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-rw-r--r--examples/oculus_glfw_sample/rlgl.c1743
1 files changed, 1079 insertions, 664 deletions
diff --git a/examples/oculus_glfw_sample/rlgl.c b/examples/oculus_glfw_sample/rlgl.c
index 7129402d..329ccd6e 100644
--- a/examples/oculus_glfw_sample/rlgl.c
+++ b/examples/oculus_glfw_sample/rlgl.c
@@ -28,40 +28,38 @@
#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 ReadTextFile()]
+#include <stdlib.h> // Required for: malloc(), free(), rand()
+#include <string.h> // Required for: strcmp(), strlen(), strtok()
#ifndef RLGL_STANDALONE
- #include "raymath.h" // Required for Vector3 and Matrix functions
+ #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_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
+ #include "glad.h" // GLAD library, includes OpenGL headers
#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
//----------------------------------------------------------------------------------
@@ -71,6 +69,8 @@
#define MAX_DRAWS_BY_TEXTURE 256 // Draws are organized by texture changes
#define TEMP_VERTEX_BUFFER_SIZE 4096 // Temporal Vertex Buffer (required for vertex-transformations)
// NOTE: Every vertex are 3 floats (12 bytes)
+
+#define MAX_LIGHTS 8 // Max lights supported by standard shader
#ifndef GL_SHADING_LANGUAGE_VERSION
#define GL_SHADING_LANGUAGE_VERSION 0x8B8C
@@ -115,58 +115,36 @@
#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
#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
+// Dynamic vertex buffers (position + texcoords + colors + indices arrays)
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
+ 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
@@ -196,18 +174,9 @@ static DrawMode currentDrawMode;
static float currentDepth = -1.0f;
-// Default vertex buffers for lines, triangles and quads
-static VertexPositionColorBuffer lines; // No texture support
-static VertexPositionColorBuffer triangles; // No texture support
-static VertexPositionColorTextureIndexBuffer quads;
-
-// Default vertex buffers VAOs (if supported)
-static GLuint vaoLines, vaoTriangles, vaoQuads;
-
-// Default vertex buffers VBOs
-static GLuint linesBuffer[2]; // Lines buffers (position, color)
-static GLuint trianglesBuffer[2]; // Triangles buffers (position, color)
-static GLuint quadsBuffer[4]; // Quads buffers (position, texcoord, color, index)
+static DynamicBuffer lines;
+static DynamicBuffer triangles;
+static DynamicBuffer quads;
// Default buffers draw calls
static DrawCall *draws;
@@ -220,6 +189,7 @@ static bool useTempBuffer = false;
// Shader Programs
static Shader defaultShader;
+static Shader standardShader;
static Shader currentShader; // By default, defaultShader
// Flags for supported extensions
@@ -230,6 +200,10 @@ 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
+
+// Lighting data
+static Light lights[MAX_LIGHTS]; // Lights pool
+static int lightsCount; // Counts current enabled physic objects
#endif
// Compressed textures support flags
@@ -255,14 +229,20 @@ unsigned int whiteTexture;
//----------------------------------------------------------------------------------
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
static void LoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int compressedFormat);
+static unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr); // Load custom shader strings and return program id
+
+static Shader LoadDefaultShader(void); // Load default shader (just vertex positioning and texture coloring)
+static Shader LoadStandardShader(void); // Load standard shader (support materials and lighting)
+static void LoadDefaultShaderLocations(Shader *shader); // Bind default shader locations (attributes and uniforms)
+static void UnloadDefaultShader(void); // Unload default shader
+static void UnloadStandardShader(void); // Unload standard shader
-static Shader LoadDefaultShader(void);
-static void LoadDefaultShaderLocations(Shader *shader);
-static void UnloadDefaultShader(void);
+static void LoadDefaultBuffers(void); // Load default internal buffers (lines, triangles, quads)
+static void UpdateDefaultBuffers(void); // Update default internal buffers (VAOs/VBOs) with vertex data
+static void DrawDefaultBuffers(void); // Draw default internal buffers vertex data
+static void UnloadDefaultBuffers(void); // Unload default internal buffers vertex data from CPU and GPU
-static void LoadDefaultBuffers(void);
-static void UpdateDefaultBuffers(void);
-static void UnloadDefaultBuffers(void);
+static void SetShaderLights(Shader shader); // Sets shader uniform values for lights array
static char *ReadTextFile(const char *fileName);
