
+static bool vrSimulator = false; // VR simulator enabled flag
+static bool vrEnabled = false; // VR experience enabled (device or simulator)
+static bool vrRendering = true; // VR stereo rendering enabled/disabled flag
+ // NOTE: This flag is useful to render data over stereo image (i.e. FPS)
#if defined(GRAPHICS_API_OPENGL_ES2)
// NOTE: VAO functionality is exposed through extensions (OES)
@@ -265,53 +371,69 @@ static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays;
//static PFNGLISVERTEXARRAYOESPROC glIsVertexArray; // NOTE: Fails in WebGL, omitted
#endif
-// Save screen size data (render size), required for postpro quad
-static int screenWidth, screenHeight;
+// Compressed textures support flags
+static bool texCompDXTSupported = false; // DDS texture compression support
+static bool npotSupported = false; // NPOT textures full support
-static int blendMode = 0;
+static int blendMode = 0; // Track current blending mode
// White texture useful for plain color polys (required by shader)
-// NOTE: It's required in shapes and models modules!
-unsigned int whiteTexture;
+static unsigned int whiteTexture;
+
+// Default framebuffer size (required by Oculus device)
+static int screenWidth; // Default framebuffer width
+static int screenHeight; // Default framebuffer height
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-static Shader LoadDefaultShader(void);
-static Shader LoadSimpleShader(void);
-static void InitializeBuffers(void);
-static void InitializeBuffersGPU(void);
-static void UpdateBuffers(void);
-static char *TextFileRead(char *fn);
-
static void LoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int compressedFormat);
+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 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(int eyesCount); // Draw default internal buffers vertex data
+static void UnloadDefaultBuffers(void); // Unload default internal buffers vertex data from CPU and GPU
-FBO rlglLoadFBO(int width, int height);
-void rlglUnloadFBO(FBO fbo);
+// Configure stereo rendering (including distortion shader) with HMD device parameters
+static void SetStereoConfig(VrDeviceInfo info);
+
+// Set internal projection and modelview matrix depending on eyes tracking data
+static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView);
#endif
-#if defined(GRAPHICS_API_OPENGL_11)
-static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight);
-static pixel *GenNextMipmap(pixel *srcData, int srcWidth, int srcHeight);
+#if defined(RLGL_OCULUS_SUPPORT)
+#if !defined(RLGL_STANDALONE)
+static bool InitOculusDevice(void); // Initialize Oculus device (returns true if success)
+static void CloseOculusDevice(void); // Close Oculus device
+static void UpdateOculusTracking(Camera *camera); // Update Oculus head position-orientation tracking
+static void BeginOculusDrawing(void); // Setup Oculus buffers for drawing
+static void EndOculusDrawing(void); // Finish Oculus drawing and blit framebuffer to mirror
#endif
-#if defined(RLGL_STANDALONE)
-static void TraceLog(int msgType, const char *text, ...);
+static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height); // Load Oculus required buffers
+static void UnloadOculusBuffer(ovrSession session, OculusBuffer buffer); // Unload texture required buffers
+static OculusMirror LoadOculusMirror(ovrSession session, int width, int height); // Load Oculus mirror buffers
+static void UnloadOculusMirror(ovrSession session, OculusMirror mirror); // Unload Oculus mirror buffers
+static void BlitOculusMirror(ovrSession session, OculusMirror mirror); // Copy Oculus screen buffer to mirror texture
+static OculusLayer InitOculusLayer(ovrSession session); // Init Oculus layer (similar to photoshop)
+static Matrix FromOvrMatrix(ovrMatrix4f ovrM); // Convert from Oculus ovrMatrix4f struct to raymath Matrix struct
#endif
-#if defined(GRAPHICS_API_OPENGL_ES2)
-// NOTE: strdup() functions replacement (not C99, POSIX function, not available on emscripten)
-// Duplicates a string, returning an identical malloc'd string
-char *mystrdup(const char *str)
-{
- size_t len = strlen(str) + 1;
- void *newstr = malloc(len);
- if (newstr == NULL) return NULL;
- return (char *)memcpy(newstr, str, len);
-}
+#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);
+#endif
+
+#if defined(RLGL_STANDALONE)
+float *MatrixToFloat(Matrix mat); // Converts Matrix to float array
#endif
//----------------------------------------------------------------------------------
@@ -333,14 +455,14 @@ void rlMatrixMode(int mode)
}
}
-void rlFrustum(double left, double right, double bottom, double top, double near, double far)
+void rlFrustum(double left, double right, double bottom, double top, double zNear, double zFar)
{
- glFrustum(left, right, bottom, top, near, far);
+ glFrustum(left, right, bottom, top, zNear, zFar);
}
-void rlOrtho(double left, double right, double bottom, double top, double near, double far)
+void rlOrtho(double left, double right, double bottom, double top, double zNear, double zFar)
{
- glOrtho(left, right, bottom, top, near, far);
+ glOrtho(left, right, bottom, top, zNear, zFar);
}
void rlPushMatrix(void) { glPushMatrix(); }
@@ -412,7 +534,6 @@ void rlRotatef(float angleDeg, float x, float y, float z)
Vector3 axis = (Vector3){ x, y, z };
VectorNormalize(&axis);
matRotation = MatrixRotate(axis, angleDeg*DEG2RAD);
-
MatrixTranspose(&matRotation);
*currentMatrix = MatrixMultiply(*currentMatrix, matRotation);
@@ -459,6 +580,13 @@ void rlOrtho(double left, double right, double bottom, double top, double near,
#endif
+// Set the viewport area (transformation from normalized device coordinates to window coordinates)
+// NOTE: Updates global variables: screenWidth, screenHeight
+void rlViewport(int x, int y, int width, int height)
+{
+ glViewport(x, y, width, height);
+}
+
//----------------------------------------------------------------------------------
// Module Functions Definition - Vertex level operations
//----------------------------------------------------------------------------------
@@ -593,7 +721,7 @@ void rlEnd(void)
} break;
default: break;
}
-
+
// NOTE: Depth increment is dependant on rlOrtho(): z-near and z-far values,
// as well as depth buffer bit-depth (16bit or 24bit or 32bit)
// Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits)
@@ -617,7 +745,7 @@ void rlVertex3f(float x, float y, float z)
case RL_LINES:
{
// Verify that MAX_LINES_BATCH limit not reached
- if (lines.vCounter / 2 < MAX_LINES_BATCH)
+ if (lines.vCounter/2 < MAX_LINES_BATCH)
{
lines.vertices[3*lines.vCounter] = x;
lines.vertices[3*lines.vCounter + 1] = y;
@@ -631,7 +759,7 @@ void rlVertex3f(float x, float y, float z)
case RL_TRIANGLES:
{
// Verify that MAX_TRIANGLES_BATCH limit not reached
- if (triangles.vCounter / 3 < MAX_TRIANGLES_BATCH)
+ if (triangles.vCounter/3 < MAX_TRIANGLES_BATCH)
{
triangles.vertices[3*triangles.vCounter] = x;
triangles.vertices[3*triangles.vCounter + 1] = y;
@@ -645,7 +773,7 @@ void rlVertex3f(float x, float y, float z)
case RL_QUADS:
{
// Verify that MAX_QUADS_BATCH limit not reached
- if (quads.vCounter / 4 < MAX_QUADS_BATCH)
+ if (quads.vCounter/4 < MAX_QUADS_BATCH)
{
quads.vertices[3*quads.vCounter] = x;
quads.vertices[3*quads.vCounter + 1] = y;
@@ -777,20 +905,111 @@ void rlDisableTexture(void)
#if defined(GRAPHICS_API_OPENGL_11)
glDisable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
+#else
+ // NOTE: If quads batch limit is reached,
+ // we force a draw call and next batch starts
+ if (quads.vCounter/4 >= MAX_QUADS_BATCH) rlglDraw();
+#endif
+}
+
+// Set texture parameters (wrap mode/filter mode)
+void rlTextureParameters(unsigned int id, int param, int value)
+{
+ glBindTexture(GL_TEXTURE_2D, id);
+
+ switch (param)
+ {
+ 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");
+ else glTexParameteri(GL_TEXTURE_2D, param, value);
+ } break;
+ case RL_TEXTURE_MAG_FILTER:
+ case RL_TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_2D, param, value); break;
+ case RL_TEXTURE_ANISOTROPIC_FILTER:
+ {
+ if (value <= maxAnisotropicLevel) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
+ else if (maxAnisotropicLevel > 0.0f)
+ {
+ TraceLog(WARNING, "[TEX ID %i] Maximum anisotropic filter level supported is %iX", id, maxAnisotropicLevel);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
+ }
+ else TraceLog(WARNING, "Anisotropic filtering not supported");
+ } break;
+ default: break;
+ }
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+}
+
+// Enable rendering to texture (fbo)
+void rlEnableRenderTexture(unsigned int id)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glBindFramebuffer(GL_FRAMEBUFFER, id);
+
+ //glDisable(GL_CULL_FACE); // Allow double side drawing for texture flipping
+ //glCullFace(GL_FRONT);
+#endif
+}
+
+// Disable rendering to texture
+void rlDisableRenderTexture(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+ //glEnable(GL_CULL_FACE);
+ //glCullFace(GL_BACK);
+#endif
+}
+
+// Enable depth test
+void rlEnableDepthTest(void)
+{
+ glEnable(GL_DEPTH_TEST);
+}
+
+// Disable depth test
+void rlDisableDepthTest(void)
+{
+ glDisable(GL_DEPTH_TEST);
+}
+
+// Enable wire mode
+void rlEnableWireMode(void)
+{
+#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
+ // NOTE: glPolygonMode() not available on OpenGL ES
+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+#endif
+}
+
+// Disable wire mode
+void rlDisableWireMode(void)
+{
+#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
+ // NOTE: glPolygonMode() not available on OpenGL ES
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
#endif
}
// Unload texture from GPU memory
void rlDeleteTextures(unsigned int id)
{
- glDeleteTextures(1, &id);
+ if (id != 0) glDeleteTextures(1, &id);
}
-// Enable rendering to postprocessing FBO
-void rlEnablePostproFBO()
+// Unload render texture from GPU memory
+void rlDeleteRenderTextures(RenderTexture2D target)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glBindFramebuffer(GL_FRAMEBUFFER, postproFbo.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);
#endif
}
@@ -798,7 +1017,7 @@ void rlEnablePostproFBO()
void rlDeleteShader(unsigned int id)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glDeleteProgram(id);
+ if (id != 0) glDeleteProgram(id);
#endif
}
@@ -806,7 +1025,11 @@ void rlDeleteShader(unsigned int id)
void rlDeleteVertexArrays(unsigned int id)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if (vaoSupported) glDeleteVertexArrays(1, &id);
+ if (vaoSupported)
+ {
+ if (id != 0) glDeleteVertexArrays(1, &id);
+ TraceLog(INFO, "[VAO ID %i] Unloaded model data from VRAM (GPU)", id);
+ }
#endif
}
@@ -814,7 +1037,11 @@ void rlDeleteVertexArrays(unsigned int id)
void rlDeleteBuffers(unsigned int id)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glDeleteBuffers(1, &id);
+ if (id != 0)
+ {
+ glDeleteBuffers(1, &id);
+ if (!vaoSupported) TraceLog(INFO, "[VBO ID %i] Unloaded model vertex data from VRAM (GPU)", id);
+ }
#endif
}
@@ -842,6 +1069,8 @@ 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)
@@ -853,12 +1082,12 @@ int rlGetVersion(void)
// Module Functions Definition - rlgl Functions
//----------------------------------------------------------------------------------
-// Init OpenGL 3.3+ required data
-void rlglInit(void)
+// Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states
+void rlglInit(int width, int height)
{
// Check OpenGL information and capabilities
//------------------------------------------------------------------------------
-
+
// Print current OpenGL and GLSL version
TraceLog(INFO, "GPU: Vendor: %s", glGetString(GL_VENDOR));
TraceLog(INFO, "GPU: Renderer: %s", glGetString(GL_RENDERER));
@@ -869,14 +1098,14 @@ void rlglInit(void)
//int maxTexSize;
//glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTexSize);
//TraceLog(INFO, "GL_MAX_TEXTURE_SIZE: %i", maxTexSize);
-
+
//GL_MAX_TEXTURE_IMAGE_UNITS
//GL_MAX_VIEWPORT_DIMS
//int numAuxBuffers;
//glGetIntegerv(GL_AUX_BUFFERS, &numAuxBuffers);
//TraceLog(INFO, "GL_AUX_BUFFERS: %i", numAuxBuffers);
-
+
//GLint numComp = 0;
//GLint format[32] = { 0 };
//glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &numComp);
@@ -884,7 +1113,7 @@ void rlglInit(void)
//for (int i = 0; i < numComp; i++) TraceLog(INFO, "Supported compressed format: 0x%x", format[i]);
// NOTE: We don't need that much data on screen... right now...
-
+
#if defined(GRAPHICS_API_OPENGL_11)
//TraceLog(INFO, "OpenGL 1.1 (or driver default) profile initialized");
#endif
@@ -892,30 +1121,40 @@ void rlglInit(void)
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Get supported extensions list
GLint numExt = 0;
-
+
#if defined(GRAPHICS_API_OPENGL_33)
// NOTE: On OpenGL 3.3 VAO and NPOT are supported by default
vaoSupported = true;
npotSupported = true;
- // NOTE: We don't need to check again supported extensions but we do (in case GLEW is replaced sometime)
// We get a list of available extensions and we check for some of them (compressed textures)
+ // NOTE: We don't need to check again supported extensions but we do (GLAD already dealt with that)
glGetIntegerv(GL_NUM_EXTENSIONS, &numExt);
+
+#ifdef _MSC_VER
+ const char **extList = malloc(sizeof(const char *)*numExt);
+#else
const char *extList[numExt];
-
+#endif
+
for (int i = 0; i < numExt; i++) extList[i] = (char *)glGetStringi(GL_EXTENSIONS, i);
-
+
#elif defined(GRAPHICS_API_OPENGL_ES2)
char *extensions = (char *)glGetString(GL_EXTENSIONS); // One big const string
-
+
// NOTE: We have to duplicate string because glGetString() returns a const value
// If not duplicated, it fails in some systems (Raspberry Pi)
- char *extensionsDup = mystrdup(extensions);
-
+ // Equivalent to function: char *strdup(const char *str)
+ char *extensionsDup;
+ size_t len = strlen(extensions) + 1;
+ void *newstr = malloc(len);
+ if (newstr == NULL) extensionsDup = NULL;
+ extensionsDup = (char *)memcpy(newstr, extensions, len);
+
// NOTE: String could be splitted using strtok() function (string.h)
// NOTE: strtok() modifies the received string, it can not be const
-
+
char *extList[512]; // Allocate 512 strings pointers (2 KB)
extList[numExt] = strtok(extensionsDup, " ");
@@ -925,9 +1164,9 @@ void rlglInit(void)
numExt++;
extList[numExt] = strtok(NULL, " ");
}
-
+
free(extensionsDup); // Duplicated string must be deallocated
-
+
numExt -= 1;
#endif
@@ -945,26 +1184,28 @@ void rlglInit(void)
if (strcmp(extList[i], (const char *)"GL_OES_vertex_array_object") == 0)
{
vaoSupported = true;
-
- // The extension is supported by our hardware and driver, try to get related functions pointers
+
+ // The extension is supported by our hardware and driver, try to get related functions pointers
// NOTE: emscripten does not support VAOs natively, it uses emulation and it reduces overall performance...
glGenVertexArrays = (PFNGLGENVERTEXARRAYSOESPROC)eglGetProcAddress("glGenVertexArraysOES");
glBindVertexArray = (PFNGLBINDVERTEXARRAYOESPROC)eglGetProcAddress("glBindVertexArrayOES");
glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSOESPROC)eglGetProcAddress("glDeleteVertexArraysOES");
//glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)eglGetProcAddress("glIsVertexArrayOES"); // NOTE: Fails in WebGL, omitted
}
-
+
// Check NPOT textures support
// NOTE: Only check on OpenGL ES, OpenGL 3.3 has NPOT textures full support as core feature
if (strcmp(extList[i], (const char *)"GL_OES_texture_npot") == 0) npotSupported = true;
-#endif
-
+#endif
+
// DDS texture compression support
if ((strcmp(extList[i], (const char *)"GL_EXT_texture_compression_s3tc") == 0) ||
- (strcmp(extList[i], (const char *)"GL_WEBKIT_WEBGL_compressed_texture_s3tc") == 0)) texCompDXTSupported = true;
-
+ (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_s3tc") == 0) ||
+ (strcmp(extList[i], (const char *)"GL_WEBKIT_WEBGL_compressed_texture_s3tc") == 0)) texCompDXTSupported = true;
+
// ETC1 texture compression support
- if (strcmp(extList[i], (const char *)"GL_OES_compressed_ETC1_RGB8_texture") == 0) texCompETC1Supported = true;
+ if ((strcmp(extList[i], (const char *)"GL_OES_compressed_ETC1_RGB8_texture") == 0) ||
+ (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_etc1") == 0)) texCompETC1Supported = true;
// ETC2/EAC texture compression support
if (strcmp(extList[i], (const char *)"GL_ARB_ES3_compatibility") == 0) texCompETC2Supported = true;
@@ -974,12 +1215,26 @@ void rlglInit(void)
// ASTC texture compression support
if (strcmp(extList[i], (const char *)"GL_KHR_texture_compression_astc_hdr") == 0) texCompASTCSupported = true;
+
+ // Anisotropic texture filter support
+ if (strcmp(extList[i], (const char *)"GL_EXT_texture_filter_anisotropic") == 0)
+ {
+ texAnisotropicFilterSupported = true;
+ glGetFloatv(0x84FF, &maxAnisotropicLevel); // GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
+ }
+
+ // Clamp mirror wrap mode supported
+ if (strcmp(extList[i], (const char *)"GL_EXT_texture_mirror_clamp") == 0) texClampMirrorSupported = true;
}
-
+
+#ifdef _MSC_VER
+ free(extList);
+#endif
+
#if defined(GRAPHICS_API_OPENGL_ES2)
if (vaoSupported) TraceLog(INFO, "[EXTENSION] VAO extension detected, VAO functions initialized successfully");
else TraceLog(WARNING, "[EXTENSION] VAO extension not found, VAO usage not supported");
-
+
if (npotSupported) TraceLog(INFO, "[EXTENSION] NPOT textures extension detected, full NPOT textures supported");
else TraceLog(WARNING, "[EXTENSION] NPOT textures extension not found, limited NPOT support (no-mipmaps, no-repeat)");
#endif
@@ -990,21 +1245,13 @@ void rlglInit(void)
if (texCompPVRTSupported) TraceLog(INFO, "[EXTENSION] PVRT compressed textures supported");
if (texCompASTCSupported) TraceLog(INFO, "[EXTENSION] ASTC compressed textures supported");
+ if (texAnisotropicFilterSupported) TraceLog(INFO, "[EXTENSION] Anisotropic textures filtering supported (max: %.0fX)", maxAnisotropicLevel);
+ if (texClampMirrorSupported) TraceLog(INFO, "[EXTENSION] Clamp mirror wrap texture mode supported");
+
// Initialize buffers, default shaders and default textures
//----------------------------------------------------------
-
- // Set default draw mode
- currentDrawMode = RL_TRIANGLES;
- // Reset projection and modelview matrices
- projection = MatrixIdentity();
- modelview = MatrixIdentity();
- currentMatrix = &modelview;
-
- // Initialize matrix stack
- for (int i = 0; i < MATRIX_STACK_SIZE; i++) stack[i] = MatrixIdentity();
-
- // Create default white texture for plain colors (required by shader)
+ // 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);
@@ -1012,15 +1259,12 @@ void rlglInit(void)
if (whiteTexture != 0) TraceLog(INFO, "[TEX ID %i] Base white texture loaded successfully", whiteTexture);
else TraceLog(WARNING, "Base white texture could not be loaded");
- // Init default Shader (Custom for GL 3.3 and ES2)
+ // Init default Shader (customized for GL 3.3 and ES2)
defaultShader = LoadDefaultShader();
- simpleShader = LoadSimpleShader();
- //customShader = LoadShader("custom.vs", "custom.fs"); // Works ok
-
currentShader = defaultShader;
- InitializeBuffers(); // Init vertex arrays
- InitializeBuffersGPU(); // Init VBO and VAO
+ // Init default vertex arrays buffers (lines, triangles, quads)
+ LoadDefaultBuffers();
// Init temp vertex buffer, used when transformation required (translate, rotate, scale)
tempBuffer = (Vector3 *)malloc(sizeof(Vector3)*TEMP_VERTEX_BUFFER_SIZE);
@@ -1038,202 +1282,63 @@ void rlglInit(void)
drawsCounter = 1;
draws[drawsCounter - 1].textureId = whiteTexture;
-#endif
-}
-
-// Init postpro system
-// NOTE: Uses global variables screenWidth and screenHeight
-// Modifies global variables: postproFbo, postproQuad
-void rlglInitPostpro(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- postproFbo = rlglLoadFBO(screenWidth, screenHeight);
+ currentDrawMode = RL_TRIANGLES; // Set default draw mode
- if (postproFbo.id > 0)
- {
- // Create a simple quad model to render fbo texture
- Mesh quad;
-
- quad.vertexCount = 6;
-
- float w = (float)screenWidth;
- float h = (float)screenHeight;
-
- float quadPositions[6*3] = { w, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, h, 0.0f, 0.0f, h, 0.0f, w, h, 0.0f, w, 0.0f, 0.0f };
- float quadTexcoords[6*2] = { 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f };
- float quadNormals[6*3] = { 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f };
- unsigned char quadColors[6*4] = { 255 };
-
- quad.vertices = quadPositions;
- quad.texcoords = quadTexcoords;
- quad.normals = quadNormals;
- quad.colors = quadColors;
-
- postproQuad = rlglLoadModel(quad);
-
- // NOTE: postproFbo.colorTextureId must be assigned to postproQuad model shader
- }
-#endif
-}
+ // Init internal matrix stack (emulating OpenGL 1.1)
+ for (int i = 0; i < MATRIX_STACK_SIZE; i++) stack[i] = MatrixIdentity();
-// Load a framebuffer object
-FBO rlglLoadFBO(int width, int height)
-{
- FBO fbo;
- fbo.id = 0;
+ // Init internal projection and modelview matrices
+ projection = MatrixIdentity();
+ modelview = MatrixIdentity();
+ currentMatrix = &modelview;
+#endif // defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- // Create the texture that will serve as the color attachment for the framebuffer
- glGenTextures(1, &fbo.colorTextureId);
- glBindTexture(GL_TEXTURE_2D, fbo.colorTextureId);
- 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);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
- glBindTexture(GL_TEXTURE_2D, 0);
+ // Initialize OpenGL default states
+ //----------------------------------------------------------
- // Create the renderbuffer that will serve as the depth attachment for the framebuffer.
- glGenRenderbuffers(1, &fbo.depthTextureId);
- glBindRenderbuffer(GL_RENDERBUFFER, fbo.depthTextureId);
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height);
-
- // NOTE: We can also use a texture for depth buffer (GL_ARB_depth_texture/GL_OES_depth_texture extensions)
- // A renderbuffer is simpler than a texture and could offer better performance on embedded devices
-/*
- glGenTextures(1, &fbo.depthTextureId);
- glBindTexture(GL_TEXTURE_2D, fbo.depthTextureId);
- 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_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
- glBindTexture(GL_TEXTURE_2D, 0);
-*/
- // Create the framebuffer object
- glGenFramebuffers(1, &fbo.id);
- glBindFramebuffer(GL_FRAMEBUFFER, fbo.id);
+ // Init state: Depth test
+ glDepthFunc(GL_LEQUAL); // Type of depth testing to apply
+ glDisable(GL_DEPTH_TEST); // Disable depth testing for 2D (only used for 3D)
- // Attach color texture and depth renderbuffer to FBO
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbo.colorTextureId, 0);
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fbo.depthTextureId);
+ // Init state: Blending mode
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Color blending function (how colors are mixed)
+ glEnable(GL_BLEND); // Enable color blending (required to work with transparencies)
- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ // Init state: Culling
+ // NOTE: All shapes/models triangles are drawn CCW
+ glCullFace(GL_BACK); // Cull the back face (default)
+ glFrontFace(GL_CCW); // Front face are defined counter clockwise (default)
+ glEnable(GL_CULL_FACE); // Enable backface culling
- if (status != GL_FRAMEBUFFER_COMPLETE)
- {
- TraceLog(WARNING, "Framebuffer object could not be created...");
-
- switch(status)
- {
- case GL_FRAMEBUFFER_UNSUPPORTED: TraceLog(WARNING, "Framebuffer is unsupported"); break;
- case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TraceLog(WARNING, "Framebuffer incomplete attachment"); break;
-#if defined(GRAPHICS_API_OPENGL_ES2)
- case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: TraceLog(WARNING, "Framebuffer incomplete dimensions"); break;
-#endif
- case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TraceLog(WARNING, "Framebuffer incomplete missing attachment"); break;
- default: break;
- }
-
- glDeleteTextures(1, &fbo.colorTextureId);
- glDeleteTextures(1, &fbo.depthTextureId);
- }
- else TraceLog(INFO, "[FBO ID %i] Framebuffer object created successfully", fbo);
-
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
+#if defined(GRAPHICS_API_OPENGL_11)
+ // Init state: Color hints (deprecated in OpenGL 3.0+)
+ glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Improve quality of color and texture coordinate interpolation
+ glShadeModel(GL_SMOOTH); // Smooth shading between vertex (vertex colors interpolation)
#endif
- return fbo;
-}
+ // Init state: Color/Depth buffers clear
+ glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color (black)
+ glClearDepth(1.0f); // Set clear depth value (default)
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers (depth buffer required for 3D)
-// Unload framebuffer object
-void rlglUnloadFBO(FBO fbo)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glDeleteFramebuffers(1, &fbo.id);
- glDeleteTextures(1, &fbo.colorTextureId);
- glDeleteTextures(1, &fbo.depthTextureId);
-
- TraceLog(INFO, "[FBO ID %i] Unloaded framebuffer object successfully", fbo.id);
-#endif
+ // Store screen size into global variables
+ screenWidth = width;
+ screenHeight = height;
+
+ TraceLog(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)
- // Unbind everything
- if (vaoSupported) glBindVertexArray(0);
- glDisableVertexAttribArray(0);
- glDisableVertexAttribArray(1);
- glDisableVertexAttribArray(2);
- glDisableVertexAttribArray(3);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
-
- glUseProgram(0);
-
- // Delete VBOs
- glDeleteBuffers(1, &linesBuffer[0]);
- glDeleteBuffers(1, &linesBuffer[1]);
- glDeleteBuffers(1, &trianglesBuffer[0]);
- glDeleteBuffers(1, &trianglesBuffer[1]);
- glDeleteBuffers(1, &quadsBuffer[0]);
- glDeleteBuffers(1, &quadsBuffer[1]);
- glDeleteBuffers(1, &quadsBuffer[2]);
- glDeleteBuffers(1, &quadsBuffer[3]);
-
- if (vaoSupported)
- {
- // Delete VAOs
- glDeleteVertexArrays(1, &vaoLines);
- glDeleteVertexArrays(1, &vaoTriangles);
- glDeleteVertexArrays(1, &vaoQuads);
- }
-
- //glDetachShader(defaultShaderProgram, v);
- //glDetachShader(defaultShaderProgram, f);
- //glDeleteShader(v);
- //glDeleteShader(f);
- glDeleteProgram(defaultShader.id);
- glDeleteProgram(simpleShader.id);
+ UnloadDefaultShader();
+ UnloadDefaultBuffers();
- // Free vertex arrays memory
- free(lines.vertices);
- free(lines.colors);
-
- free(triangles.vertices);
- free(triangles.colors);
-
- free(quads.vertices);
- free(quads.texcoords);
- free(quads.colors);
- free(quads.indices);
-
- // Free GPU texture
+ // Delete default white texture
glDeleteTextures(1, &whiteTexture);
TraceLog(INFO, "[TEX ID %i] Unloaded texture data (base white texture) from VRAM", whiteTexture);
- if (postproFbo.id != 0)
- {
- rlglUnloadFBO(postproFbo);
-
- // Unload postpro quad model data
-#if defined(GRAPHICS_API_OPENGL_11)
- free(postproQuad.mesh.vertices);
- free(postproQuad.mesh.texcoords);
- free(postproQuad.mesh.normals);
-#endif
-
- rlDeleteBuffers(postproQuad.mesh.vboId[0]);
- rlDeleteBuffers(postproQuad.mesh.vboId[1]);
- rlDeleteBuffers(postproQuad.mesh.vboId[2]);
-
- rlDeleteVertexArrays(postproQuad.mesh.vaoId);
-
- TraceLog(INFO, "Unloaded postprocessing data");
- }
-
free(draws);
#endif
}
@@ -1242,424 +1347,63 @@ void rlglClose(void)
void rlglDraw(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- UpdateBuffers();
-
- if ((lines.vCounter > 0) || (triangles.vCounter > 0) || (quads.vCounter > 0))
- {
- glUseProgram(currentShader.id);
-
- Matrix matMVP = MatrixMultiply(modelview, projection); // Create modelview-projection matrix
-
- glUniformMatrix4fv(currentShader.mvpLoc, 1, false, MatrixToFloat(matMVP));
- glUniform1i(currentShader.mapDiffuseLoc, 0);
- }
-
- // NOTE: We draw in this order: lines, triangles, quads
-
- if (lines.vCounter > 0)
- {
- glBindTexture(GL_TEXTURE_2D, whiteTexture);
-
- if (vaoSupported)
- {
- glBindVertexArray(vaoLines);
- }
- else
- {
- glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[0]);
- glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(currentShader.vertexLoc);
-
- if (currentShader.colorLoc != -1)
- {
- glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[1]);
- glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
- glEnableVertexAttribArray(currentShader.colorLoc);
- }
- }
-
- glDrawArrays(GL_LINES, 0, lines.vCounter);
-
- if (!vaoSupported) glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindTexture(GL_TEXTURE_2D, 0);
- }
-
- if (triangles.vCounter > 0)
- {
- glBindTexture(GL_TEXTURE_2D, whiteTexture);
-
- if (vaoSupported)
- {
- glBindVertexArray(vaoTriangles);
- }
- else
- {
- glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[0]);
- glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(currentShader.vertexLoc);
-
- if (currentShader.colorLoc != -1)
- {
- glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[1]);
- glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
- glEnableVertexAttribArray(currentShader.colorLoc);
- }
- }
-
- glDrawArrays(GL_TRIANGLES, 0, triangles.vCounter);
-
- if (!vaoSupported) glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindTexture(GL_TEXTURE_2D, 0);
- }
-
- if (quads.vCounter > 0)
- {
- int quadsCount = 0;
- int numIndicesToProcess = 0;
- int indicesOffset = 0;
-
- if (vaoSupported)
- {
- glBindVertexArray(vaoQuads);
- }
- else
- {
- // Enable vertex attributes
- glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[0]);
- glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(currentShader.vertexLoc);
-
- glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[1]);
- glVertexAttribPointer(currentShader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(currentShader.texcoordLoc);
-
- if (currentShader.colorLoc != -1)
- {
- glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[2]);
- glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
- glEnableVertexAttribArray(currentShader.colorLoc);
- }
-
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quadsBuffer[3]);
- }
-
- //TraceLog(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);
-
- 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
-#if defined(GRAPHICS_API_OPENGL_33)
- glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_INT, (GLvoid*) (sizeof(GLuint) * indicesOffset));
-#elif defined(GRAPHICS_API_OPENGL_ES2)
- 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!
-
- indicesOffset += draws[i].vertexCount/4*6;
- }
-
- if (!vaoSupported)
- {
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- }
-
- glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
- }
-
- if (vaoSupported) glBindVertexArray(0); // Unbind VAO
-
- glUseProgram(0); // Unbind shader program
-
- // Reset draws counter
- drawsCounter = 1;
- draws[0].textureId = whiteTexture;
- draws[0].vertexCount = 0;
-
- // Reset vertex counters for next frame
- lines.vCounter = 0;
- lines.cCounter = 0;
-
- triangles.vCounter = 0;
- triangles.cCounter = 0;
-
- quads.vCounter = 0;
- quads.tcCounter = 0;
- quads.cCounter = 0;
-
- // Reset depth for next draw
- currentDepth = -1.0f;
-#endif
-}
-
-// Draw with postprocessing shader
-void rlglDrawPostpro(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ // 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);
- rlglDrawModel(postproQuad, (Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, 0.0f, (Vector3){1.0f, 1.0f, 1.0f}, (Color){ 255, 255, 255, 255 }, false);
-#endif
-}
+ // NOTE: Default buffers upload and draw
+ UpdateDefaultBuffers();
-// Draw a 3d model
-// NOTE: Model transform can come within model struct
-void rlglDrawModel(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color color, bool wires)
-{
-#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
- // NOTE: glPolygonMode() not available on OpenGL ES
- if (wires) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_11)
- glEnable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, model.texture.id);
-
- // NOTE: On OpenGL 1.1 we use Vertex Arrays to draw model
- glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array
- glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable texture coords array
- glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array
-
- glVertexPointer(3, GL_FLOAT, 0, model.mesh.vertices); // Pointer to vertex coords array
- glTexCoordPointer(2, GL_FLOAT, 0, model.mesh.texcoords); // Pointer to texture coords array
- glNormalPointer(GL_FLOAT, 0, model.mesh.normals); // Pointer to normals array
- //glColorPointer(4, GL_UNSIGNED_BYTE, 0, model.mesh.colors); // Pointer to colors array (NOT USED)
-
- rlPushMatrix();
- rlTranslatef(position.x, position.y, position.z);
- rlScalef(scale.x, scale.y, scale.z);
- rlRotatef(rotationAngle, rotationAxis.x, rotationAxis.y, rotationAxis.z);
-
- rlColor4ub(color.r, color.g, color.b, color.a);
-
- glDrawArrays(GL_TRIANGLES, 0, model.mesh.vertexCount);
- rlPopMatrix();
-
- glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array
- glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array
- glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array
-
- glDisable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, 0);
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glUseProgram(model.shader.id);
-
- // 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()
- Matrix matView = modelview; // View matrix (camera)
- Matrix matProjection = projection; // Projection matrix (perspective)
-
- // Calculate transformation matrix from function parameters
- // Get transform matrix (rotation -> scale -> translation)
- Matrix matRotation = MatrixRotate(rotationAxis, rotationAngle*DEG2RAD);
- Matrix matScale = MatrixScale(scale.x, scale.y, scale.z);
- Matrix matTranslation = MatrixTranslate(position.x, position.y, position.z);
- Matrix matTransform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation);
-
- // Combine model internal transformation matrix (model.transform) with matrix generated by function parameters (matTransform)
- Matrix matModel = MatrixMultiply(model.transform, matTransform); // Transform to world-space coordinates
-
- // Calculate model-view matrix combining matModel and matView
- Matrix matModelView = MatrixMultiply(matModel, matView); // Transform to camera-space coordinates
-
- // Calculate model-view-projection matrix (MVP)
- Matrix matMVP = MatrixMultiply(matModelView, matProjection); // Transform to screen-space coordinates
-
- // Send combined model-view-projection matrix to shader
- glUniformMatrix4fv(model.shader.mvpLoc, 1, false, MatrixToFloat(matMVP));
-
- // Apply color tinting to model
- // NOTE: Just update one uniform on fragment shader
- float vColor[4] = { (float)color.r/255, (float)color.g/255, (float)color.b/255, (float)color.a/255 };
- glUniform4fv(model.shader.tintColorLoc, 1, vColor);
-
- // Set shader textures (diffuse, normal, specular)
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, model.shader.texDiffuseId);
- glUniform1i(model.shader.mapDiffuseLoc, 0);
-
- if (model.shader.texNormalId != 0)
- {
- glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_2D, model.shader.texNormalId);
- }
-
- if (model.shader.texSpecularId != 0)
- {
- glActiveTexture(GL_TEXTURE2);
- glBindTexture(GL_TEXTURE_2D, model.shader.texSpecularId);
- }
-
- if (vaoSupported)
- {
- glBindVertexArray(model.mesh.vaoId);
- }
- else
- {
- // Bind model VBOs data
- glBindBuffer(GL_ARRAY_BUFFER, model.mesh.vboId[0]);
- glVertexAttribPointer(model.shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(model.shader.vertexLoc);
-
- glBindBuffer(GL_ARRAY_BUFFER, model.mesh.vboId[1]);
- glVertexAttribPointer(model.shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(model.shader.texcoordLoc);
-
- // Add normals support
- if (model.shader.normalLoc != -1)
- {
- glBindBuffer(GL_ARRAY_BUFFER, model.mesh.vboId[2]);
- glVertexAttribPointer(model.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(model.shader.normalLoc);
- }
- }
-
- // Draw call!
- glDrawArrays(GL_TRIANGLES, 0, model.mesh.vertexCount);
-
- //glDisableVertexAttribArray(model.shader.vertexLoc);
- //glDisableVertexAttribArray(model.shader.texcoordLoc);
- //if (model.shader.normalLoc != -1) glDisableVertexAttribArray(model.shader.normalLoc);
-
- if (model.shader.texNormalId != 0)
- {
- glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_2D, 0);
- }
-
- if (model.shader.texSpecularId != 0)
- {
- glActiveTexture(GL_TEXTURE2);
- glBindTexture(GL_TEXTURE_2D, 0);
- }
-
- glActiveTexture(GL_TEXTURE0); // Set shader active texture to default 0
- glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
-
- if (vaoSupported) glBindVertexArray(0); // Unbind VAO
- else glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind VBOs
-
- glUseProgram(0); // Unbind shader program
-#endif
-
-#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
- // NOTE: glPolygonMode() not available on OpenGL ES
- if (wires) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+ if (vrEnabled && vrRendering) DrawDefaultBuffers(2);
+ else DrawDefaultBuffers(1);
#endif
}
-// Initialize Graphics Device (OpenGL stuff)
-// NOTE: Stores global variables screenWidth and screenHeight
-void rlglInitGraphics(int offsetX, int offsetY, int width, int height)
+// Load OpenGL extensions
+// NOTE: External loader function could be passed as a pointer
+void rlglLoadExtensions(void *loader)
{
- // Save screen size data (global vars), required on postpro quad
- // NOTE: Size represents render size, it could differ from screen size!
- screenWidth = width;
- screenHeight = height;
-
- // NOTE: Required! viewport must be recalculated if screen resized!
- glViewport(offsetX/2, offsetY/2, width - offsetX, height - offsetY); // Set viewport width and height
-
- // NOTE: Don't confuse glViewport with the transformation matrix
- // NOTE: glViewport just defines the area of the context that you will actually draw to.