#endif
@@ -274,7 +254,7 @@ static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight);
#if defined(RLGL_STANDALONE)
static void TraceLog(int msgType, const char *text, ...);
-float *MatrixToFloat(Matrix mat); // Converts Matrix to float array
+float *MatrixToFloat(Matrix mat); // Converts Matrix to float array
#endif
//----------------------------------------------------------------------------------
@@ -422,6 +402,12 @@ void rlOrtho(double left, double right, double bottom, double top, double near,
#endif
+// Set the viewport area (trasnformation from normalized device coordinates to window coordinates)
+void rlViewport(int x, int y, int width, int height)
+{
+ glViewport(x, y, width, height);
+}
+
//----------------------------------------------------------------------------------
// Module Functions Definition - Vertex level operations
//----------------------------------------------------------------------------------
@@ -743,17 +729,25 @@ void rlDisableTexture(void)
#endif
}
+// 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
}
@@ -769,19 +763,37 @@ 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);
}
// Unload render texture from GPU memory
void rlDeleteRenderTextures(RenderTexture2D target)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glDeleteFramebuffers(1, &target.id);
- glDeleteTextures(1, &target.texture.id);
- glDeleteTextures(1, &target.depth.id);
+ if (target.id != 0) glDeleteFramebuffers(1, &target.id);
+ if (target.texture.id != 0) glDeleteTextures(1, &target.texture.id);
+ if (target.depth.id != 0) glDeleteTextures(1, &target.depth.id);
#endif
}
@@ -789,7 +801,7 @@ void rlDeleteRenderTextures(RenderTexture2D target)
void rlDeleteShader(unsigned int id)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glDeleteProgram(id);
+ if (id != 0) glDeleteProgram(id);
#endif
}
@@ -799,7 +811,7 @@ void rlDeleteVertexArrays(unsigned int id)
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if (vaoSupported)
{
- glDeleteVertexArrays(1, &id);
+ if (id != 0) glDeleteVertexArrays(1, &id);
TraceLog(INFO, "[VAO ID %i] Unloaded model data from VRAM (GPU)", id);
}
#endif
@@ -809,9 +821,11 @@ 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 (!vaoSupported) TraceLog(INFO, "[VBO ID %i] Unloaded model vertex data from VRAM (GPU)", id);
+ if (id != 0)
+ {
+ glDeleteBuffers(1, &id);
+ if (!vaoSupported) TraceLog(INFO, "[VBO ID %i] Unloaded model vertex data from VRAM (GPU)", id);
+ }
#endif
}
@@ -896,8 +910,8 @@ void rlglInit(void)
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);
const char *extList[numExt];
@@ -1018,6 +1032,7 @@ void rlglInit(void)
// Init default Shader (customized for GL 3.3 and ES2)
defaultShader = LoadDefaultShader();
+ standardShader = LoadStandardShader();
currentShader = defaultShader;
LoadDefaultBuffers(); // Initialize default vertex arrays buffers (lines, triangles, quads)
@@ -1046,329 +1061,37 @@ void rlglClose(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
UnloadDefaultShader();
+ UnloadStandardShader();
UnloadDefaultBuffers();
// Delete default white texture
glDeleteTextures(1, &whiteTexture);
TraceLog(INFO, "[TEX ID %i] Unloaded texture data (base white texture) from VRAM", whiteTexture);
-
- free(draws);
-#endif
-}
-
-// Drawing batches: triangles, quads, lines
-void rlglDraw(Matrix mvp)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- UpdateDefaultBuffers();
-
- if ((lines.vCounter > 0) || (triangles.vCounter > 0) || (quads.vCounter > 0))
- {
- glUseProgram(currentShader.id);
-
- Matrix mvp2 = MatrixMultiply(modelview, projection); // Create modelview-projection matrix
-
- glUniformMatrix4fv(currentShader.mvpLoc, 1, false, MatrixToFloat(mvp2));
- glUniform1i(currentShader.mapDiffuseLoc, 0);
- glUniform4f(currentShader.tintColorLoc, 1.0f, 1.0f, 1.0f, 1.0f);
- }
-
- // 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)
+ // Unload lights
+ if (lightsCount > 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
+ for (int i = 0; i < lightsCount; i++) free(lights[i]);
+ lightsCount = 0;
}
- 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;
+ free(draws);
#endif
}
-// 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)
+// Drawing batches: triangles, quads, lines
+void rlglDraw(void)
{
-#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.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
- 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.material.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.material.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.material.shader.tintColorLoc, 1, vColor);
-
- // Set shader textures (diffuse, normal, specular)
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, model.material.texDiffuse.id);
- glUniform1i(model.material.shader.mapDiffuseLoc, 0); // Texture fits in active texture unit 0
-
- if ((model.material.texNormal.id != 0) && (model.material.shader.mapNormalLoc != -1))
- {
- glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_2D, model.material.texNormal.id);
- glUniform1i(model.material.shader.mapNormalLoc, 1); // Texture fits in active texture unit 1
- }
-
- if ((model.material.texSpecular.id != 0) && (model.material.shader.mapSpecularLoc != -1))
- {
- glActiveTexture(GL_TEXTURE2);
- glBindTexture(GL_TEXTURE_2D, model.material.texSpecular.id);
- glUniform1i(model.material.shader.mapSpecularLoc, 2); // Texture fits in active texture unit 2
- }
-
- if (vaoSupported)
- {
- glBindVertexArray(model.mesh.vaoId);
- }
- else
- {
- // Bind model VBO data: vertex position
- glBindBuffer(GL_ARRAY_BUFFER, model.mesh.vboId[0]);
- glVertexAttribPointer(model.material.shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(model.material.shader.vertexLoc);
-
- // Bind model VBO data: vertex texcoords
- glBindBuffer(GL_ARRAY_BUFFER, model.mesh.vboId[1]);
- glVertexAttribPointer(model.material.shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(model.material.shader.texcoordLoc);
-
- // Bind model VBO data: vertex normals (if available)
- if (model.material.shader.normalLoc != -1)
- {
- glBindBuffer(GL_ARRAY_BUFFER, model.mesh.vboId[2]);
- glVertexAttribPointer(model.material.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(model.material.shader.normalLoc);
- }
-
- // TODO: Bind model VBO data: colors, tangents, texcoords2 (if available)
- }
-
- // 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.material.texNormal.id != 0)
+/*
+ for (int i = 0; i < modelsCount; i++)
{
- glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_2D, 0);
+ rlglDrawMesh(models[i]->mesh, models[i]->material, models[i]->transform);
}
-
- if (model.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
-
- 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);
+*/
+ // NOTE: Default buffers always drawn at the end
+ UpdateDefaultBuffers();
+ DrawDefaultBuffers();
#endif
}
@@ -1693,7 +1416,7 @@ RenderTexture2D rlglLoadRenderTexture(int width, int height)
{
TraceLog(WARNING, "Framebuffer object could not be created...");
- switch(status)
+ switch (status)
{
case GL_FRAMEBUFFER_UNSUPPORTED: TraceLog(WARNING, "Framebuffer is unsupported"); break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TraceLog(WARNING, "Framebuffer incomplete attachment"); break;
@@ -1808,95 +1531,411 @@ void rlglGenerateMipmaps(Texture2D texture)
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;
-
- model.mesh = mesh;
- model.mesh.vaoId = 0; // Vertex Array Object
- model.mesh.vboId[0] = 0; // Vertex positions VBO
- model.mesh.vboId[1] = 0; // Vertex texcoords VBO
- model.mesh.vboId[2] = 0; // Vertex normals VBO
+ 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
- // TODO: Consider attributes: color, texcoords2, tangents (if available)
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ int drawHint = GL_STATIC_DRAW;
+ if (dynamic) drawHint = GL_DYNAMIC_DRAW;
+
+ GLuint vaoId = 0; // Vertex Array Objects (VAO)
+ GLuint vboId[7]; // Vertex Buffer Objects (VBOs)
+
+ if (vaoSupported)
+ {
+ // Initialize Quads VAO (Buffer A)
+ glGenVertexArrays(1, &vaoId);
+ glBindVertexArray(vaoId);
+ }
+
+ // NOTE: Attributes must be uploaded considering default locations points
- model.transform = MatrixIdentity();
+ // 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);
-#if defined(GRAPHICS_API_OPENGL_11)
- model.material.texDiffuse.id = 0; // No texture required
- model.material.shader.id = 0; // No shader used
+ // 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);
-#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- model.material.shader = defaultShader; // Default model shader
+ // 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.material.texDiffuse.id = whiteTexture; // Default whiteTexture
- model.material.texDiffuse.width = 1; // Default whiteTexture width
- model.material.texDiffuse.height = 1; // Default whiteTexture height
- model.material.texDiffuse.format = UNCOMPRESSED_R8G8B8A8; // Default whiteTexture format
+ // 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);
+ }
- model.material.texNormal.id = 0; // By default, no normal texture
- model.material.texSpecular.id = 0; // By default, no specular texture
+ // 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);
+ }
- // TODO: Fill default material properties (color, glossiness...)