-
- glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color (black)
- //glClearDepth(1.0f); // Clear depth buffer (default)
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers, depth buffer is used for 3D
-
- glEnable(GL_DEPTH_TEST); // Enables depth testing (required for 3D)
- glDepthFunc(GL_LEQUAL); // Type of depth testing to apply
-
- glEnable(GL_BLEND); // Enable color blending (required to work with transparencies)
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Color blending function (how colors are mixed)
+#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)
+ #ifndef __APPLE__
+ if (!gladLoadGLLoader((GLADloadproc)loader)) TraceLog(WARNING, "GLAD: Cannot load OpenGL extensions");
+ else TraceLog(INFO, "GLAD: OpenGL extensions loaded successfully");
+ #endif
-#if defined(GRAPHICS_API_OPENGL_11)
- glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Improve quality of color and texture coordinate interpolation (Deprecated in OGL 3.0)
- // Other options: GL_FASTEST, GL_DONT_CARE (default)
+#if defined(GRAPHICS_API_OPENGL_21)
+ #ifndef __APPLE__
+ if (GLAD_GL_VERSION_2_1) TraceLog(INFO, "OpenGL 2.1 profile supported");
+ #endif
+#elif defined(GRAPHICS_API_OPENGL_33)
+ #ifndef __APPLE__
+ if(GLAD_GL_VERSION_3_3) TraceLog(INFO, "OpenGL 3.3 Core profile supported");
+ else TraceLog(ERROR, "OpenGL 3.3 Core profile not supported");
+ #endif
#endif
- rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
- rlLoadIdentity(); // Reset current matrix (PROJECTION)
-
- rlOrtho(0, width - offsetX, height - offsetY, 0, 0.0f, 1.0f); // Config orthographic mode: top-left corner --> (0,0)
-
- rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
- rlLoadIdentity(); // Reset current matrix (MODELVIEW)
-
- // NOTE: All shapes/models triangles are drawn CCW
-
- glEnable(GL_CULL_FACE); // Enable backface culling (Disabled by default)
- //glCullFace(GL_BACK); // Cull the Back face (default)
- //glFrontFace(GL_CCW); // Front face are defined counter clockwise (default)
-
-#if defined(GRAPHICS_API_OPENGL_11)
- glShadeModel(GL_SMOOTH); // Smooth shading between vertex (vertex colors interpolation) (Deprecated on OpenGL 3.3+)
- // Possible options: GL_SMOOTH (Color interpolation) or GL_FLAT (no interpolation)
+ // With GLAD, we can check if an extension is supported using the GLAD_GL_xxx booleans
+ //if (GLAD_GL_ARB_vertex_array_object) // Use GL_ARB_vertex_array_object
#endif
-
- TraceLog(INFO, "OpenGL graphic device initialized successfully");
}
// Get world coordinates from screen coordinates
-// TODO: It doesn't work! It drives me crazy!
-// NOTE: Using global variables: screenWidth, screenHeight
Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view)
{
- Vector3 result = { 0.0f, 0.0f, 0.0f }; // Object coordinates
-
- //GLint viewport[4];
- //glGetIntegerv(GL_VIEWPORT, viewport); // Not available on OpenGL ES 2.0
-
- // Viewport data
- int x = 0; // viewport[0]
- int y = 0; // viewport[1]
- int width = screenWidth; // viewport[2]
- int height = screenHeight; // viewport[3]
-
- Matrix modelviewprojection = MatrixMultiply(view, proj);
- MatrixInvert(&modelviewprojection);
-/*
- // NOTE: Compute unproject using Vector3
+ Vector3 result = { 0.0f, 0.0f, 0.0f };
- // Transformation of normalized coordinates between -1 and 1
- result.x = ((source.x - (float)x)/(float)width)*2.0f - 1.0f;
- result.y = ((source.y - (float)y)/(float)height)*2.0f - 1.0f;
- result.z = source.z*2.0f - 1.0f;
+ // Calculate unproject matrix (multiply projection matrix and view matrix) and invert it
+ Matrix matProjView = MatrixMultiply(proj, view);
+ MatrixInvert(&matProjView);
- // Object coordinates (multiply vector by matrix)
- VectorTransform(&result, modelviewprojection);
-*/
-
- // NOTE: Compute unproject using Quaternion (Vector4)
- Quaternion quat;
-
- quat.x = ((source.x - (float)x)/(float)width)*2.0f - 1.0f;
- quat.y = ((source.y - (float)y)/(float)height)*2.0f - 1.0f;
- quat.z = source.z*2.0f - 1.0f;
- quat.w = 1.0f;
-
- QuaternionTransform(&quat, modelviewprojection);
+ // Create quaternion from source point
+ Quaternion quat = { source.x, source.y, source.z, 1.0f };
- if (quat.w != 0.0f)
- {
- quat.x /= quat.w;
- quat.y /= quat.w;
- quat.z /= quat.w;
- }
+ // Multiply quat point by unproject matrix
+ QuaternionTransform(&quat, matProjView);
- result.x = quat.x;
- result.y = quat.y;
- result.z = quat.z;
+ // Normalized world points in vectors
+ result.x = quat.x/quat.w;
+ result.y = quat.y/quat.w;
+ result.z = quat.z/quat.w;
return result;
}
@@ -1670,39 +1414,41 @@ unsigned int rlglLoadTexture(void *data, int width, int height, int textureForma
glBindTexture(GL_TEXTURE_2D, 0); // Free any old binding
GLuint id = 0;
-
+
// Check texture format support by OpenGL 1.1 (compressed textures not supported)
- if ((rlGetVersion() == OPENGL_11) && (textureFormat >= 8))
+#if defined(GRAPHICS_API_OPENGL_11)
+ if (textureFormat >= 8)
{
TraceLog(WARNING, "OpenGL 1.1 does not support GPU compressed texture formats");
return id;
}
-
+#endif
+
if ((!texCompDXTSupported) && ((textureFormat == COMPRESSED_DXT1_RGB) || (textureFormat == COMPRESSED_DXT1_RGBA) ||
(textureFormat == COMPRESSED_DXT3_RGBA) || (textureFormat == COMPRESSED_DXT5_RGBA)))
{
TraceLog(WARNING, "DXT compressed texture format not supported");
return id;
}
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if ((!texCompETC1Supported) && (textureFormat == COMPRESSED_ETC1_RGB))
{
TraceLog(WARNING, "ETC1 compressed texture format not supported");
return id;
}
-
+
if ((!texCompETC2Supported) && ((textureFormat == COMPRESSED_ETC2_RGB) || (textureFormat == COMPRESSED_ETC2_EAC_RGBA)))
{
TraceLog(WARNING, "ETC2 compressed texture format not supported");
return id;
}
-
+
if ((!texCompPVRTSupported) && ((textureFormat == COMPRESSED_PVRT_RGB) || (textureFormat == COMPRESSED_PVRT_RGBA)))
{
TraceLog(WARNING, "PVRT compressed texture format not supported");
return id;
}
-
+
if ((!texCompASTCSupported) && ((textureFormat == COMPRESSED_ASTC_4x4_RGBA) || (textureFormat == COMPRESSED_ASTC_8x8_RGBA)))
{
TraceLog(WARNING, "ASTC compressed texture format not supported");
@@ -1730,24 +1476,24 @@ unsigned int rlglLoadTexture(void *data, int width, int height, int textureForma
// GL_RGBA4 GL_RGBA GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT_4_4_4_4
// GL_RGBA8 GL_RGBA GL_UNSIGNED_BYTE
// GL_RGB8 GL_RGB GL_UNSIGNED_BYTE
-
+
switch (textureFormat)
{
case UNCOMPRESSED_GRAYSCALE:
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, width, height, 0, GL_RED, GL_UNSIGNED_BYTE, (unsigned char *)data);
-
+
// With swizzleMask we define how a one channel texture will be mapped to RGBA
// Required GL >= 3.3 or EXT_texture_swizzle/ARB_texture_swizzle
GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
-
+
TraceLog(INFO, "[TEX ID %i] Grayscale texture loaded and swizzled", id);
} break;
case UNCOMPRESSED_GRAY_ALPHA:
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, width, height, 0, GL_RG, GL_UNSIGNED_BYTE, (unsigned char *)data);
-
+
GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
} break;
@@ -1821,7 +1567,7 @@ unsigned int rlglLoadTexture(void *data, int width, int height, int textureForma
// Magnification and minification filters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Alternative: GL_LINEAR
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Alternative: GL_LINEAR
-
+
#if defined(GRAPHICS_API_OPENGL_33)
if (mipmapCount > 1)
{
@@ -1831,7 +1577,7 @@ unsigned int rlglLoadTexture(void *data, int width, int height, int textureForma
#endif
// At this point we have the texture loaded in GPU and texture parameters configured
-
+
// NOTE: If mipmaps were not in data, they are not generated automatically
// Unbind current texture
@@ -1843,7 +1589,103 @@ unsigned int rlglLoadTexture(void *data, int width, int height, int textureForma
return id;
}
-void rlglUpdateTexture(unsigned int id, int width, int height, int format, void *data)
+// Load a texture to be used for rendering (fbo with color and depth attachments)
+RenderTexture2D rlglLoadRenderTexture(int width, int height)
+{
+ RenderTexture2D target;
+
+ target.id = 0;
+
+ target.texture.id = 0;
+ target.texture.width = width;
+ target.texture.height = height;
+ target.texture.format = UNCOMPRESSED_R8G8B8A8;
+ target.texture.mipmaps = 1;
+
+ target.depth.id = 0;
+ target.depth.width = width;
+ target.depth.height = height;
+ target.depth.format = 19; //DEPTH_COMPONENT_24BIT
+ target.depth.mipmaps = 1;
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ // Create the texture that will serve as the color attachment for the framebuffer
+ glGenTextures(1, &target.texture.id);
+ glBindTexture(GL_TEXTURE_2D, target.texture.id);
+ 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);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+#if defined(GRAPHICS_API_OPENGL_33)
+ #define USE_DEPTH_TEXTURE
+#else
+ #define USE_DEPTH_RENDERBUFFER
+#endif
+
+#if defined(USE_DEPTH_RENDERBUFFER)
+ // Create the renderbuffer that will serve as the depth attachment for the framebuffer.
+ glGenRenderbuffers(1, &target.depth.id);
+ glBindRenderbuffer(GL_RENDERBUFFER, target.depth.id);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height); // GL_DEPTH_COMPONENT24 not supported on Android
+#elif defined(USE_DEPTH_TEXTURE)
+ // NOTE: We can also use a texture for depth buffer (GL_ARB_depth_texture/GL_OES_depth_texture extension required)
+ // A renderbuffer is simpler than a texture and could offer better performance on embedded devices
+ glGenTextures(1, &target.depth.id);
+ glBindTexture(GL_TEXTURE_2D, target.depth.id);
+ 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_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
+ glBindTexture(GL_TEXTURE_2D, 0);
+#endif
+
+ // Create the framebuffer object
+ glGenFramebuffers(1, &target.id);
+ glBindFramebuffer(GL_FRAMEBUFFER, target.id);
+
+ // Attach color texture and depth renderbuffer to FBO
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, target.texture.id, 0);
+#if defined(USE_DEPTH_RENDERBUFFER)
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, target.depth.id);
+#elif defined(USE_DEPTH_TEXTURE)
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, target.depth.id, 0);
+#endif
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+
+ if (status != GL_FRAMEBUFFER_COMPLETE)
+ {
+ TraceLog(WARNING, "Framebuffer object could not be created...");
+
+ switch (status)
+ {
+ case GL_FRAMEBUFFER_UNSUPPORTED: TraceLog(WARNING, "Framebuffer is unsupported"); break;
+ case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TraceLog(WARNING, "Framebuffer incomplete attachment"); break;
+#if defined(GRAPHICS_API_OPENGL_ES2)
+ case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: TraceLog(WARNING, "Framebuffer incomplete dimensions"); break;
+#endif
+ case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TraceLog(WARNING, "Framebuffer incomplete missing attachment"); break;
+ default: break;
+ }
+
+ glDeleteTextures(1, &target.texture.id);
+ glDeleteTextures(1, &target.depth.id);
+ glDeleteFramebuffers(1, &target.id);
+ }
+ else TraceLog(INFO, "[FBO ID %i] Framebuffer object created successfully", target.id);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+#endif
+
+ return target;
+}
+
+// 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);
@@ -1876,31 +1718,31 @@ void rlglUpdateTexture(unsigned int id, int width, int height, int format, void
}
// Generate mipmap data for selected texture
-void rlglGenerateMipmaps(Texture2D texture)
+void rlglGenerateMipmaps(Texture2D *texture)
{
- glBindTexture(GL_TEXTURE_2D, texture.id);
-
+ glBindTexture(GL_TEXTURE_2D, texture->id);
+
// Check if texture is power-of-two (POT)
bool texIsPOT = false;
-
- if (((texture.width > 0) && ((texture.width & (texture.width - 1)) == 0)) &&
- ((texture.height > 0) && ((texture.height & (texture.height - 1)) == 0))) texIsPOT = true;
+
+ if (((texture->width > 0) && ((texture->width & (texture->width - 1)) == 0)) &&
+ ((texture->height > 0) && ((texture->height & (texture->height - 1)) == 0))) texIsPOT = true;
if ((texIsPOT) || (npotSupported))
{
#if defined(GRAPHICS_API_OPENGL_11)
// Compute required mipmaps
- void *data = rlglReadTexturePixels(texture);
-
+ void *data = rlglReadTexturePixels(*texture);
+
// NOTE: data size is reallocated to fit mipmaps data
- int mipmapCount = GenerateMipmaps(data, texture.width, texture.height);
+ // NOTE: CPU mipmap generation only supports RGBA 32bit data
+ int mipmapCount = GenerateMipmaps(data, texture->width, texture->height);
- // TODO: Adjust mipmap size depending on texture format!
- int size = texture.width*texture.height*4; // RGBA 32bit only
+ int size = texture->width*texture->height*4; // RGBA 32bit only
int offset = size;
- int mipWidth = texture.width/2;
- int mipHeight = texture.height/2;
+ int mipWidth = texture->width/2;
+ int mipHeight = texture->height/2;
// Load the mipmaps
for (int level = 1; level < mipmapCount; level++)
@@ -1913,102 +1755,476 @@ void rlglGenerateMipmaps(Texture2D texture)
mipWidth /= 2;
mipHeight /= 2;
}
-
- TraceLog(WARNING, "[TEX ID %i] Mipmaps generated manually on CPU side", texture.id);
-
-#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+
+ TraceLog(WARNING, "[TEX ID %i] Mipmaps generated manually on CPU side", texture->id);
+
+ // NOTE: Once mipmaps have been generated and data has been uploaded to GPU VRAM, we can discard RAM data
+ free(data);
+
+ texture->mipmaps = mipmapCount + 1;
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ //glHint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE); // Hint for mipmaps generation algorythm: GL_FASTEST, GL_NICEST, GL_DONT_CARE
glGenerateMipmap(GL_TEXTURE_2D); // Generate mipmaps automatically
- TraceLog(INFO, "[TEX ID %i] Mipmaps generated automatically", texture.id);
+ TraceLog(INFO, "[TEX ID %i] Mipmaps generated automatically", texture->id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // Activate Trilinear filtering for mipmaps (must be available)
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // Activate Trilinear filtering for mipmaps
+
+ #define MIN(a,b) (((a)<(b))?(a):(b))
+ #define MAX(a,b) (((a)>(b))?(a):(b))
+
+ texture->mipmaps = 1 + (int)floor(log(MAX(texture->width, texture->height))/log(2));
#endif
}
- else TraceLog(WARNING, "[TEX ID %i] Mipmaps can not be generated", texture.id);
-
+ else TraceLog(WARNING, "[TEX ID %i] Mipmaps can not be generated", texture->id);
+
glBindTexture(GL_TEXTURE_2D, 0);
}
-// Load vertex data into a VAO (if supported) and VBO
-Model rlglLoadModel(Mesh mesh)
+// Upload vertex data into a VAO (if supported) and VBO
+void rlglLoadMesh(Mesh *mesh, bool dynamic)
{
- Model model;
+ mesh->vaoId = 0; // Vertex Array Object
+ mesh->vboId[0] = 0; // Vertex positions VBO
+ mesh->vboId[1] = 0; // Vertex texcoords VBO
+ mesh->vboId[2] = 0; // Vertex normals VBO
+ mesh->vboId[3] = 0; // Vertex colors VBO
+ mesh->vboId[4] = 0; // Vertex tangents VBO
+ mesh->vboId[5] = 0; // Vertex texcoords2 VBO
+ mesh->vboId[6] = 0; // Vertex indices VBO
- model.mesh = mesh;
- model.transform = MatrixIdentity();
- model.mesh.vaoId = 0; // Vertex Array Object
- model.mesh.vboId[0] = 0; // Vertex position VBO
- model.mesh.vboId[1] = 0; // Texcoords VBO
- model.mesh.vboId[2] = 0; // Normals VBO
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ int drawHint = GL_STATIC_DRAW;
+ if (dynamic) drawHint = GL_DYNAMIC_DRAW;
-#if defined(GRAPHICS_API_OPENGL_11)
- model.texture.id = 0; // No texture required
- model.shader.id = 0; // No shader used
-
-#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- model.texture.id = whiteTexture; // Default whiteTexture
- model.texture.width = 1; // Default whiteTexture width
- model.texture.height = 1; // Default whiteTexture height
- model.texture.format = UNCOMPRESSED_R8G8B8A8; // Default whiteTexture format
- model.shader = simpleShader; // Default model shader
-
- GLuint vaoModel = 0; // Vertex Array Objects (VAO)
- GLuint vertexBuffer[3]; // Vertex Buffer Objects (VBO)
+ GLuint vaoId = 0; // Vertex Array Objects (VAO)
+ GLuint vboId[7] = { 0 }; // Vertex Buffer Objects (VBOs)
if (vaoSupported)
{
// Initialize Quads VAO (Buffer A)
- glGenVertexArrays(1, &vaoModel);
- glBindVertexArray(vaoModel);
+ glGenVertexArrays(1, &vaoId);
+ glBindVertexArray(vaoId);
}
- // Create buffers for our vertex data (positions, texcoords, normals)
- glGenBuffers(3, vertexBuffer);
+ // NOTE: Attributes must be uploaded considering default locations points
- // Enable vertex attributes: position
- glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[0]);
- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh.vertexCount, mesh.vertices, GL_STATIC_DRAW);
- glVertexAttribPointer(model.shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(model.shader.vertexLoc);
+ // Enable vertex attributes: position (shader-location = 0)
+ glGenBuffers(1, &vboId[0]);
+ glBindBuffer(GL_ARRAY_BUFFER, 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
- glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[1]);
- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh.vertexCount, mesh.texcoords, GL_STATIC_DRAW);
- glVertexAttribPointer(model.shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(model.shader.texcoordLoc);
+ // Enable vertex attributes: texcoords (shader-location = 1)
+ glGenBuffers(1, &vboId[1]);
+ glBindBuffer(GL_ARRAY_BUFFER, vboId[1]);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords, drawHint);
+ glVertexAttribPointer(1, 2, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(1);
- // Enable vertex attributes: normals
- glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[2]);
- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh.vertexCount, mesh.normals, GL_STATIC_DRAW);
- glVertexAttribPointer(model.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(model.shader.normalLoc);
+ // Enable vertex attributes: normals (shader-location = 2)
+ if (mesh->normals != NULL)
+ {
+ glGenBuffers(1, &vboId[2]);
+ glBindBuffer(GL_ARRAY_BUFFER, vboId[2]);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->normals, drawHint);
+ glVertexAttribPointer(2, 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(2);
+ }
+ else
+ {
+ // Default color vertex attribute set to WHITE
+ glVertexAttrib3f(2, 1.0f, 1.0f, 1.0f);
+ glDisableVertexAttribArray(2);
+ }
- model.mesh.vboId[0] = vertexBuffer[0]; // Vertex position VBO
- model.mesh.vboId[1] = vertexBuffer[1]; // Texcoords VBO
- model.mesh.vboId[2] = vertexBuffer[2]; // Normals VBO
+ // Default color vertex attribute (shader-location = 3)
+ if (mesh->colors != NULL)
+ {
+ glGenBuffers(1, &vboId[3]);
+ glBindBuffer(GL_ARRAY_BUFFER, 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);
+ }
+ else
+ {
+ // Default color vertex attribute set to WHITE
+ glVertexAttrib4f(3, 1.0f, 1.0f, 1.0f, 1.0f);
+ glDisableVertexAttribArray(3);
+ }
+
+ // Default tangent vertex attribute (shader-location = 4)
+ if (mesh->tangents != NULL)
+ {
+ glGenBuffers(1, &vboId[4]);
+ glBindBuffer(GL_ARRAY_BUFFER, vboId[4]);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->tangents, drawHint);
+ glVertexAttribPointer(4, 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(4);
+ }
+ else
+ {
+ // Default tangents vertex attribute
+ glVertexAttrib3f(4, 0.0f, 0.0f, 0.0f);
+ glDisableVertexAttribArray(4);
+ }
+
+ // Default texcoord2 vertex attribute (shader-location = 5)
+ if (mesh->texcoords2 != NULL)
+ {
+ glGenBuffers(1, &vboId[5]);
+ glBindBuffer(GL_ARRAY_BUFFER, vboId[5]);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords2, drawHint);
+ glVertexAttribPointer(5, 2, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(5);
+ }
+ else
+ {
+ // Default tangents vertex attribute
+ glVertexAttrib2f(5, 0.0f, 0.0f);
+ glDisableVertexAttribArray(5);
+ }
+
+ if (mesh->indices != NULL)
+ {
+ glGenBuffers(1, &vboId[6]);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 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 (vaoModel > 0)
+ if (vaoId > 0)
{
- model.mesh.vaoId = vaoModel;
- TraceLog(INFO, "[VAO ID %i] Model uploaded successfully to VRAM (GPU)", vaoModel);
+ mesh->vaoId = vaoId;
+ TraceLog(INFO, "[VAO ID %i] Mesh uploaded successfully to VRAM (GPU)", mesh->vaoId);
}
- else TraceLog(WARNING, "Model could not be uploaded to VRAM (GPU)");
+ else TraceLog(WARNING, "Mesh could not be uploaded to VRAM (GPU)");
}
else
{
- TraceLog(INFO, "[VBO ID %i][VBO ID %i][VBO ID %i] Model uploaded successfully to VRAM (GPU)", model.mesh.vboId[0], model.mesh.vboId[1], model.mesh.vboId[2]);
+ TraceLog(INFO, "[VBOs] Mesh uploaded successfully to VRAM (GPU)");
}
#endif
+}
- return model;
+// Update vertex data on GPU (upload new data to one buffer)
+void rlglUpdateMesh(Mesh mesh, int buffer, int numVertex)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ // Activate mesh VAO
+ if (vaoSupported) glBindVertexArray(mesh.vaoId);
+
+ switch (buffer)
+ {
+ case 0: // Update vertices (vertex position)
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
+ if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.vertices, GL_DYNAMIC_DRAW);
+ else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.vertices);
+
+ } break;
+ case 1: // Update texcoords (vertex texture coordinates)
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]);
+ if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*numVertex, mesh.texcoords, GL_DYNAMIC_DRAW);
+ else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*numVertex, mesh.texcoords);
+
+ } break;
+ case 2: // Update normals (vertex normals)
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]);
+ if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.normals, GL_DYNAMIC_DRAW);
+ else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.normals);
+
+ } break;
+ case 3: // Update colors (vertex colors)
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]);
+ if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*numVertex, mesh.colors, GL_DYNAMIC_DRAW);
+ else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*numVertex, mesh.colors);
+
+ } break;
+ case 4: // Update tangents (vertex tangents)
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]);
+ if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.tangents, GL_DYNAMIC_DRAW);
+ else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.tangents);
+ } break;
+ case 5: // Update texcoords2 (vertex second texture coordinates)
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]);
+ if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*numVertex, mesh.texcoords2, GL_DYNAMIC_DRAW);
+ else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*numVertex, mesh.texcoords2);
+ } break;
+ default: break;
+ }
+
+ // Unbind the current VAO
+ if (vaoSupported) glBindVertexArray(0);
+
+ // Another option would be using buffer mapping...