+ 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);
+ }
+
- GLuint vaoModel = 0; // Vertex Array Objects (VAO)
- GLuint vertexBuffer[3]; // Vertex Buffer Objects (VBO)
+ 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)
{
- // Initialize Quads VAO (Buffer A)
- glGenVertexArrays(1, &vaoModel);
- glBindVertexArray(vaoModel);
+ if (vaoId > 0)
+ {
+ mesh->vaoId = vaoId;
+ TraceLog(INFO, "[VAO ID %i] Mesh uploaded successfully to VRAM (GPU)", mesh->vaoId);
+ }
+ else TraceLog(WARNING, "Mesh could not be uploaded to VRAM (GPU)");
+ }
+ else
+ {
+ TraceLog(INFO, "[VBOs] Mesh uploaded successfully to VRAM (GPU)");
+ }
+#endif
+}
+
+// Update vertex data on GPU (upload new data to one buffer)
+void rlglUpdateMesh(Mesh mesh, int buffer, int numVertex)
+{
+#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[0]);
+ if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.normals, GL_DYNAMIC_DRAW);
+ else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.normals);
+
+ } break;
+ case 3: // Update colors (vertex colors)
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]);
+ if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*numVertex, mesh.colors, GL_DYNAMIC_DRAW);
+ else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*numVertex, mesh.colors);
+
+ } break;
+ case 4: // Update tangents (vertex tangents)
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
+ if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.tangents, GL_DYNAMIC_DRAW);
+ else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.tangents);
+ } break;
+ case 5: // Update texcoords2 (vertex second texture coordinates)
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]);
+ 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
- // Create buffers for our vertex data (positions, texcoords, normals)
- glGenBuffers(3, vertexBuffer);
+ 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)
+ glUseProgram(material.shader.id);
- // NOTE: Default shader is assigned to model, so vbo buffers are properly linked to vertex attribs
- // If model shader is changed, vbo buffers must be re-assigned to new location points (previously loaded)
+ // 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)
- // 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.material.shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(model.material.shader.vertexLoc);
+ // Calculate model-view matrix combining matModel and matView
+ Matrix matModelView = MatrixMultiply(transform, matView); // Transform to camera-space coordinates
- // 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.material.shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(model.material.shader.texcoordLoc);
+ // Calculate model-view-projection matrix (MVP)
+ Matrix matMVP = MatrixMultiply(matModelView, matProjection); // Transform to screen-space coordinates
- // 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.material.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(model.material.shader.normalLoc);
+ // Send combined model-view-projection matrix to shader
+ glUniformMatrix4fv(material.shader.mvpLoc, 1, false, MatrixToFloat(matMVP));
- glVertexAttrib4f(model.material.shader.colorLoc, 1.0f, 1.0f, 1.0f, 1.0f); // Color vertex attribute set to default: WHITE
- glDisableVertexAttribArray(model.material.shader.colorLoc);
+ // Upload to shader material.colDiffuse
+ float vColorDiffuse[4] = { (float)material.colDiffuse.r/255, (float)material.colDiffuse.g/255, (float)material.colDiffuse.b/255, (float)material.colDiffuse.a/255 };
+ glUniform4fv(material.shader.tintColorLoc, 1, vColorDiffuse);
+
+ // Check if using standard shader to get location points
+ // NOTE: standard shader specific locations are got at render time to keep Shader struct as simple as possible (with just default shader locations)
+ if (material.shader.id == standardShader.id)
+ {
+ // Send model transformations matrix to shader