+ //mesh.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
+ // Now we can modify vertices
+ //glUnmapBuffer(GL_ARRAY_BUFFER);
+#endif
+}
+
+// Draw a 3d mesh with material and transform
+void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
+{
+#if defined(GRAPHICS_API_OPENGL_11)
+ glEnable(GL_TEXTURE_2D);
+ glBindTexture(GL_TEXTURE_2D, material.texDiffuse.id);
+
+ // NOTE: On OpenGL 1.1 we use Vertex Arrays to draw model
+ glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable texture coords array
+ if (mesh.normals != NULL) glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array
+ if (mesh.colors != NULL) glEnableClientState(GL_COLOR_ARRAY); // Enable colors array
+
+ glVertexPointer(3, GL_FLOAT, 0, mesh.vertices); // Pointer to vertex coords array
+ glTexCoordPointer(2, GL_FLOAT, 0, mesh.texcoords); // Pointer to texture coords array
+ if (mesh.normals != NULL) glNormalPointer(GL_FLOAT, 0, mesh.normals); // Pointer to normals array
+ if (mesh.colors != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh.colors); // Pointer to colors array
+
+ rlPushMatrix();
+ rlMultMatrixf(MatrixToFloat(transform));
+ rlColor4ub(material.colDiffuse.r, material.colDiffuse.g, material.colDiffuse.b, material.colDiffuse.a);
+
+ if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, mesh.indices);
+ else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
+ rlPopMatrix();
+
+ glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array
+ if (mesh.normals != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array
+ if (mesh.colors != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable colors array
+
+ glDisable(GL_TEXTURE_2D);
+ glBindTexture(GL_TEXTURE_2D, 0);
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ int eyesCount = 1;
+ if (vrEnabled) eyesCount = 2;
+
+ glUseProgram(material.shader.id);
+
+ // Upload to shader material.colDiffuse
+ glUniform4f(material.shader.colDiffuseLoc, (float)material.colDiffuse.r/255, (float)material.colDiffuse.g/255, (float)material.colDiffuse.b/255, (float)material.colDiffuse.a/255);
+
+ // Upload to shader material.colAmbient (if available)
+ if (material.shader.colAmbientLoc != -1) glUniform4f(material.shader.colAmbientLoc, (float)material.colAmbient.r/255, (float)material.colAmbient.g/255, (float)material.colAmbient.b/255, (float)material.colAmbient.a/255);
+
+ // Upload to shader material.colSpecular (if available)
+ if (material.shader.colSpecularLoc != -1) glUniform4f(material.shader.colSpecularLoc, (float)material.colSpecular.r/255, (float)material.colSpecular.g/255, (float)material.colSpecular.b/255, (float)material.colSpecular.a/255);
+
+ // 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()
+ Matrix matView = modelview; // View matrix (camera)
+ Matrix matProjection = projection; // Projection matrix (perspective)
+
+ // Calculate model-view matrix combining matModel and matView
+ Matrix matModelView = MatrixMultiply(transform, matView); // Transform to camera-space coordinates
+
+ // 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)
+ {
+ // Check if model matrix is located in shader and upload value
+ int modelMatrixLoc = glGetUniformLocation(material.shader.id, "modelMatrix");
+ if (modelMatrixLoc != -1)
+ {
+ // Transpose and inverse model transformations matrix for fragment normal calculations
+ Matrix transInvTransform = transform;
+ MatrixTranspose(&transInvTransform);
+ MatrixInvert(&transInvTransform);
+
+ // Send model transformations matrix to shader
+ glUniformMatrix4fv(modelMatrixLoc, 1, false, MatrixToFloat(transInvTransform));
+ }
+
+ // 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);
+ }
+ else
+ {
+ // 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);
+
+ // 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);
+
+ // Bind mesh VBO data: vertex normals (shader-location = 2, if available)
+ if (material.shader.normalLoc != -1)
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]);
+ glVertexAttribPointer(material.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(material.shader.normalLoc);
+ }
+
+ // Bind mesh VBO data: vertex colors (shader-location = 3, if available)
+ if (material.shader.colorLoc != -1)
+ {
+ 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);
+ }
+ 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);
+ }
+ }
+
+ // Bind mesh VBO data: vertex tangents (shader-location = 4, if available)
+ if (material.shader.tangentLoc != -1)
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]);
+ glVertexAttribPointer(material.shader.tangentLoc, 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(material.shader.tangentLoc);
+ }
+
+ // Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available)
+ if (material.shader.texcoord2Loc != -1)
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]);
+ glVertexAttribPointer(material.shader.texcoord2Loc, 2, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(material.shader.texcoord2Loc);
+ }
+
+ if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]);
+ }
+
+ for (int eye = 0; eye < eyesCount; eye++)
+ {
+ if (eyesCount == 2) SetStereoView(eye, matProjection, matModelView);
+ else modelview = matModelView;
+
+ // Calculate model-view-projection matrix (MVP)
+ 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));
+
+ // 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)
+ {
+ glActiveTexture(GL_TEXTURE2);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ }
+
+ glActiveTexture(GL_TEXTURE0); // Set shader active texture to default 0
+ glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
+
+ if (vaoSupported) glBindVertexArray(0); // Unbind VAO
+ else
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind VBOs
+ if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ }
+
+ glUseProgram(0); // Unbind shader program
+
+ // Restore projection/modelview matrices
+ projection = matProjection;
+ modelview = matView;
+#endif
+}
+
+// Unload mesh data from CPU and GPU
+void rlglUnloadMesh(Mesh *mesh)
+{
+ if (mesh->vertices != NULL) free(mesh->vertices);
+ if (mesh->texcoords != NULL) free(mesh->texcoords);
+ if (mesh->normals != NULL) free(mesh->normals);
+ if (mesh->colors != NULL) free(mesh->colors);
+ if (mesh->tangents != NULL) free(mesh->tangents);
+ if (mesh->texcoords2 != NULL) free(mesh->texcoords2);
+ if (mesh->indices != NULL) free(mesh->indices);
+
+ rlDeleteBuffers(mesh->vboId[0]); // vertex
+ rlDeleteBuffers(mesh->vboId[1]); // texcoords
+ rlDeleteBuffers(mesh->vboId[2]); // normals
+ rlDeleteBuffers(mesh->vboId[3]); // colors
+ rlDeleteBuffers(mesh->vboId[4]); // tangents
+ rlDeleteBuffers(mesh->vboId[5]); // texcoords2
+ rlDeleteBuffers(mesh->vboId[6]); // indices
+
+ rlDeleteVertexArrays(mesh->vaoId);
}
// Read screen pixel data (color buffer)
unsigned char *rlglReadScreenPixels(int width, int height)
{
- unsigned char *screenData = (unsigned char *)malloc(width*height*sizeof(unsigned char)*4);
+ unsigned char *screenData = (unsigned char *)calloc(width*height*4, sizeof(unsigned char));
// NOTE: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, screenData);
@@ -2022,7 +2238,7 @@ unsigned char *rlglReadScreenPixels(int width, int height)
{
// Flip line
imgData[((height - 1) - y)*width*4 + x] = screenData[(y*width*4) + x];
-
+
// Set alpha component value to 255 (no trasparent image retrieval)
// NOTE: Alpha value has already been applied to RGB in framebuffer, we don't need it!
if (((x + 1)%4) == 0) imgData[((height - 1) - y)*width*4 + x] = 255;
@@ -2040,10 +2256,10 @@ unsigned char *rlglReadScreenPixels(int width, int height)
void *rlglReadTexturePixels(Texture2D texture)
{
void *pixels = NULL;
-
+
#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
glBindTexture(GL_TEXTURE_2D, texture.id);
-
+
// NOTE: Using texture.id, we can retrieve some texture info (but not on OpenGL ES 2.0)
/*
int width, height, format;
@@ -2052,11 +2268,11 @@ void *rlglReadTexturePixels(Texture2D texture)
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format);
// Other texture info: GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE
*/
-
+
int glFormat = 0, glType = 0;
unsigned int size = texture.width*texture.height;
-
+
// NOTE: GL_LUMINANCE and GL_LUMINANCE_ALPHA are removed since OpenGL 3.1
// Must be replaced by GL_RED and GL_RG on Core OpenGL 3.3
@@ -2065,8 +2281,8 @@ void *rlglReadTexturePixels(Texture2D texture)
#if defined(GRAPHICS_API_OPENGL_11)
case UNCOMPRESSED_GRAYSCALE: pixels = (unsigned char *)malloc(size); glFormat = GL_LUMINANCE; glType = GL_UNSIGNED_BYTE; break; // 8 bit per pixel (no alpha)
case UNCOMPRESSED_GRAY_ALPHA: pixels = (unsigned char *)malloc(size*2); glFormat = GL_LUMINANCE_ALPHA; glType = GL_UNSIGNED_BYTE; break; // 16 bpp (2 channels)
-#elif defined(GRAPHICS_API_OPENGL_33)
- case UNCOMPRESSED_GRAYSCALE: pixels = (unsigned char *)malloc(size); glFormat = GL_RED; glType = GL_UNSIGNED_BYTE; break;
+#elif defined(GRAPHICS_API_OPENGL_33)
+ case UNCOMPRESSED_GRAYSCALE: pixels = (unsigned char *)malloc(size); glFormat = GL_RED; glType = GL_UNSIGNED_BYTE; break;
case UNCOMPRESSED_GRAY_ALPHA: pixels = (unsigned char *)malloc(size*2); glFormat = GL_RG; glType = GL_UNSIGNED_BYTE; break;
#endif
case UNCOMPRESSED_R5G6B5: pixels = (unsigned short *)malloc(size); glFormat = GL_RGB; glType = GL_UNSIGNED_SHORT_5_6_5; break; // 16 bpp
@@ -2076,25 +2292,26 @@ void *rlglReadTexturePixels(Texture2D texture)
case UNCOMPRESSED_R8G8B8A8: pixels = (unsigned char *)malloc(size*4); glFormat = GL_RGBA; glType = GL_UNSIGNED_BYTE; break; // 32 bpp
default: TraceLog(WARNING, "Texture data retrieval, format not suported"); break;
}
-
+
// NOTE: Each row written to or read from by OpenGL pixel operations like glGetTexImage are aligned to a 4 byte boundary by default, which may add some padding.
- // Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting.
- // GL_PACK_ALIGNMENT affects operations that read from OpenGL memory (glReadPixels, glGetTexImage, etc.)
+ // Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting.
+ // GL_PACK_ALIGNMENT affects operations that read from OpenGL memory (glReadPixels, glGetTexImage, etc.)
// GL_UNPACK_ALIGNMENT affects operations that write to OpenGL memory (glTexImage, etc.)
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glGetTexImage(GL_TEXTURE_2D, 0, glFormat, glType, pixels);
-
+
glBindTexture(GL_TEXTURE_2D, 0);
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
- FBO fbo = rlglLoadFBO(texture.width, texture.height);
-
+
+ RenderTexture2D fbo = rlglLoadRenderTexture(texture.width, texture.height);
+
// NOTE: Two possible Options:
// 1 - Bind texture to color fbo attachment and glReadPixels()
// 2 - Create an fbo, activate it, render quad with texture, glReadPixels()
-
+
#define GET_TEXTURE_FBO_OPTION_1 // It works
#if defined(GET_TEXTURE_FBO_OPTION_1)
@@ -2104,228 +2321,164 @@ void *rlglReadTexturePixels(Texture2D texture)
// Attach our texture to FBO -> Texture must be RGB
// NOTE: Previoust attached texture is automatically detached
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.id, 0);
-
+
pixels = (unsigned char *)malloc(texture.width*texture.height*4*sizeof(unsigned char));
-
+
// NOTE: Despite FBO color texture is RGB, we read data as RGBA... reading as RGB doesn't work... o__O
glReadPixels(0, 0, texture.width, texture.height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
-
+
// Re-attach internal FBO color texture before deleting it
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbo.colorTextureId, 0);
-
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbo.texture.id, 0);
+
glBindFramebuffer(GL_FRAMEBUFFER, 0);
-
+
#elif defined(GET_TEXTURE_FBO_OPTION_2)
// Render texture to fbo
glBindFramebuffer(GL_FRAMEBUFFER, fbo.id);
-
+
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClearDepthf(1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, width, height);
//glMatrixMode(GL_PROJECTION);
//glLoadIdentity();
- rlOrtho(0.0, width, height, 0.0, 0.0, 1.0);
+ rlOrtho(0.0, width, height, 0.0, 0.0, 1.0);
//glMatrixMode(GL_MODELVIEW);
//glLoadIdentity();
//glDisable(GL_TEXTURE_2D);
//glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
-
+
Model quad;
//quad.mesh = GenMeshQuad(width, height);
quad.transform = MatrixIdentity();
- quad.shader = simpleShader;
-
+ quad.shader = defaultShader;
+
DrawModel(quad, (Vector3){ 0.0f, 0.0f, 0.0f }, 1.0f, WHITE);
-
+
pixels = (unsigned char *)malloc(texture.width*texture.height*3*sizeof(unsigned char));
-
+
glReadPixels(0, 0, texture.width, texture.height, GL_RGB, GL_UNSIGNED_BYTE, pixels);
// Bind framebuffer 0, which means render to back buffer
glBindFramebuffer(GL_FRAMEBUFFER, 0);
-
+
UnloadModel(quad);
#endif // GET_TEXTURE_FBO_OPTION
// Clean up temporal fbo
- rlglUnloadFBO(fbo);
+ rlDeleteRenderTextures(fbo);
+
#endif
return pixels;
}
+/*
+// TODO: Record draw calls to be processed in batch
+// NOTE: Global state must be kept
+void rlglRecordDraw(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)
+ draws[drawsCounter].vaoId = currentState.vaoId; // lines.id, trangles.id, quads.id?
+ draws[drawsCounter].textureId = currentState.textureId; // whiteTexture?
+ draws[drawsCounter].shaderId = currentState.shaderId; // defaultShader.id
+ draws[drawsCounter].projection = projection;
+ draws[drawsCounter].modelview = modelview;
+ draws[drawsCounter].vertexCount = currentState.vertexCount;
+
+ drawsCounter++;
+#endif
+}
+*/
//----------------------------------------------------------------------------------
// Module Functions Definition - Shaders Functions
// NOTE: Those functions are exposed directly to the user in raylib.h
//----------------------------------------------------------------------------------
-// Load a custom shader and bind default locations
-Shader LoadShader(char *vsFileName, char *fsFileName)
+// Get default internal texture (white texture)
+Texture2D GetDefaultTexture(void)
{
- Shader shader;
-
- shader.id = 0; // Default value in case of loading failure
+ Texture2D texture;
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- // Shaders loading from external text file
- char *vShaderStr = TextFileRead(vsFileName);
- char *fShaderStr = TextFileRead(fsFileName);
-
- if ((vShaderStr != NULL) && (fShaderStr != NULL))
- {
- shader.id = LoadShaderProgram(vShaderStr, fShaderStr);
+ texture.id = whiteTexture;
+ texture.width = 1;
+ texture.height = 1;
+ texture.mipmaps = 1;
+ texture.format = UNCOMPRESSED_R8G8B8A8;
- if (shader.id != 0)
- {
- TraceLog(INFO, "[SHDR ID %i] Custom shader loaded successfully", shader.id);
-
- // Set shader textures ids (all 0 by default)
- shader.texDiffuseId = 0;
- shader.texNormalId = 0;
- shader.texSpecularId = 0;
-
- // Get handles to GLSL input attibute locations
- //-------------------------------------------------------------------
- shader.vertexLoc = glGetAttribLocation(shader.id, "vertexPosition");
- shader.texcoordLoc = glGetAttribLocation(shader.id, "vertexTexCoord");
- shader.normalLoc = glGetAttribLocation(shader.id, "vertexNormal");
- // NOTE: custom shader does not use colorLoc
- shader.colorLoc = -1;
-
- // Get handles to GLSL uniform locations (vertex shader)
- shader.mvpLoc = glGetUniformLocation(shader.id, "mvpMatrix");
-
- // Get handles to GLSL uniform locations (fragment shader)
- shader.tintColorLoc = glGetUniformLocation(shader.id, "fragTintColor");
- shader.mapDiffuseLoc = glGetUniformLocation(shader.id, "texture0");
- shader.mapNormalLoc = -1; // It can be set later
- shader.mapSpecularLoc = -1; // It can be set later
- //--------------------------------------------------------------------
- }
- else
- {
- TraceLog(WARNING, "Custom shader could not be loaded");
- shader = simpleShader;
- }
-
- // Shader strings must be freed
- free(vShaderStr);
- free(fShaderStr);
- }
- else
- {
- TraceLog(WARNING, "Custom shader could not be loaded");
- shader = simpleShader;
- }
-#endif
-
- return shader;
+ return texture;
}
-// Load custom shader strings and return program id
-unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr)
+// Load text data from file
+// NOTE: text chars array should be freed manually
+char *LoadText(const char *fileName)
{
- 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);
-
- GLint success = 0;
-
- glCompileShader(vertexShader);
+ FILE *textFile;
+ char *text = NULL;
- glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
+ int count = 0;
- if (success != GL_TRUE)
+ if (fileName != NULL)
{
- TraceLog(WARNING, "[VSHDR ID %i] Failed to compile vertex shader...", vertexShader);
-
- int maxLength = 0;
- int length;
-
- glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &maxLength);
+ textFile = fopen(fileName,"rt");
- char log[maxLength];
+ if (textFile != NULL)
+ {
+ fseek(textFile, 0, SEEK_END);
+ count = ftell(textFile);
+ rewind(textFile);
- glGetShaderInfoLog(vertexShader, maxLength, &length, log);
+ if (count > 0)
+ {
+ text = (char *)malloc(sizeof(char)*(count + 1));
+ count = fread(text, sizeof(char), count, textFile);
+ text[count] = '\0';
+ }
- TraceLog(INFO, "%s", log);
+ fclose(textFile);
+ }
+ else TraceLog(WARNING, "[%s] Text file could not be opened", fileName);
}
- else TraceLog(INFO, "[VSHDR ID %i] Vertex shader compiled successfully", vertexShader);
-
- glCompileShader(fragmentShader);
-
- glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
- if (success != GL_TRUE)
- {
- TraceLog(WARNING, "[FSHDR ID %i] Failed to compile fragment shader...", fragmentShader);
+ return text;
+}
- int maxLength = 0;
- int length;
+// Load shader from files and bind default locations
+Shader LoadShader(char *vsFileName, char *fsFileName)
+{
+ Shader shader = { 0 };
- glGetShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &maxLength);
+#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 log[maxLength];
+ if ((vShaderStr != NULL) && (fShaderStr != NULL))
+ {
+ shader.id = LoadShaderProgram(vShaderStr, fShaderStr);
- glGetShaderInfoLog(fragmentShader, maxLength, &length, log);
+ // After shader loading, we try to load default location names
+ if (shader.id != 0) LoadDefaultShaderLocations(&shader);
- TraceLog(INFO, "%s", log);
+ // Shader strings must be freed
+ free(vShaderStr);
+ free(fShaderStr);
}
- else TraceLog(INFO, "[FSHDR ID %i] Fragment shader compiled successfully", fragmentShader);
- program = glCreateProgram();
-
- glAttachShader(program, vertexShader);
- glAttachShader(program, fragmentShader);
-
- glLinkProgram(program);
-
- // NOTE: All uniform variables are intitialised to 0 when a program links
-
- glGetProgramiv(program, GL_LINK_STATUS, &success);
-
- if (success == GL_FALSE)
+ if (shader.id == 0)
{
- TraceLog(WARNING, "[SHDR ID %i] Failed to link shader program...", program);
-
- int maxLength = 0;
- int length;
-
- glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
-
- char log[maxLength];
-
- glGetProgramInfoLog(program, maxLength, &length, log);
-
- TraceLog(INFO, "%s", log);
-
- glDeleteProgram(program);
-
- program = 0;
+ TraceLog(WARNING, "Custom shader could not be loaded");
+ shader = defaultShader;
}
- else TraceLog(INFO, "[SHDR ID %i] Shader program loaded successfully", program);
-
- glDeleteShader(vertexShader);
- glDeleteShader(fragmentShader);
#endif
- return program;
+
+ return shader;
}
-// Unload a custom shader from memory
+// Unload shader from GPU memory (VRAM)
void UnloadShader(Shader shader)
{
if (shader.id != 0)
@@ -2335,120 +2488,34 @@ void UnloadShader(Shader shader)
}
}
-// Set custom shader to be used on batch draw
-void SetCustomShader(Shader shader)
+// Begin custom shader mode
+void BeginShaderMode(Shader shader)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if (currentShader.id != shader.id)
{
rlglDraw();
-
currentShader = shader;
-/*
- if (vaoSupported) glBindVertexArray(vaoQuads);
-
- // Enable vertex attributes: position
- glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[0]);
- glEnableVertexAttribArray(currentShader.vertexLoc);
- glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
-
- // Enable vertex attributes: texcoords
- glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[1]);
- glEnableVertexAttribArray(currentShader.texcoordLoc);
- glVertexAttribPointer(currentShader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
-
- // Enable vertex attributes: colors
- glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[2]);
- glEnableVertexAttribArray(currentShader.colorLoc);
- glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
-
- if (vaoSupported) glBindVertexArray(0); // Unbind VAO
-*/
- }
-#endif
-}
-
-// Set postprocessing shader
-// NOTE: Uses global variables screenWidth and screenHeight
-void SetPostproShader(Shader shader)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if (!enabledPostpro)
- {
- enabledPostpro = true;
- rlglInitPostpro();
}
-
- SetModelShader(&postproQuad, shader);
-
- Texture2D texture;
- texture.id = postproFbo.colorTextureId;
- texture.width = screenWidth;
- texture.height = screenHeight;
-
- SetShaderMapDiffuse(&postproQuad.shader, texture);
-
- //TraceLog(DEBUG, "Postproquad texture id: %i", postproQuad.texture.id);
- //TraceLog(DEBUG, "Postproquad shader diffuse map id: %i", postproQuad.shader.texDiffuseId);
- //TraceLog(DEBUG, "Shader diffuse map id: %i", shader.texDiffuseId);
-#elif defined(GRAPHICS_API_OPENGL_11)
- TraceLog(WARNING, "Shaders not supported on OpenGL 1.1");
#endif
}
-// Set default shader to be used in batch draw
-void SetDefaultShader(void)
+// End custom shader mode (returns to default shader)
+void EndShaderMode(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- SetCustomShader(defaultShader);
-
- if (enabledPostpro)
- {
- SetPostproShader(defaultShader);
- enabledPostpro = false;
- }
+ BeginShaderMode(defaultShader);
#endif
}
-// Link shader to model
-void SetModelShader(Model *model, Shader shader)
+// Get default shader
+Shader GetDefaultShader(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- model->shader = shader;
-
- if (vaoSupported) glBindVertexArray(model->mesh.vaoId);
-
- // Enable vertex attributes: position
- glBindBuffer(GL_ARRAY_BUFFER, model->mesh.vboId[0]);
- glEnableVertexAttribArray(shader.vertexLoc);
- glVertexAttribPointer(shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
-
- // Enable vertex attributes: texcoords
- glBindBuffer(GL_ARRAY_BUFFER, model->mesh.vboId[1]);
- glEnableVertexAttribArray(shader.texcoordLoc);
- glVertexAttribPointer(shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
-
- // Enable vertex attributes: normals
- glBindBuffer(GL_ARRAY_BUFFER, model->mesh.vboId[2]);
- glEnableVertexAttribArray(shader.normalLoc);
- glVertexAttribPointer(shader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
-
- if (vaoSupported) glBindVertexArray(0); // Unbind VAO
-
- // NOTE: If SetModelTexture() is called previously, texture is not assigned to new shader
- if (model->texture.id > 0) model->shader.texDiffuseId = model->texture.id;
-#elif (GRAPHICS_API_OPENGL_11)
- TraceLog(WARNING, "Shaders not supported on OpenGL 1.1");
-#endif
-}
-
-// Check if postprocessing is enabled (used in module: core)
-bool IsPosproShaderEnabled(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- return enabledPostpro;
-#elif defined(GRAPHICS_API_OPENGL_11)
- return false;
+ return defaultShader;
+#else
+ Shader shader = { 0 };
+ return shader;
#endif
}
@@ -2456,10 +2523,10 @@ bool IsPosproShaderEnabled(void)
int GetShaderLocation(Shader shader, const char *uniformName)
{
int location = -1;
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
location = glGetUniformLocation(shader.id, uniformName);
-
- if (location == -1) TraceLog(WARNING, "[SHDR ID %i] Shader location for %s could not be found", shader.id, uniformName);
+
+ if (location == -1) TraceLog(DEBUG, "[SHDR ID %i] Shader location for %s could not be found", shader.id, uniformName);
#endif
return location;
}
@@ -2475,8 +2542,8 @@ void SetShaderValue(Shader shader, int uniformLoc, float *value, int size)
else if (size == 3) glUniform3fv(uniformLoc, 1, value); // Shader uniform type: vec3
else if (size == 4) glUniform4fv(uniformLoc, 1, value); // Shader uniform type: vec4
else TraceLog(WARNING, "Shader value float array size not supported");
-
- glUseProgram(0);
+
+ //glUseProgram(0); // Avoid reseting current shader program, in case other uniforms are set
#endif
}
@@ -2491,8 +2558,8 @@ void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size)
else if (size == 3) glUniform3iv(uniformLoc, 1, value); // Shader uniform type: ivec3
else if (size == 4) glUniform4iv(uniformLoc, 1, value); // Shader uniform type: ivec4
else TraceLog(WARNING, "Shader value int array size not supported");
-
- glUseProgram(0);
+
+ //glUseProgram(0);
#endif
}
@@ -2503,140 +2570,302 @@ void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat)
glUseProgram(shader.id);
glUniformMatrix4fv(uniformLoc, 1, false, MatrixToFloat(mat));
-
- glUseProgram(0);
+
+ //glUseProgram(0);
#endif
}
-// Default diffuse shader map texture assignment
-void SetShaderMapDiffuse(Shader *shader, Texture2D texture)
+// Set a custom projection matrix (replaces internal projection matrix)
+void SetMatrixProjection(Matrix proj)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- shader->texDiffuseId = texture.id;
-
- glUseProgram(shader->id);
-
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, shader->texDiffuseId);
-
- glUniform1i(shader->mapDiffuseLoc, 0); // Texture fits in active texture unit 0
-
- glBindTexture(GL_TEXTURE_2D, 0);
- glActiveTexture(GL_TEXTURE0);
- glUseProgram(0);
+ projection = proj;
#endif
}
-// Normal map texture shader assignment
-void SetShaderMapNormal(Shader *shader, const char *uniformName, Texture2D texture)
+// Set a custom modelview matrix (replaces internal modelview matrix)
+void SetMatrixModelview(Matrix view)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- shader->mapNormalLoc = glGetUniformLocation(shader->id, uniformName);
+ modelview = view;
+#endif
+}
- if (shader->mapNormalLoc == -1) TraceLog(WARNING, "[SHDR ID %i] Shader location for %s could not be found", shader->id, uniformName);
- else
+// Begin blending mode (alpha, additive, multiplied)
+// NOTE: Only 3 blending modes supported, default blend mode is alpha
+void BeginBlendMode(int mode)
+{
+ if ((blendMode != mode) && (mode < 3))
{
- shader->texNormalId = texture.id;
-
- glUseProgram(shader->id);
-
- glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_2D, shader->texNormalId);
-
- glUniform1i(shader->mapNormalLoc, 1); // Texture fits in active texture unit 1
-
- glBindTexture(GL_TEXTURE_2D, 0);
- glActiveTexture(GL_TEXTURE0);
- glUseProgram(0);
+ rlglDraw();
+
+ switch (mode)
+ {
+ case BLEND_ALPHA: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); break;
+ case BLEND_ADDITIVE: glBlendFunc(GL_SRC_ALPHA, GL_ONE); break; // Alternative: glBlendFunc(GL_ONE, GL_ONE);
+ case BLEND_MULTIPLIED: glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); break;
+ default: break;
+ }
+
+ blendMode = mode;
}
-#endif
}
-// Specular map texture shader assignment
-void SetShaderMapSpecular(Shader *shader, const char *uniformName, Texture2D texture)
+// End blending mode (reset to default: alpha blending)
+void EndBlendMode(void)
+{
+ BeginBlendMode(BLEND_ALPHA);
+}
+
+// Init VR device (or simulator)
+// NOTE: If device is not available, it fallbacks to default device (simulator)
+// NOTE: It modifies the global variable: VrDeviceInfo hmd
+void InitVrDevice(int vrDevice)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- shader->mapSpecularLoc = glGetUniformLocation(shader->id, uniformName);
+ switch (vrDevice)
+ {
+ case HMD_DEFAULT_DEVICE: TraceLog(INFO, "Initializing default VR Device (Oculus Rift CV1)");
+ case HMD_OCULUS_RIFT_DK2:
+ case HMD_OCULUS_RIFT_CV1:
+ {
+#if defined(RLGL_OCULUS_SUPPORT)
+ vrDeviceReady = InitOculusDevice();
+#else
+ TraceLog(WARNING, "Oculus Rift not supported by default, recompile raylib with Oculus support");
+#endif
+ } break;
+ case HMD_VALVE_HTC_VIVE:
+ case HMD_SAMSUNG_GEAR_VR:
+ case HMD_GOOGLE_CARDBOARD:
+ case HMD_SONY_PLAYSTATION_VR:
+ case HMD_RAZER_OSVR:
+ case HMD_FOVE_VR: TraceLog(WARNING, "VR Device not supported");
+ default: break;
+ }
- if (shader->mapSpecularLoc == -1) TraceLog(WARNING, "[SHDR ID %i] Shader location for %s could not be found", shader->id, uniformName);
- else
+ if (!vrDeviceReady)
{
- shader->texSpecularId = texture.id;
-
- glUseProgram(shader->id);
-
- glActiveTexture(GL_TEXTURE2);
- glBindTexture(GL_TEXTURE_2D, shader->texSpecularId);
-
- glUniform1i(shader->mapSpecularLoc, 2); // Texture fits in active texture unit 2
-
- glBindTexture(GL_TEXTURE_2D, 0);
- glActiveTexture(GL_TEXTURE0);
- glUseProgram(0);
+ TraceLog(WARNING, "VR Device not found: Initializing VR Simulator (Oculus Rift CV1)");
+
+ if (vrDevice == HMD_OCULUS_RIFT_DK2)
+ {
+ // Oculus Rift DK2 parameters
+ hmd.hResolution = 1280; // HMD horizontal resolution in pixels
+ hmd.vResolution = 800; // HMD vertical resolution in pixels
+ hmd.hScreenSize = 0.14976f; // HMD horizontal size in meters
+ hmd.vScreenSize = 0.09356f; // HMD vertical size in meters
+ hmd.vScreenCenter = 0.04678f; // HMD screen center in meters
+ hmd.eyeToScreenDistance = 0.041f; // HMD distance between eye and display in meters
+ hmd.lensSeparationDistance = 0.0635f; // HMD lens separation distance in meters
+ hmd.interpupillaryDistance = 0.064f; // HMD IPD (distance between pupils) in meters
+ hmd.distortionK[0] = 1.0f; // HMD lens distortion constant parameter 0
+ hmd.distortionK[1] = 0.22f; // HMD lens distortion constant parameter 1
+ hmd.distortionK[2] = 0.24f; // HMD lens distortion constant parameter 2
+ hmd.distortionK[3] = 0.0f; // HMD lens distortion constant parameter 3
+ hmd.chromaAbCorrection[0] = 0.996f; // HMD chromatic aberration correction parameter 0
+ hmd.chromaAbCorrection[1] = -0.004f; // HMD chromatic aberration correction parameter 1
+ hmd.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2
+ hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3
+ }
+ else if ((vrDevice == HMD_DEFAULT_DEVICE) || (vrDevice == HMD_OCULUS_RIFT_CV1))
+ {
+ // Oculus Rift CV1 parameters
+ // NOTE: CV1 represents a complete HMD redesign compared to previous versions,
+ // new Fresnel-hybrid-asymmetric lenses have been added and, consequently,
+ // previous parameters (DK2) and distortion shader (DK2) doesn't work any more.
+ // I just defined a set of parameters for simulator that approximate to CV1 stereo rendering
+ // but result is not the same obtained with Oculus PC SDK.