+ glUniformMatrix4fv(glGetUniformLocation(material.shader.id, "modelMatrix"), 1, false, MatrixToFloat(transform));
+
+ // Send view transformation matrix to shader. View matrix 8, 9 and 10 are view direction vector axis values (target - position)
+ glUniform3f(glGetUniformLocation(material.shader.id, "viewDir"), matView.m8, matView.m9, matView.m10);
+
+ // Setup shader uniforms for lights
+ SetShaderLights(material.shader);
+
+ // Upload to shader material.colAmbient
+ glUniform4f(glGetUniformLocation(material.shader.id, "colAmbient"), (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
+ glUniform4f(glGetUniformLocation(material.shader.id, "colSpecular"), (float)material.colSpecular.r/255, (float)material.colSpecular.g/255, (float)material.colSpecular.b/255, (float)material.colSpecular.a/255);
+
+ // Upload to shader glossiness
+ glUniform1f(glGetUniformLocation(material.shader.id, "glossiness"), 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
+ }
- 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
+ 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)
{
- if (vaoModel > 0)
+ 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) , tangents, texcoords2 (if available)
+ if (material.shader.colorLoc != -1)
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]);
+ glVertexAttribPointer(material.shader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+ glEnableVertexAttribArray(material.shader.colorLoc);
+ }
+
+ // Bind mesh VBO data: vertex tangents (shader-location = 4, if available)
+ if (material.shader.tangentLoc != -1)
{
- model.mesh.vaoId = vaoModel;
- TraceLog(INFO, "[VAO ID %i] Model uploaded successfully to VRAM (GPU)", vaoModel);
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]);
+ glVertexAttribPointer(material.shader.tangentLoc, 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(material.shader.tangentLoc);
}
- else TraceLog(WARNING, "Model could not be uploaded to VRAM (GPU)");
+
+ // 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]);
+ }
+
+ // 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
{
- 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]);
+ glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind VBOs
+ if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
+
+ glUseProgram(0); // Unbind shader program
#endif
+}
- return model;
+// 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)
@@ -2058,6 +2097,20 @@ void *rlglReadTexturePixels(Texture2D texture)
// NOTE: Those functions are exposed directly to the user in raylib.h
//----------------------------------------------------------------------------------
+// Get default internal texture (white texture)
+Texture2D GetDefaultTexture(void)
+{
+ Texture2D texture;
+
+ texture.id = whiteTexture;
+ texture.width = 1;
+ texture.height = 1;
+ texture.mipmaps = 1;
+ texture.format = UNCOMPRESSED_R8G8B8A8;
+
+ return texture;
+}
+
// Load a custom shader and bind default locations
Shader LoadShader(char *vsFileName, char *fsFileName)
{
@@ -2090,106 +2143,6 @@ Shader LoadShader(char *vsFileName, char *fsFileName)
return shader;
}
-// Load custom shader strings and return program id
-unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr)
-{
- 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);
-
- 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);
-
- char log[maxLength];
-
- glGetShaderInfoLog(vertexShader, maxLength, &length, log);
-
- TraceLog(INFO, "%s", log);
- }
- 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);
-
- int maxLength = 0;
- int length;
-
- glGetShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &maxLength);
-
- char log[maxLength];
-
- glGetShaderInfoLog(fragmentShader, maxLength, &length, log);
-
- TraceLog(INFO, "%s", log);
- }
- 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)
- {
- 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;
- }
- else TraceLog(INFO, "[SHDR ID %i] Shader program loaded successfully", program);
-
- glDeleteShader(vertexShader);