+ hmd.hResolution = 2160; // HMD horizontal resolution in pixels
+ hmd.vResolution = 1200; // HMD vertical resolution in pixels
+ hmd.hScreenSize = 0.133793f; // HMD horizontal size in meters
+ hmd.vScreenSize = 0.0669f; // HMD vertical size in meters
+ hmd.vScreenCenter = 0.04678f; // HMD screen center in meters
+ hmd.eyeToScreenDistance = 0.041f; // HMD distance between eye and display in meters
+ hmd.lensSeparationDistance = 0.07f; // HMD lens separation distance in meters
+ hmd.interpupillaryDistance = 0.07f; // HMD IPD (distance between pupils) in meters
+ hmd.distortionK[0] = 1.0f; // HMD lens distortion constant parameter 0
+ hmd.distortionK[1] = 0.22f; // HMD lens distortion constant parameter 1
+ hmd.distortionK[2] = 0.24f; // HMD lens distortion constant parameter 2
+ hmd.distortionK[3] = 0.0f; // HMD lens distortion constant parameter 3
+ hmd.chromaAbCorrection[0] = 0.996f; // HMD chromatic aberration correction parameter 0
+ hmd.chromaAbCorrection[1] = -0.004f; // HMD chromatic aberration correction parameter 1
+ hmd.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2
+ hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3
+ }
+
+ // Initialize framebuffer and textures for stereo rendering
+ // NOTE: screen size should match HMD aspect ratio
+ vrConfig.stereoFbo = rlglLoadRenderTexture(screenWidth, screenHeight);
+
+ // Load distortion shader (initialized by default with Oculus Rift CV1 parameters)
+ vrConfig.distortionShader.id = LoadShaderProgram(vDistortionShaderStr, fDistortionShaderStr);
+ if (vrConfig.distortionShader.id != 0) LoadDefaultShaderLocations(&vrConfig.distortionShader);
+
+ SetStereoConfig(hmd);
+
+ vrSimulator = true;
+ vrEnabled = true;
}
#endif
+
+#if defined(GRAPHICS_API_OPENGL_11)
+ TraceLog(WARNING, "VR device or simulator not supported on OpenGL 1.1");
+#endif
}
-// Generic shader maps assignment
-// TODO: Trying to find a generic shader to allow any kind of map
-// NOTE: mapLocation should be retrieved by user with GetShaderLocation()
-// ISSUE: mapTextureId: Shader should contain a reference to map texture and corresponding textureUnit,
-// so it can be automatically checked and used in rlglDrawModel()
-void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textureUnit)
+// Close VR device (or simulator)
+void CloseVrDevice(void)
{
-/*
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if (mapLocation == -1) TraceLog(WARNING, "[SHDR ID %i] Map location could not be found", shader->id);
+#if defined(RLGL_OCULUS_SUPPORT)
+ if (vrDeviceReady) CloseOculusDevice();
else
+#endif
{
- shader->mapTextureId = texture.id;
-
- glUseProgram(shader->id);
-
- glActiveTexture(GL_TEXTURE0 + textureUnit);
- glBindTexture(GL_TEXTURE_2D, shader->mapTextureId);
-
- glUniform1i(mapLocation, textureUnit); // Texture fits in active textureUnit
-
- glBindTexture(GL_TEXTURE_2D, 0);
- glActiveTexture(GL_TEXTURE0);
- glUseProgram(0);
+ rlDeleteRenderTextures(vrConfig.stereoFbo); // Unload stereo framebuffer and texture
+ UnloadShader(vrConfig.distortionShader); // Unload distortion shader
}
#endif
-*/
+ vrDeviceReady = false;
}
-// Set blending mode (alpha, additive, multiplied)
-// NOTE: Only 3 blending modes predefined
-void SetBlendMode(int mode)
+// Detect if VR device is available
+bool IsVrDeviceReady(void)
{
- if ((blendMode != mode) && (mode < 3))
+ return (vrDeviceReady && vrEnabled);
+}
+
+// Detect if VR simulator is running
+bool IsVrSimulator(void)
+{
+ return (vrSimulator && vrEnabled);
+}
+
+// Enable/Disable VR experience (device or simulator)
+void ToggleVrMode(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ if (vrDeviceReady || vrSimulator) vrEnabled = !vrEnabled;
+ else vrEnabled = false;
+
+ if (!vrEnabled)
{
- rlglDraw();
-
- switch (mode)
- {
- case BLEND_ALPHA: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); break;
- case BLEND_ADDITIVE: glBlendFunc(GL_SRC_ALPHA, GL_ONE); break; // Alternative: glBlendFunc(GL_ONE, GL_ONE);
- case BLEND_MULTIPLIED: glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); break;
- default: break;
- }
-
- blendMode = mode;
+ // 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();
}
+#endif
}
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-void PrintProjectionMatrix(void)
+// Update VR tracking (position and orientation) and camera
+// NOTE: Camera (position, target, up) gets update with head tracking information
+void UpdateVrTracking(Camera *camera)
{
- PrintMatrix(projection);
+#if defined(RLGL_OCULUS_SUPPORT)
+ if (vrDeviceReady) UpdateOculusTracking(camera);
+#endif
}
-void PrintModelviewMatrix(void)
+// Begin Oculus drawing configuration
+void BeginVrDrawing(void)
{
- PrintMatrix(modelview);
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+#if defined(RLGL_OCULUS_SUPPORT)
+ if (vrDeviceReady)
+ {
+ BeginOculusDrawing();
+ }
+ else
+#endif
+ {
+ // Setup framebuffer for stereo rendering
+ rlEnableRenderTexture(vrConfig.stereoFbo.id);
+ }
+
+ // NOTE: If your application is configured to treat the texture as a linear format (e.g. GL_RGBA)
+ // and performs linear-to-gamma conversion in GLSL or does not care about gamma-correction, then:
+ // - Require OculusBuffer format to be OVR_FORMAT_R8G8B8A8_UNORM_SRGB
+ // - Do NOT enable GL_FRAMEBUFFER_SRGB
+ //glEnable(GL_FRAMEBUFFER_SRGB);
+
+ //glViewport(0, 0, buffer.width, buffer.height); // Useful if rendering to separate framebuffers (every eye)
+ rlClearScreenBuffers(); // Clear current framebuffer(s)
+
+ vrRendering = true;
+#endif
}
+
+// End Oculus drawing process (and desktop mirror)
+void EndVrDrawing(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+#if defined(RLGL_OCULUS_SUPPORT)
+ if (vrDeviceReady)
+ {
+ EndOculusDrawing();
+ }
+ else
+#endif
+ {
+ // Unbind current framebuffer
+ rlDisableRenderTexture();
+
+ rlClearScreenBuffers(); // Clear current framebuffer
+
+ // Set viewport to default framebuffer size (screen size)
+ rlViewport(0, 0, screenWidth, screenHeight);
+
+ // Let rlgl reconfigure internal matrices
+ rlMatrixMode(RL_PROJECTION); // Enable internal projection matrix
+ rlLoadIdentity(); // Reset internal projection matrix
+ rlOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0); // Recalculate internal projection matrix
+ rlMatrixMode(RL_MODELVIEW); // Enable internal modelview matrix
+ rlLoadIdentity(); // Reset internal modelview matrix
+
+ // Draw RenderTexture (stereoFbo) using distortion shader
+ currentShader = vrConfig.distortionShader;
+
+ rlEnableTexture(vrConfig.stereoFbo.texture.id);
+
+ rlPushMatrix();
+ rlBegin(RL_QUADS);
+ rlColor4ub(255, 255, 255, 255);
+ rlNormal3f(0.0f, 0.0f, 1.0f);
+
+ // Bottom-left corner for texture and quad
+ rlTexCoord2f(0.0f, 1.0f);
+ rlVertex2f(0.0f, 0.0f);
+
+ // Bottom-right corner for texture and quad
+ rlTexCoord2f(0.0f, 0.0f);
+ rlVertex2f(0.0f, vrConfig.stereoFbo.texture.height);
+
+ // Top-right corner for texture and quad
+ rlTexCoord2f(1.0f, 0.0f);
+ rlVertex2f(vrConfig.stereoFbo.texture.width, vrConfig.stereoFbo.texture.height);
+
+ // Top-left corner for texture and quad
+ rlTexCoord2f(1.0f, 1.0f);
+ rlVertex2f(vrConfig.stereoFbo.texture.width, 0.0f);
+ rlEnd();
+ rlPopMatrix();
+
+ rlDisableTexture();
+
+ UpdateDefaultBuffers();
+ DrawDefaultBuffers(1);
+
+ currentShader = defaultShader;
+ }
+
+ rlDisableDepthTest();
+
+ vrRendering = false;
#endif
+}
//----------------------------------------------------------------------------------
// Module specific Functions Definition
@@ -2664,7 +2893,7 @@ static void LoadCompressedTexture(unsigned char *data, int width, int height, in
for (int level = 0; level < mipmapCount && (width || height); level++)
{
unsigned int size = 0;
-
+
size = ((width + 3)/4)*((height + 3)/4)*blockSize;
glCompressedTexImage2D(GL_TEXTURE_2D, level, compressedFormat, width, height, 0, size, data + offset);
@@ -2679,224 +2908,292 @@ static void LoadCompressedTexture(unsigned char *data, int width, int height, in
}
}
-// Load Shader (Vertex and Fragment)
-// NOTE: This shader program is used only for batch buffers (lines, triangles, quads)
-static Shader LoadDefaultShader(void)
+// Load custom shader strings and return program id
+static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShaderStr)
{
- Shader shader;
+ unsigned int program = 0;
- // NOTE: Shaders are written using GLSL 110 (desktop), that is equivalent to GLSL 100 on ES2
- // NOTE: Detected an error on ATI cards if defined #version 110 while OpenGL 3.3+
- // Just defined #version 330 despite shader is #version 110
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ GLuint vertexShader;
+ GLuint fragmentShader;
- // Vertex shader directly defined, no external file required
-#if defined(GRAPHICS_API_OPENGL_33)
- char vShaderStr[] = "#version 330 \n"
- "in vec3 vertexPosition; \n"
- "in vec2 vertexTexCoord; \n"
- "in vec4 vertexColor; \n"
- "out vec2 fragTexCoord; \n"
- "out vec4 fragTintColor; \n"
-#elif defined(GRAPHICS_API_OPENGL_ES2)
- char vShaderStr[] = "#version 100 \n"
- "attribute vec3 vertexPosition; \n"
- "attribute vec2 vertexTexCoord; \n"
- "attribute vec4 vertexColor; \n"
- "varying vec2 fragTexCoord; \n"
- "varying vec4 fragTintColor; \n"
-#endif
- "uniform mat4 mvpMatrix; \n"
- "void main() \n"
- "{ \n"
- " fragTexCoord = vertexTexCoord; \n"
- " fragTintColor = vertexColor; \n"
- " gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); \n"
- "} \n";
+ vertexShader = glCreateShader(GL_VERTEX_SHADER);
+ fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
- // Fragment shader directly defined, no external file required
-#if defined(GRAPHICS_API_OPENGL_33)
- char fShaderStr[] = "#version 330 \n"
- "in vec2 fragTexCoord; \n"
- "in vec4 fragTintColor; \n"
-#elif defined(GRAPHICS_API_OPENGL_ES2)
- char fShaderStr[] = "#version 100 \n"
- "precision mediump float; \n" // precision required for OpenGL ES2 (WebGL)
- "varying vec2 fragTexCoord; \n"
- "varying vec4 fragTintColor; \n"
+ const char *pvs = vShaderStr;
+ const char *pfs = fShaderStr;
+
+ glShaderSource(vertexShader, 1, &pvs, NULL);
+ glShaderSource(fragmentShader, 1, &pfs, NULL);
+
+ GLint success = 0;
+
+ glCompileShader(vertexShader);
+
+ glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
+
+ if (success != GL_TRUE)
+ {
+ TraceLog(WARNING, "[VSHDR ID %i] Failed to compile vertex shader...", vertexShader);
+
+ int maxLength = 0;
+ int length;
+
+ glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &maxLength);
+
+#ifdef _MSC_VER
+ char *log = malloc(maxLength);
+#else
+ char log[maxLength];
#endif
- "uniform sampler2D texture0; \n"
- "void main() \n"
- "{ \n"
- " vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0, use texture() instead
- " gl_FragColor = texelColor*fragTintColor; \n"
- "} \n";
+ glGetShaderInfoLog(vertexShader, maxLength, &length, log);
- shader.id = LoadShaderProgram(vShaderStr, fShaderStr);
+ TraceLog(INFO, "%s", log);
- 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);
+#ifdef _MSC_VER
+ free(log);
+#endif
+ }
+ else TraceLog(INFO, "[VSHDR ID %i] Vertex shader compiled successfully", vertexShader);
- // Get handles to GLSL input attibute locations
- //-------------------------------------------------------------------
- shader.vertexLoc = glGetAttribLocation(shader.id, "vertexPosition");
- shader.texcoordLoc = glGetAttribLocation(shader.id, "vertexTexCoord");
- shader.colorLoc = glGetAttribLocation(shader.id, "vertexColor");
- // NOTE: default shader does not use normalLoc
- shader.normalLoc = -1;
+ glCompileShader(fragmentShader);
- // Get handles to GLSL uniform locations (vertex shader)
- shader.mvpLoc = glGetUniformLocation(shader.id, "mvpMatrix");
+ glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
- // Get handles to GLSL uniform locations (fragment shader)
- shader.tintColorLoc = -1;
- shader.mapDiffuseLoc = glGetUniformLocation(shader.id, "texture0");
- shader.mapNormalLoc = -1; // It can be set later
- shader.mapSpecularLoc = -1; // It can be set later
-
- shader.texDiffuseId = whiteTexture; // Default white texture
- shader.texNormalId = 0;
- shader.texSpecularId = 0;
- //--------------------------------------------------------------------
+ if (success != GL_TRUE)
+ {
+ TraceLog(WARNING, "[FSHDR ID %i] Failed to compile fragment shader...", fragmentShader);
- return shader;
+ 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);
+
+ TraceLog(INFO, "%s", log);
+
+#ifdef _MSC_VER
+ free(log);
+#endif
+ }
+ else TraceLog(INFO, "[FSHDR ID %i] Fragment shader compiled successfully", fragmentShader);
+
+ program = glCreateProgram();
+
+ glAttachShader(program, vertexShader);
+ glAttachShader(program, fragmentShader);
+
+ // NOTE: Default attribute shader locations must be binded before linking
+ glBindAttribLocation(program, 0, DEFAULT_ATTRIB_POSITION_NAME);
+ glBindAttribLocation(program, 1, DEFAULT_ATTRIB_TEXCOORD_NAME);
+ glBindAttribLocation(program, 2, DEFAULT_ATTRIB_NORMAL_NAME);
+ glBindAttribLocation(program, 3, DEFAULT_ATTRIB_COLOR_NAME);
+ glBindAttribLocation(program, 4, DEFAULT_ATTRIB_TANGENT_NAME);
+ glBindAttribLocation(program, 5, DEFAULT_ATTRIB_TEXCOORD2_NAME);
+
+ // NOTE: If some attrib name is no found on the shader, it locations becomes -1
+
+ glLinkProgram(program);
+
+ // NOTE: All uniform variables are intitialised to 0 when a program links
+
+ glGetProgramiv(program, GL_LINK_STATUS, &success);
+
+ if (success == GL_FALSE)
+ {
+ TraceLog(WARNING, "[SHDR ID %i] Failed to link shader program...", program);
+
+ int maxLength = 0;
+ int length;
+
+ glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
+
+#ifdef _MSC_VER
+ char *log = malloc(maxLength);
+#else
+ char log[maxLength];
+#endif
+ glGetProgramInfoLog(program, maxLength, &length, log);
+
+ TraceLog(INFO, "%s", log);
+
+#ifdef _MSC_VER
+ free(log);
+#endif
+ glDeleteProgram(program);
+
+ program = 0;
+ }
+ else TraceLog(INFO, "[SHDR ID %i] Shader program loaded successfully", program);
+
+ glDeleteShader(vertexShader);
+ glDeleteShader(fragmentShader);
+#endif
+ return program;
}
-// Load Simple Shader (Vertex and Fragment)
-// NOTE: This shader program is used to render models
-static Shader LoadSimpleShader(void)
+
+// 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)
{
Shader shader;
- // NOTE: Shaders are written using GLSL 110 (desktop), that is equivalent to GLSL 100 on ES2
- // NOTE: Detected an error on ATI cards if defined #version 110 while OpenGL 3.3+
- // Just defined #version 330 despite shader is #version 110
-
// Vertex shader directly defined, no external file required
-#if defined(GRAPHICS_API_OPENGL_33)
- char vShaderStr[] = "#version 330 \n"
- "in vec3 vertexPosition; \n"
- "in vec2 vertexTexCoord; \n"
- "in vec3 vertexNormal; \n"
- "out vec2 fragTexCoord; \n"
+ char vDefaultShaderStr[] =
+#if defined(GRAPHICS_API_OPENGL_21)
+ "#version 120 \n"
#elif defined(GRAPHICS_API_OPENGL_ES2)
- char vShaderStr[] = "#version 100 \n"
- "attribute vec3 vertexPosition; \n"
- "attribute vec2 vertexTexCoord; \n"
- "attribute vec3 vertexNormal; \n"
- "varying vec2 fragTexCoord; \n"
-#endif
- "uniform mat4 mvpMatrix; \n"
- "void main() \n"
- "{ \n"
- " fragTexCoord = vertexTexCoord; \n"
- " gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); \n"
- "} \n";
+ "#version 100 \n"
+#endif
+#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
+ "attribute vec3 vertexPosition; \n"
+ "attribute vec2 vertexTexCoord; \n"
+ "attribute vec4 vertexColor; \n"
+ "varying vec2 fragTexCoord; \n"
+ "varying vec4 fragColor; \n"
+#elif defined(GRAPHICS_API_OPENGL_33)
+ "#version 330 \n"
+ "in vec3 vertexPosition; \n"
+ "in vec2 vertexTexCoord; \n"
+ "in vec4 vertexColor; \n"
+ "out vec2 fragTexCoord; \n"
+ "out vec4 fragColor; \n"
+#endif
+ "uniform mat4 mvpMatrix; \n"
+ "void main() \n"
+ "{ \n"
+ " fragTexCoord = vertexTexCoord; \n"
+ " fragColor = vertexColor; \n"
+ " gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); \n"
+ "} \n";
// Fragment shader directly defined, no external file required
-#if defined(GRAPHICS_API_OPENGL_33)
- char fShaderStr[] = "#version 330 \n"
- "in vec2 fragTexCoord; \n"
+ char fDefaultShaderStr[] =
+#if defined(GRAPHICS_API_OPENGL_21)
+ "#version 120 \n"
#elif defined(GRAPHICS_API_OPENGL_ES2)
- char fShaderStr[] = "#version 100 \n"
- "precision mediump float; \n" // precision required for OpenGL ES2 (WebGL)
- "varying vec2 fragTexCoord; \n"
+ "#version 100 \n"
+ "precision mediump float; \n" // precision required for OpenGL ES2 (WebGL)
#endif
- "uniform sampler2D texture0; \n"
- "uniform vec4 fragTintColor; \n"
- "void main() \n"
- "{ \n"
- " vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0, use texture() instead
- " gl_FragColor = texelColor*fragTintColor; \n"
- "} \n";
-
- shader.id = LoadShaderProgram(vShaderStr, fShaderStr);
-
- if (shader.id != 0) TraceLog(INFO, "[SHDR ID %i] Simple shader loaded successfully", shader.id);
- else TraceLog(WARNING, "[SHDR ID %i] Simple shader could not be loaded", shader.id);
+#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
+ "varying vec2 fragTexCoord; \n"
+ "varying vec4 fragColor; \n"
+#elif defined(GRAPHICS_API_OPENGL_33)
+ "#version 330 \n"
+ "in vec2 fragTexCoord; \n"
+ "in vec4 fragColor; \n"
+ "out vec4 finalColor; \n"
+#endif
+ "uniform sampler2D texture0; \n"
+ "uniform vec4 colDiffuse; \n"
+ "void main() \n"
+ "{ \n"
+#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
+ " vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0
+ " gl_FragColor = texelColor*colDiffuse*fragColor; \n"
+#elif defined(GRAPHICS_API_OPENGL_33)
+ " vec4 texelColor = texture(texture0, fragTexCoord); \n"
+ " finalColor = texelColor*colDiffuse*fragColor; \n"
+#endif
+ "} \n";
- // Get handles to GLSL input attibute locations
- //-------------------------------------------------------------------
- shader.vertexLoc = glGetAttribLocation(shader.id, "vertexPosition");
- shader.texcoordLoc = glGetAttribLocation(shader.id, "vertexTexCoord");
- shader.normalLoc = glGetAttribLocation(shader.id, "vertexNormal");
- // NOTE: simple shader does not use colorLoc
- shader.colorLoc = -1;
+ shader.id = LoadShaderProgram(vDefaultShaderStr, fDefaultShaderStr);
- // Get handles to GLSL uniform locations (vertex shader)
- shader.mvpLoc = glGetUniformLocation(shader.id, "mvpMatrix");
+ 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);
- // Get handles to GLSL uniform locations (fragment shader)
- shader.tintColorLoc = glGetUniformLocation(shader.id, "fragTintColor");
- shader.mapDiffuseLoc = glGetUniformLocation(shader.id, "texture0");
- shader.mapNormalLoc = -1; // It can be set later
- shader.mapSpecularLoc = -1; // It can be set later
-
- shader.texDiffuseId = whiteTexture; // Default white texture
- shader.texNormalId = 0;
- shader.texSpecularId = 0;
- //--------------------------------------------------------------------
+ if (shader.id != 0) LoadDefaultShaderLocations(&shader);
return shader;
}
-// Read text file
-// NOTE: text chars array should be freed manually
-static char *TextFileRead(char *fileName)
+// 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)
{
- FILE *textFile;
- char *text = NULL;
+ // NOTE: Default shader attrib locations have been fixed before linking:
+ // vertex position location = 0
+ // vertex texcoord location = 1
+ // vertex normal location = 2
+ // vertex color location = 3
+ // vertex tangent location = 4
+ // vertex texcoord2 location = 5
- int count = 0;
+ // 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);
- if (fileName != NULL)
- {
- textFile = fopen(fileName,"rt");
+ // Get handles to GLSL uniform locations (vertex shader)