- glDeleteShader(fragmentShader);
-#endif
- return program;
-}
-
// Unload a custom shader from memory
void UnloadShader(Shader shader)
{
@@ -2200,53 +2153,45 @@ 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();
+ rlglDraw();
currentShader = shader;
}
#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);
+ 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->material.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
+ return defaultShader;
+#else
+ Shader shader = { 0 };
+ return shader;
+#endif
+}
-#elif (GRAPHICS_API_OPENGL_11)
- TraceLog(WARNING, "Shaders not supported on OpenGL 1.1");
+// Get default shader
+Shader GetStandardShader(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ return standardShader;
+#else
+ Shader shader = { 0 };
+ return shader;
#endif
}
@@ -2306,13 +2251,25 @@ void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat)
#endif
}
-// Set blending mode (alpha, additive, multiplied)
-// NOTE: Only 3 blending modes predefined
-void SetBlendMode(int mode)
+// Set a custom projection matrix (replaces internal projection matrix)
+void SetMatrixProjection(Matrix proj)
+{
+ projection = proj;
+}
+
+// Set a custom modelview matrix (replaces internal modelview matrix)
+void SetMatrixModelview(Matrix view)
+{
+ modelview = view;
+}
+
+// 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))
{
- //rlglDraw();
+ rlglDraw();
switch (mode)
{
@@ -2326,6 +2283,68 @@ void SetBlendMode(int mode)
}
}
+// End blending mode (reset to default: alpha blending)
+void EndBlendMode(void)
+{
+ BeginBlendMode(BLEND_ALPHA);
+}
+
+// Create a new light, initialize it and add to pool
+Light CreateLight(int type, Vector3 position, Color diffuse)
+{
+ Light light = NULL;
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ // Allocate dynamic memory
+ light = (Light)malloc(sizeof(LightData));
+
+ // Initialize light values with generic values
+ light->id = lightsCount;
+ light->type = type;
+ light->enabled = true;
+
+ light->position = position;
+ light->target = (Vector3){ 0.0f, 0.0f, 0.0f };
+ light->intensity = 1.0f;
+ light->diffuse = diffuse;
+
+ // Add new light to the array
+ lights[lightsCount] = light;
+
+ // Increase enabled lights count
+ lightsCount++;
+#else
+ // TODO: Support OpenGL 1.1 lighting system
+ TraceLog(WARNING, "Lighting currently not supported on OpenGL 1.1");
+#endif
+
+ return light;
+}
+
+// Destroy a light and take it out of the list
+void DestroyLight(Light light)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ // Free dynamic memory allocation
+ free(lights[light->id]);
+
+ // Remove *obj from the pointers array
+ for (int i = light->id; i < lightsCount; i++)
+ {
+ // Resort all the following pointers of the array
+ if ((i + 1) < lightsCount)
+ {
+ lights[i] = lights[i + 1];
+ lights[i]->id = lights[i + 1]->id;
+ }
+ else free(lights[i]);
+ }
+
+ // Decrease enabled physic objects count
+ lightsCount--;
+#endif
+}
+
//----------------------------------------------------------------------------------
// Module specific Functions Definition
//----------------------------------------------------------------------------------
@@ -2367,7 +2386,118 @@ static void LoadCompressedTexture(unsigned char *data, int width, int height, in
}
}
-// Load default shader (Vertex and Fragment)
+// Load custom shader strings and return program id
+static unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr)
+{
+ 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);
+
+ 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);
+
+ char log[maxLength];
+
+ glGetShaderInfoLog(vertexShader, maxLength, &length, log);
+
+ TraceLog(INFO, "%s", log);
+ }
+ 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);
+
+ int maxLength = 0;
+ int length;
+
+ glGetShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &maxLength);
+
+ char log[maxLength];
+
+ glGetShaderInfoLog(fragmentShader, maxLength, &length, log);
+
+ TraceLog(INFO, "%s", log);