+ shader->mvpLoc = glGetUniformLocation(shader->id, "mvpMatrix");
- if (textFile != NULL)
- {
- fseek(textFile, 0, SEEK_END);
- count = ftell(textFile);
- rewind(textFile);
+ // 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");
- if (count > 0)
- {
- text = (char *)malloc(sizeof(char)*(count + 1));
- count = fread(text, sizeof(char), count, textFile);
- text[count] = '\0';
- }
+ shader->mapTexture0Loc = glGetUniformLocation(shader->id, "texture0");
+ shader->mapTexture1Loc = glGetUniformLocation(shader->id, "texture1");
+ shader->mapTexture2Loc = glGetUniformLocation(shader->id, "texture2");
- fclose(textFile);
- }
- else TraceLog(WARNING, "[%s] Text file could not be opened", fileName);
- }
+ // TODO: Try to find all expected/recognized shader locations (predefined names, must be documented)
+}
- return text;
+// Unload default shader
+static void UnloadDefaultShader(void)
+{
+ glUseProgram(0);
+
+ //glDetachShader(defaultShader, vertexShader);
+ //glDetachShader(defaultShader, fragmentShader);
+ //glDeleteShader(vertexShader); // Already deleted on shader compilation
+ //glDeleteShader(fragmentShader); // Already deleted on shader compilation
+ glDeleteProgram(defaultShader.id);
}
-// Allocate and initialize float array buffers to store vertex data (lines, triangles, quads)
-static void InitializeBuffers(void)
+// Load default internal buffers (lines, triangles, quads)
+static void LoadDefaultBuffers(void)
{
- // Initialize lines arrays (vertex position and color data)
+ // [CPU] Allocate and initialize float array buffers to store vertex data (lines, triangles, quads)
+ //--------------------------------------------------------------------------------------------
+
+ // Lines - Initialize arrays (vertex position and color data)
lines.vertices = (float *)malloc(sizeof(float)*3*2*MAX_LINES_BATCH); // 3 float by vertex, 2 vertex by line
lines.colors = (unsigned char *)malloc(sizeof(unsigned char)*4*2*MAX_LINES_BATCH); // 4 float by color, 2 colors by line
+ lines.texcoords = NULL;
+ lines.indices = NULL;
for (int i = 0; i < (3*2*MAX_LINES_BATCH); i++) lines.vertices[i] = 0.0f;
for (int i = 0; i < (4*2*MAX_LINES_BATCH); i++) lines.colors[i] = 0;
lines.vCounter = 0;
lines.cCounter = 0;
+ lines.tcCounter = 0;
- // Initialize triangles arrays (vertex position and color data)
+ // Triangles - Initialize arrays (vertex position and color data)
triangles.vertices = (float *)malloc(sizeof(float)*3*3*MAX_TRIANGLES_BATCH); // 3 float by vertex, 3 vertex by triangle
triangles.colors = (unsigned char *)malloc(sizeof(unsigned char)*4*3*MAX_TRIANGLES_BATCH); // 4 float by color, 3 colors by triangle
+ triangles.texcoords = NULL;
+ triangles.indices = NULL;
for (int i = 0; i < (3*3*MAX_TRIANGLES_BATCH); i++) triangles.vertices[i] = 0.0f;
for (int i = 0; i < (4*3*MAX_TRIANGLES_BATCH); i++) triangles.colors[i] = 0;
triangles.vCounter = 0;
triangles.cCounter = 0;
+ triangles.tcCounter = 0;
- // Initialize quads arrays (vertex position, texcoord and color data... and indexes)
+ // Quads - Initialize arrays (vertex position, texcoord, color data and indexes)
quads.vertices = (float *)malloc(sizeof(float)*3*4*MAX_QUADS_BATCH); // 3 float by vertex, 4 vertex by quad
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
@@ -2906,7 +3203,6 @@ static void InitializeBuffers(void)
quads.indices = (unsigned short *)malloc(sizeof(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;
for (int i = 0; i < (2*4*MAX_QUADS_BATCH); i++) quads.texcoords[i] = 0.0f;
for (int i = 0; i < (4*4*MAX_QUADS_BATCH); i++) quads.colors[i] = 0;
@@ -2930,166 +3226,174 @@ static void InitializeBuffers(void)
quads.tcCounter = 0;
quads.cCounter = 0;
- TraceLog(INFO, "CPU buffers (lines, triangles, quads) initialized successfully");
-}
+ TraceLog(INFO, "[CPU] Default buffers initialized successfully (lines, triangles, quads)");
+ //--------------------------------------------------------------------------------------------
-// Initialize Vertex Array Objects (Contain VBO)
-// NOTE: lines, triangles and quads buffers use currentShader
-static void InitializeBuffersGPU(void)
-{
+ // [GPU] Upload vertex data and initialize VAOs/VBOs (lines, triangles, quads)
+ // NOTE: Default buffers are linked to use currentShader (defaultShader)
+ //--------------------------------------------------------------------------------------------
+
+ // Upload and link lines vertex buffers
if (vaoSupported)
{
// Initialize Lines VAO
- glGenVertexArrays(1, &vaoLines);
- glBindVertexArray(vaoLines);
+ glGenVertexArrays(1, &lines.vaoId);
+ glBindVertexArray(lines.vaoId);
}
- // Create buffers for our vertex data
- glGenBuffers(2, linesBuffer);
-
- // Lines - Vertex positions buffer binding and attributes enable
- glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[0]);
+ // Lines - Vertex buffers binding and attributes enable
+ // Vertex position buffer (shader-location = 0)
+ glGenBuffers(2, &lines.vboId[0]);
+ glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[0]);
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);
- // Lines - colors buffer
- glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[1]);
+ // 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);
- if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Lines VAO initialized successfully", vaoLines);
- else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Lines VBOs initialized successfully", linesBuffer[0], linesBuffer[1]);
- //--------------------------------------------------------------
+ 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]);
+ // Upload and link triangles vertex buffers
if (vaoSupported)
{
// Initialize Triangles VAO
- glGenVertexArrays(1, &vaoTriangles);
- glBindVertexArray(vaoTriangles);
+ glGenVertexArrays(1, &triangles.vaoId);
+ glBindVertexArray(triangles.vaoId);
}
- // Create buffers for our vertex data
- glGenBuffers(2, trianglesBuffer);
-
- // Enable vertex attributes
- glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[0]);
+ // Triangles - Vertex buffers binding and attributes enable
+ // Vertex position buffer (shader-location = 0)
+ glGenBuffers(1, &triangles.vboId[0]);
+ glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[0]);
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);
- glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[1]);
+ // 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);
- if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Triangles VAO initialized successfully", vaoTriangles);
- else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Triangles VBOs initialized successfully", trianglesBuffer[0], trianglesBuffer[1]);
- //--------------------------------------------------------------
+ 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]);
+ // Upload and link quads vertex buffers
if (vaoSupported)
{
// Initialize Quads VAO
- glGenVertexArrays(1, &vaoQuads);
- glBindVertexArray(vaoQuads);
+ glGenVertexArrays(1, &quads.vaoId);
+ glBindVertexArray(quads.vaoId);
}
- // Create buffers for our vertex data
- glGenBuffers(4, quadsBuffer);
-
- // Enable vertex attributes
- glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[0]);
+ // Quads - Vertex buffers binding and attributes enable
+ // Vertex position buffer (shader-location = 0)
+ glGenBuffers(1, &quads.vboId[0]);
+ glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[0]);
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);
- glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[1]);
+ // 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);
- glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[2]);
+ // 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);
// Fill index buffer
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quadsBuffer[3]);
+ glGenBuffers(1, &quads.vboId[3]);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]);
#if defined(GRAPHICS_API_OPENGL_33)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int)*6*MAX_QUADS_BATCH, quads.indices, GL_STATIC_DRAW);
#elif defined(GRAPHICS_API_OPENGL_ES2)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(short)*6*MAX_QUADS_BATCH, quads.indices, GL_STATIC_DRAW);
#endif
- if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Quads VAO initialized successfully", vaoQuads);
- else TraceLog(INFO, "[VBO ID %i][VBO ID %i][VBO ID %i][VBO ID %i] Quads VBOs initialized successfully", quadsBuffer[0], quadsBuffer[1], quadsBuffer[2], quadsBuffer[3]);
+ 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]);
// Unbind the current VAO
if (vaoSupported) glBindVertexArray(0);
+ //--------------------------------------------------------------------------------------------
}
-// Update VBOs with vertex array data
+// 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 update GPU arrays (change flag required)
-static void UpdateBuffers(void)
+// TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (change flag required)
+static void UpdateDefaultBuffers(void)
{
+ // Update lines vertex buffers
if (lines.vCounter > 0)
{
// Activate Lines VAO
- if (vaoSupported) glBindVertexArray(vaoLines);
+ if (vaoSupported) glBindVertexArray(lines.vaoId);
// Lines - vertex positions buffer
- glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[0]);
+ glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[0]);
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*2*MAX_LINES_BATCH, lines.vertices, GL_DYNAMIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*lines.vCounter, lines.vertices); // target - offset (in bytes) - size (in bytes) - data pointer
// Lines - colors buffer
- glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[1]);
+ glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[1]);
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*2*MAX_LINES_BATCH, lines.colors, GL_DYNAMIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*lines.cCounter, lines.colors);
}
- //--------------------------------------------------------------
+ // Update triangles vertex buffers
if (triangles.vCounter > 0)
{
// Activate Triangles VAO
- if (vaoSupported) glBindVertexArray(vaoTriangles);
+ if (vaoSupported) glBindVertexArray(triangles.vaoId);
// Triangles - vertex positions buffer
- glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[0]);
+ glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[0]);
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*3*MAX_TRIANGLES_BATCH, triangles.vertices, GL_DYNAMIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*triangles.vCounter, triangles.vertices);
// Triangles - colors buffer
- glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[1]);
+ glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[1]);
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*triangles.cCounter, triangles.colors);
}
- //--------------------------------------------------------------
+ // Update quads vertex buffers
if (quads.vCounter > 0)
{
// Activate Quads VAO
- if (vaoSupported) glBindVertexArray(vaoQuads);
+ if (vaoSupported) glBindVertexArray(quads.vaoId);
// Quads - vertex positions buffer
- glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[0]);
+ glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[0]);
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*quads.vCounter, quads.vertices);
// Quads - texture coordinates buffer
- glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[1]);
+ glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[1]);
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*quads.vCounter, quads.texcoords);
// Quads - colors buffer
- glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[2]);
+ glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[2]);
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*quads.vCounter, quads.colors);
// Another option would be using buffer mapping...
- //triangles.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
+ //quads.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
// Now we can modify vertices
//glUnmapBuffer(GL_ARRAY_BUFFER);
}
@@ -3098,6 +3402,339 @@ static void UpdateBuffers(void)
// Unbind the current VAO
if (vaoSupported) glBindVertexArray(0);
}
+
+// Draw default internal buffers vertex data
+// NOTE: We draw in this order: lines, triangles, quads
+static void DrawDefaultBuffers(int eyesCount)
+{
+ Matrix matProjection = projection;
+ Matrix matModelView = modelview;
+
+ for (int eye = 0; eye < eyesCount; eye++)
+ {
+ if (eyesCount == 2) SetStereoView(eye, matProjection, matModelView);
+
+ // Set current shader and upload current MVP matrix
+ if ((lines.vCounter > 0) || (triangles.vCounter > 0) || (quads.vCounter > 0))
+ {
+ glUseProgram(currentShader.id);
+
+ // Create modelview-projection matrix
+ Matrix matMVP = MatrixMultiply(modelview, projection);
+
+ glUniformMatrix4fv(currentShader.mvpLoc, 1, false, MatrixToFloat(matMVP));
+ glUniform4f(currentShader.colDiffuseLoc, 1.0f, 1.0f, 1.0f, 1.0f);
+ glUniform1i(currentShader.mapTexture0Loc, 0);
+
+ // NOTE: Additional map textures not considered for default buffers drawing
+ }
+
+ // Draw lines buffers
+ if (lines.vCounter > 0)
+ {
+ glBindTexture(GL_TEXTURE_2D, whiteTexture);
+
+ if (vaoSupported)
+ {
+ glBindVertexArray(lines.vaoId);
+ }
+ else
+ {
+ // 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);
+
+ // 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);
+ }
+
+ glDrawArrays(GL_LINES, 0, lines.vCounter);
+
+ if (!vaoSupported) glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ }
+
+ // Draw triangles buffers
+ if (triangles.vCounter > 0)
+ {
+ glBindTexture(GL_TEXTURE_2D, whiteTexture);
+
+ if (vaoSupported)
+ {
+ glBindVertexArray(triangles.vaoId);
+ }
+ else
+ {
+ // 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);
+
+ // 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);
+ }
+
+ glDrawArrays(GL_TRIANGLES, 0, triangles.vCounter);
+
+ if (!vaoSupported) glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ }
+
+ // Draw quads buffers
+ if (quads.vCounter > 0)
+ {
+ int quadsCount = 0;
+ int numIndicesToProcess = 0;
+ int indicesOffset = 0;
+
+ if (vaoSupported)
+ {
+ glBindVertexArray(quads.vaoId);
+ }
+ else
+ {
+ // 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);
+
+ // 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);
+
+ // 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);
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]);
+ }
+
+ //TraceLog(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);
+
+ 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
+ #if defined(GRAPHICS_API_OPENGL_33)
+ glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_INT, (GLvoid *)(sizeof(GLuint)*indicesOffset));
+ #elif defined(GRAPHICS_API_OPENGL_ES2)
+ 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!
+
+ indicesOffset += draws[i].vertexCount/4*6;
+ }
+
+ if (!vaoSupported)
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ }
+
+ glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
+ }
+
+ if (vaoSupported) glBindVertexArray(0); // Unbind VAO
+
+ glUseProgram(0); // Unbind shader program
+ }
+
+ // Reset draws counter
+ drawsCounter = 1;
+ draws[0].textureId = whiteTexture;
+ draws[0].vertexCount = 0;
+
+ // Reset vertex counters for next frame
+ lines.vCounter = 0;
+ lines.cCounter = 0;
+ triangles.vCounter = 0;
+ triangles.cCounter = 0;
+ quads.vCounter = 0;
+ quads.tcCounter = 0;
+ quads.cCounter = 0;
+
+ // Reset depth for next draw
+ currentDepth = -1.0f;
+
+ // Restore projection/modelview matrices
+ projection = matProjection;
+ modelview = matModelView;
+}
+
+// Unload default internal buffers vertex data from CPU and GPU
+static void UnloadDefaultBuffers(void)
+{
+ // Unbind everything
+ if (vaoSupported) glBindVertexArray(0);
+ glDisableVertexAttribArray(0);
+ glDisableVertexAttribArray(1);
+ glDisableVertexAttribArray(2);
+ glDisableVertexAttribArray(3);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+
+ // Delete VBOs from GPU (VRAM)
+ glDeleteBuffers(1, &lines.vboId[0]);
+ glDeleteBuffers(1, &lines.vboId[1]);
+ glDeleteBuffers(1, &triangles.vboId[0]);
+ glDeleteBuffers(1, &triangles.vboId[1]);
+ glDeleteBuffers(1, &quads.vboId[0]);
+ glDeleteBuffers(1, &quads.vboId[1]);
+ glDeleteBuffers(1, &quads.vboId[2]);
+ glDeleteBuffers(1, &quads.vboId[3]);
+
+ if (vaoSupported)
+ {
+ // Delete VAOs from GPU (VRAM)
+ glDeleteVertexArrays(1, &lines.vaoId);
+ glDeleteVertexArrays(1, &triangles.vaoId);
+ glDeleteVertexArrays(1, &quads.vaoId);
+ }
+
+ // Free vertex arrays memory from CPU (RAM)
+ free(lines.vertices);
+ free(lines.colors);
+
+ free(triangles.vertices);
+ free(triangles.colors);
+
+ free(quads.vertices);
+ free(quads.texcoords);
+ free(quads.colors);
+ free(quads.indices);
+}
+
+// Configure stereo rendering (including distortion shader) with HMD device parameters
+static void SetStereoConfig(VrDeviceInfo hmd)
+{
+ // Compute aspect ratio
+ float aspect = ((float)hmd.hResolution*0.5f)/(float)hmd.vResolution;
+
+ // Compute lens parameters
+ float lensShift = (hmd.hScreenSize*0.25f - hmd.lensSeparationDistance*0.5f)/hmd.hScreenSize;
+ float leftLensCenter[2] = { 0.25f + lensShift, 0.5f };
+ float rightLensCenter[2] = { 0.75f - lensShift, 0.5f };
+ float leftScreenCenter[2] = { 0.25f, 0.5f };
+ float rightScreenCenter[2] = { 0.75f, 0.5f };
+
+ // Compute distortion scale parameters
+ // NOTE: To get lens max radius, lensShift must be normalized to [-1..1]
+ float lensRadius = fabsf(-1.0f - 4.0f*lensShift);
+ float lensRadiusSq = lensRadius*lensRadius;
+ float distortionScale = hmd.distortionK[0] +
+ hmd.distortionK[1]*lensRadiusSq +
+ hmd.distortionK[2]*lensRadiusSq*lensRadiusSq +
+ hmd.distortionK[3]*lensRadiusSq*lensRadiusSq*lensRadiusSq;
+
+ TraceLog(DEBUG, "VR: Distortion Scale: %f", distortionScale);
+
+ float normScreenWidth = 0.5f;
+ float normScreenHeight = 1.0f;
+ float scaleIn[2] = { 2.0f/normScreenWidth, 2.0f/normScreenHeight/aspect };
+ float scale[2] = { normScreenWidth*0.5f/distortionScale, normScreenHeight*0.5f*aspect/distortionScale };
+
+ TraceLog(DEBUG, "VR: Distortion Shader: LeftLensCenter = { %f, %f }", leftLensCenter[0], leftLensCenter[1]);
+ TraceLog(DEBUG, "VR: Distortion Shader: RightLensCenter = { %f, %f }", rightLensCenter[0], rightLensCenter[1]);
+ TraceLog(DEBUG, "VR: Distortion Shader: Scale = { %f, %f }", scale[0], scale[1]);
+ TraceLog(DEBUG, "VR: Distortion Shader: ScaleIn = { %f, %f }", scaleIn[0], scaleIn[1]);
+
+ // Update distortion shader with lens and distortion-scale parameters
+ SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "leftLensCenter"), leftLensCenter, 2);
+ SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "rightLensCenter"), rightLensCenter, 2);
+ SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "leftScreenCenter"), leftScreenCenter, 2);
+ SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "rightScreenCenter"), rightScreenCenter, 2);
+
+ SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "scale"), scale, 2);
+ SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "scaleIn"), scaleIn, 2);
+ SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "hmdWarpParam"), hmd.distortionK, 4);
+ SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "chromaAbParam"), hmd.chromaAbCorrection, 4);
+
+ // Fovy is normally computed with: 2*atan2(hmd.vScreenSize, 2*hmd.eyeToScreenDistance)*RAD2DEG
+ // ...but with lens distortion it is increased (see Oculus SDK Documentation)
+ //float fovy = 2.0f*atan2(hmd.vScreenSize*0.5f*distortionScale, hmd.eyeToScreenDistance)*RAD2DEG; // Really need distortionScale?
+ float fovy = 2.0f*(float)atan2(hmd.vScreenSize*0.5f, hmd.eyeToScreenDistance)*RAD2DEG;
+
+ // Compute camera projection matrices
+ float projOffset = 4.0f*lensShift; // Scaled to projection space coordinates [-1..1]
+ Matrix proj = MatrixPerspective(fovy, aspect, 0.01, 1000.0);
+ vrConfig.eyesProjection[0] = MatrixMultiply(proj, MatrixTranslate(projOffset, 0.0f, 0.0f));
+ vrConfig.eyesProjection[1] = MatrixMultiply(proj, MatrixTranslate(-projOffset, 0.0f, 0.0f));
+
+ // NOTE: Projection matrices must be transposed due to raymath convention
+ MatrixTranspose(&vrConfig.eyesProjection[0]);
+ MatrixTranspose(&vrConfig.eyesProjection[1]);
+
+ // Compute camera transformation matrices
+ // NOTE: Camera movement might seem more natural if we model the head.
+ // Our axis of rotation is the base of our head, so we might want to add
+ // some y (base of head to eye level) and -z (center of head to eye protrusion) to the camera positions.
+ vrConfig.eyesViewOffset[0] = MatrixTranslate(-hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f);
+ vrConfig.eyesViewOffset[1] = MatrixTranslate(hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f);
+
+ // Compute eyes Viewports
+ //vrConfig.eyesViewport[0] = (Rectangle){ 0, 0, hmd.hResolution/2, hmd.vResolution };
+ //vrConfig.eyesViewport[1] = (Rectangle){ hmd.hResolution/2, 0, hmd.hResolution/2, hmd.vResolution };
+}
+
+// Set internal projection and modelview matrix depending on eyes tracking data
+static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView)
+{
+ if (vrEnabled)
+ {
+ Matrix eyeProjection = matProjection;
+ Matrix eyeModelView = matModelView;
+
+#if defined(RLGL_OCULUS_SUPPORT)
+ if (vrDeviceReady)
+ {
+ rlViewport(layer.eyeLayer.Viewport[eye].Pos.x, layer.eyeLayer.Viewport[eye].Pos.y,
+ layer.eyeLayer.Viewport[eye].Size.w, layer.eyeLayer.Viewport[eye].Size.h);
+
+ Quaternion eyeRenderPose = (Quaternion){ layer.eyeLayer.RenderPose[eye].Orientation.x,
+ layer.eyeLayer.RenderPose[eye].Orientation.y,
+ layer.eyeLayer.RenderPose[eye].Orientation.z,
+ layer.eyeLayer.RenderPose[eye].Orientation.w };
+ QuaternionInvert(&eyeRenderPose);
+ Matrix eyeOrientation = QuaternionToMatrix(eyeRenderPose);
+ Matrix eyeTranslation = MatrixTranslate(-layer.eyeLayer.RenderPose[eye].Position.x,
+ -layer.eyeLayer.RenderPose[eye].Position.y,
+ -layer.eyeLayer.RenderPose[eye].Position.z);
+
+ Matrix eyeView = MatrixMultiply(eyeTranslation, eyeOrientation); // Matrix containing eye-head movement
+ eyeModelView = MatrixMultiply(matModelView, eyeView); // Combine internal camera matrix (modelview) wih eye-head movement
+
+ eyeProjection = layer.eyeProjections[eye];
+ }
+ else
+#endif
+ {
+ // Setup viewport and projection/modelview matrices using tracking data
+ rlViewport(eye*screenWidth/2, 0, screenWidth/2, screenHeight);
+
+ // Apply view offset to modelview matrix
+ eyeModelView = MatrixMultiply(matModelView, vrConfig.eyesViewOffset[eye]);
+
+ eyeProjection = vrConfig.eyesProjection[eye];
+ }
+
+ SetMatrixModelview(eyeModelView);
+ SetMatrixProjection(eyeProjection);
+ }
+}
#endif //defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
#if defined(GRAPHICS_API_OPENGL_11)
@@ -3107,7 +3744,7 @@ static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight)
int mipmapCount = 1; // Required mipmap levels count (including base level)
int width = baseWidth;
int height = baseHeight;
- int size = baseWidth*baseHeight*4; // Size in bytes (will include mipmaps...)
+ int size = baseWidth*baseHeight*4; // Size in bytes (will include mipmaps...), RGBA only
// Count mipmap levels required
while ((width != 1) && (height != 1))
@@ -3136,8 +3773,8 @@ static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight)
// Generate mipmaps
// NOTE: Every mipmap data is stored after data
- pixel *image = (pixel *)malloc(width*height*sizeof(pixel));
- pixel *mipmap = NULL;
+ Color *image = (Color *)malloc(width*height*sizeof(Color));
+ Color *mipmap = NULL;
int offset = 0;
int j = 0;
@@ -3185,15 +3822,15 @@ static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight)
}
// Manual mipmap generation (basic scaling algorithm)
-static pixel *GenNextMipmap(pixel *srcData, int srcWidth, int srcHeight)
+static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight)
{
int x2, y2;
- pixel prow, pcol;
+ Color prow, pcol;
int width = srcWidth/2;
int height = srcHeight/2;
- pixel *mipmap = (pixel *)malloc(width*height*sizeof(pixel));
+ Color *mipmap = (Color *)malloc(width*height*sizeof(Color));
// Scaling algorithm works perfectly (box-filter)
for (int y = 0; y < height; y++)
@@ -3227,16 +3864,313 @@ static pixel *GenNextMipmap(pixel *srcData, int srcWidth, int srcHeight)
}
#endif
-#if defined(RLGL_STANDALONE)
+#if defined(RLGL_OCULUS_SUPPORT)
+// Initialize Oculus device (returns true if success)
+OCULUSAPI bool InitOculusDevice(void)
+{
+ bool oculusReady = false;
+
+ ovrResult result = ovr_Initialize(NULL);
+
+ if (OVR_FAILURE(result)) TraceLog(WARNING, "OVR: Could not initialize Oculus device");
+ else
+ {
+ result = ovr_Create(&session, &luid);
+ if (OVR_FAILURE(result))
+ {
+ TraceLog(WARNING, "OVR: Could not create Oculus session");
+ ovr_Shutdown();
+ }
+ else
+ {
+ hmdDesc = ovr_GetHmdDesc(session);
+
+ TraceLog(INFO, "OVR: Product Name: %s", hmdDesc.ProductName);
+ TraceLog(INFO, "OVR: Manufacturer: %s", hmdDesc.Manufacturer);
+ TraceLog(INFO, "OVR: Product ID: %i", hmdDesc.ProductId);
+ TraceLog(INFO, "OVR: Product Type: %i", hmdDesc.Type);
+ //TraceLog(INFO, "OVR: Serial Number: %s", hmdDesc.SerialNumber);
+ TraceLog(INFO, "OVR: Resolution: %ix%i", hmdDesc.Resolution.w, hmdDesc.Resolution.h);
+
+ // NOTE: Oculus mirror is set to defined screenWidth and screenHeight...
+ // ...ideally, it should be (hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2)
+ // Initialize Oculus Buffers
+ layer = InitOculusLayer(session);
+ buffer = LoadOculusBuffer(session, layer.width, layer.height);
+ mirror = LoadOculusMirror(session, hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2); // NOTE: hardcoded...
+ layer.eyeLayer.ColorTexture[0] = buffer.textureChain; //SetOculusLayerTexture(eyeLayer, buffer.textureChain);
+
+ // Recenter OVR tracking origin
+ ovr_RecenterTrackingOrigin(session);
+
+ oculusReady = true;
+ vrEnabled = true;
+ }
+ }
+
+ return oculusReady;
+}
+
+// Close Oculus device (and unload buffers)
+OCULUSAPI void CloseOculusDevice(void)
+{
+ UnloadOculusMirror(session, mirror); // Unload Oculus mirror buffer
+ UnloadOculusBuffer(session, buffer); // Unload Oculus texture buffers
+
+ ovr_Destroy(session); // Free Oculus session data
+ ovr_Shutdown(); // Close Oculus device connection
+}
+
+// Update Oculus head position-orientation tracking
+OCULUSAPI void UpdateOculusTracking(Camera *camera)
+{
+ frameIndex++;
+
+ ovrPosef eyePoses[2];
+ ovr_GetEyePoses(session, frameIndex, ovrTrue, layer.viewScaleDesc.HmdToEyeOffset, eyePoses, &layer.eyeLayer.SensorSampleTime);
+
+ layer.eyeLayer.RenderPose[0] = eyePoses[0];
+ layer.eyeLayer.RenderPose[1] = eyePoses[1];
+
+ // TODO: Update external camera with eyePoses data (position, orientation)
+ // NOTE: We can simplify to simple camera if we consider IPD and HMD device configuration again later
+ // it will be useful for the user to draw, lets say, billboards oriented to camera
+
+ // Get session status information
+ ovrSessionStatus sessionStatus;
+ ovr_GetSessionStatus(session, &sessionStatus);
+
+ if (sessionStatus.ShouldQuit) TraceLog(WARNING, "OVR: Session should quit...");
+ if (sessionStatus.ShouldRecenter) ovr_RecenterTrackingOrigin(session);
+ //if (sessionStatus.HmdPresent) // HMD is present.
+ //if (sessionStatus.DisplayLost) // HMD was unplugged or the display driver was manually disabled or encountered a TDR.
+ //if (sessionStatus.HmdMounted) // HMD is on the user's head.
+ //if (sessionStatus.IsVisible) // the game or experience has VR focus and is visible in the HMD.
+}
+
+// Setup Oculus buffers for drawing
+OCULUSAPI void BeginOculusDrawing(void)
+{
+ GLuint currentTexId;
+ int currentIndex;
+
+ ovr_GetTextureSwapChainCurrentIndex(session, buffer.textureChain, &currentIndex);
+ ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, currentIndex, &currentTexId);
+
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, buffer.fboId);
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, currentTexId, 0);
+ //glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, buffer.depthId, 0); // Already binded
+}
+
+// Finish Oculus drawing and blit framebuffer to mirror
+OCULUSAPI void EndOculusDrawing(void)
+{
+ // Unbind current framebuffer (Oculus buffer)
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+
+ ovr_CommitTextureSwapChain(session, buffer.textureChain);
+
+ ovrLayerHeader *layers = &layer.eyeLayer.Header;
+ ovr_SubmitFrame(session, frameIndex, &layer.viewScaleDesc, &layers, 1);
+
+ // Blit mirror texture to back buffer
+ BlitOculusMirror(session, mirror);
+}
+
+// Load Oculus required buffers: texture-swap-chain, fbo, texture-depth
+static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height)
+{
+ OculusBuffer buffer;
+ buffer.width = width;
+ buffer.height = height;
+
+ // Create OVR texture chain
+ ovrTextureSwapChainDesc desc = {};
+ desc.Type = ovrTexture_2D;
+ desc.ArraySize = 1;
+ desc.Width = width;
+ desc.Height = height;
+ desc.MipLevels = 1;
+ desc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB; // Requires glEnable(GL_FRAMEBUFFER_SRGB);
+ desc.SampleCount = 1;
+ desc.StaticImage = ovrFalse;
+
+ ovrResult result = ovr_CreateTextureSwapChainGL(session, &desc, &buffer.textureChain);
+
+ if (!OVR_SUCCESS(result)) TraceLog(WARNING, "OVR: Failed to create swap textures buffer");
+
+ int textureCount = 0;
+ ovr_GetTextureSwapChainLength(session, buffer.textureChain, &textureCount);
+
+ if (!OVR_SUCCESS(result) || !textureCount) TraceLog(WARNING, "OVR: Unable to count swap chain textures");
+
+ for (int i = 0; i < textureCount; ++i)
+ {
+ GLuint chainTexId;
+ ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, i, &chainTexId);
+ glBindTexture(GL_TEXTURE_2D, chainTexId);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ }
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ /*
+ // Setup framebuffer object (using depth texture)
+ glGenFramebuffers(1, &buffer.fboId);
+ glGenTextures(1, &buffer.depthId);
+ glBindTexture(GL_TEXTURE_2D, buffer.depthId);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, buffer.width, buffer.height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
+ */
+
+ // Setup framebuffer object (using depth renderbuffer)
+ glGenFramebuffers(1, &buffer.fboId);
+ glGenRenderbuffers(1, &buffer.depthId);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, buffer.fboId);
+ glBindRenderbuffer(GL_RENDERBUFFER, buffer.depthId);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, buffer.width, buffer.height);
+ glBindRenderbuffer(GL_RENDERBUFFER, 0);
+ glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, buffer.depthId);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+
+ return buffer;
+}
+
+// Unload texture required buffers
+static void UnloadOculusBuffer(ovrSession session, OculusBuffer buffer)
+{
+ if (buffer.textureChain)
+ {
+ ovr_DestroyTextureSwapChain(session, buffer.textureChain);
+ buffer.textureChain = NULL;
+ }
+
+ if (buffer.depthId != 0) glDeleteTextures(1, &buffer.depthId);
+ if (buffer.fboId != 0) glDeleteFramebuffers(1, &buffer.fboId);
+}
+
+// Load Oculus mirror buffers
+static OculusMirror LoadOculusMirror(ovrSession session, int width, int height)
+{
+ OculusMirror mirror;
+ mirror.width = width;
+ mirror.height = height;
+
+ ovrMirrorTextureDesc mirrorDesc;
+ memset(&mirrorDesc, 0, sizeof(mirrorDesc));
+ mirrorDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
+ mirrorDesc.Width = mirror.width;
+ mirrorDesc.Height = mirror.height;
+
+ if (!OVR_SUCCESS(ovr_CreateMirrorTextureGL(session, &mirrorDesc, &mirror.texture))) TraceLog(WARNING, "Could not create mirror texture");
+
+ glGenFramebuffers(1, &mirror.fboId);
+
+ return mirror;
+}
+
+// Unload Oculus mirror buffers
+static void UnloadOculusMirror(ovrSession session, OculusMirror mirror)
+{
+ if (mirror.fboId != 0) glDeleteFramebuffers(1, &mirror.fboId);
+ if (mirror.texture) ovr_DestroyMirrorTexture(session, mirror.texture);
+}
+
+// Copy Oculus screen buffer to mirror texture
+static void BlitOculusMirror(ovrSession session, OculusMirror mirror)
+{
+ GLuint mirrorTextureId;
+
+ ovr_GetMirrorTextureBufferGL(session, mirror.texture, &mirrorTextureId);
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, mirror.fboId);
+ glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mirrorTextureId, 0);
+#if defined(GRAPHICS_API_OPENGL_33)
+ // NOTE: glBlitFramebuffer() requires extension: GL_EXT_framebuffer_blit (not available in OpenGL ES 2.0)
+ glBlitFramebuffer(0, 0, mirror.width, mirror.height, 0, mirror.height, mirror.width, 0, GL_COLOR_BUFFER_BIT, GL_NEAREST);
+#endif
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
+}
+
+// Init Oculus layer (similar to photoshop)
+static OculusLayer InitOculusLayer(ovrSession session)
+{
+ OculusLayer layer = { 0 };
+
+ layer.viewScaleDesc.HmdSpaceToWorldScaleInMeters = 1.0f;
+
+ memset(&layer.eyeLayer, 0, sizeof(ovrLayerEyeFov));
+ layer.eyeLayer.Header.Type = ovrLayerType_EyeFov;
+ layer.eyeLayer.Header.Flags = ovrLayerFlag_TextureOriginAtBottomLeft;
+
+ ovrEyeRenderDesc eyeRenderDescs[2];
+
+ for (int eye = 0; eye < 2; eye++)
+ {
+ eyeRenderDescs[eye] = ovr_GetRenderDesc(session, eye, hmdDesc.DefaultEyeFov[eye]);
+ ovrMatrix4f ovrPerspectiveProjection = ovrMatrix4f_Projection(eyeRenderDescs[eye].Fov, 0.01f, 10000.0f, ovrProjection_None); //ovrProjection_ClipRangeOpenGL);
+ layer.eyeProjections[eye] = FromOvrMatrix(ovrPerspectiveProjection); // NOTE: struct ovrMatrix4f { float M[4][4] } --> struct Matrix
+
+ layer.viewScaleDesc.HmdToEyeOffset[eye] = eyeRenderDescs[eye].HmdToEyeOffset;
+ layer.eyeLayer.Fov[eye] = eyeRenderDescs[eye].Fov;
+
+ ovrSizei eyeSize = ovr_GetFovTextureSize(session, eye, layer.eyeLayer.Fov[eye], 1.0f);
+ layer.eyeLayer.Viewport[eye].Size = eyeSize;
+ layer.eyeLayer.Viewport[eye].Pos.x = layer.width;
+ layer.eyeLayer.Viewport[eye].Pos.y = 0;
+
+ layer.height = eyeSize.h; //std::max(renderTargetSize.y, (uint32_t)eyeSize.h);
+ layer.width += eyeSize.w;
+ }
+
+ return layer;
+}
+
+// Convert from Oculus ovrMatrix4f struct to raymath Matrix struct
+static Matrix FromOvrMatrix(ovrMatrix4f ovrmat)
+{
+ Matrix rmat;
+
+ rmat.m0 = ovrmat.M[0][0];
+ rmat.m1 = ovrmat.M[1][0];
+ rmat.m2 = ovrmat.M[2][0];
+ rmat.m3 = ovrmat.M[3][0];
+ rmat.m4 = ovrmat.M[0][1];
+ rmat.m5 = ovrmat.M[1][1];
+ rmat.m6 = ovrmat.M[2][1];
+ rmat.m7 = ovrmat.M[3][1];
+ rmat.m8 = ovrmat.M[0][2];
+ rmat.m9 = ovrmat.M[1][2];
+ rmat.m10 = ovrmat.M[2][2];
+ rmat.m11 = ovrmat.M[3][2];
+ rmat.m12 = ovrmat.M[0][3];
+ rmat.m13 = ovrmat.M[1][3];
+ rmat.m14 = ovrmat.M[2][3];
+ rmat.m15 = ovrmat.M[3][3];
+
+ MatrixTranspose(&rmat);
+
+ return rmat;
+}
+#endif
+
+#if defined(RLGL_STANDALONE)
// Output a trace log message
// NOTE: Expected msgType: (0)Info, (1)Error, (2)Warning
-static void TraceLog(int msgType, const char *text, ...)
+void TraceLog(int msgType, const char *text, ...)
{
va_list args;
va_start(args, text);
- switch(msgType)
+ switch (msgType)
{
case INFO: fprintf(stdout, "INFO: "); break;
case ERROR: fprintf(stdout, "ERROR: "); break;
@@ -3252,4 +4186,32 @@ static void TraceLog(int msgType, const char *text, ...)
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;
+}
#endif