+ }
+ 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);
+
+ char log[maxLength];
+
+ glGetProgramInfoLog(program, maxLength, &length, log);
+
+ TraceLog(INFO, "%s", log);
+
+ glDeleteProgram(program);
+
+ program = 0;
+ }
+ else TraceLog(INFO, "[SHDR ID %i] Shader program loaded successfully", program);
+
+ glDeleteShader(vertexShader);
+ glDeleteShader(fragmentShader);
+#endif
+ return program;
+}
+
+
+// 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)
{
@@ -2410,15 +2540,15 @@ static Shader LoadDefaultShader(void)
"varying vec4 fragColor; \n"
#endif
"uniform sampler2D texture0; \n"
- "uniform vec4 fragTintColor; \n"
+ "uniform vec4 colDiffuse; \n"
"void main() \n"
"{ \n"
#if defined(GRAPHICS_API_OPENGL_33)
" vec4 texelColor = texture(texture0, fragTexCoord); \n"
- " finalColor = texelColor*fragTintColor*fragColor; \n"
+ " finalColor = texelColor*colDiffuse*fragColor; \n"
#elif defined(GRAPHICS_API_OPENGL_ES2)
" vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0
- " gl_FragColor = texelColor*fragTintColor*fragColor; \n"
+ " gl_FragColor = texelColor*colDiffuse*fragColor; \n"
#endif
"} \n";
@@ -2432,24 +2562,52 @@ static Shader LoadDefaultShader(void)
return shader;
}
+// Load standard shader
+// NOTE: This shader supports:
+// - Up to 3 different maps: diffuse, normal, specular
+// - Material properties: colAmbient, colDiffuse, colSpecular, glossiness
+// - Up to 8 lights: Point, Directional or Spot
+static Shader LoadStandardShader(void)
+{
+ // Load standard shader (TODO: rewrite as char pointers)
+ Shader shader = { 0 }; //LoadShader("resources/shaders/standard.vs", "resources/shaders/standard.fs");
+
+ if (shader.id != 0) TraceLog(INFO, "[SHDR ID %i] Standard shader loaded successfully", shader.id);
+ else TraceLog(WARNING, "[SHDR ID %i] Standard shader could not be loaded", shader.id);
+
+ if (shader.id != 0) LoadDefaultShaderLocations(&shader);
+
+ return shader;
+}
+
// Get location handlers to for shader attributes and uniforms
// NOTE: If any location is not found, loc point becomes -1
static void LoadDefaultShaderLocations(Shader *shader)
{
+ // 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
+
// 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");
- shader->colorLoc = glGetAttribLocation(shader->id, "vertexColor");
+ 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);
// 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 = glGetUniformLocation(shader->id, "texture1");
- shader->mapSpecularLoc = glGetUniformLocation(shader->id, "texture2");
+ shader->tintColorLoc = glGetUniformLocation(shader->id, "colDiffuse");
+ shader->mapTexture0Loc = glGetUniformLocation(shader->id, "texture0");
+ shader->mapTexture1Loc = glGetUniformLocation(shader->id, "texture1");
+ shader->mapTexture2Loc = glGetUniformLocation(shader->id, "texture2");
}
// Unload default shader
@@ -2457,40 +2615,59 @@ static void UnloadDefaultShader(void)
{
glUseProgram(0);
- //glDetachShader(defaultShaderProgram, vertexShader);
- //glDetachShader(defaultShaderProgram, fragmentShader);
+ //glDetachShader(defaultShader, vertexShader);
+ //glDetachShader(defaultShader, fragmentShader);
//glDeleteShader(vertexShader); // Already deleted on shader compilation
- //glDeleteShader(fragmentShader); // Already deleted on sahder compilation
+ //glDeleteShader(fragmentShader); // Already deleted on shader compilation
glDeleteProgram(defaultShader.id);
}
+// Unload standard shader
+static void UnloadStandardShader(void)
+{
+ glUseProgram(0);
+
+ //glDetachShader(defaultShader, vertexShader);
+ //glDetachShader(defaultShader, fragmentShader);
+ //glDeleteShader(vertexShader); // Already deleted on shader compilation
+ //glDeleteShader(fragmentShader); // Already deleted on shader compilation
+ glDeleteProgram(standardShader.id);
+}
+
+
// Load default internal buffers (lines, triangles, quads)
static void LoadDefaultBuffers(void)
{
// [CPU] Allocate and initialize float array buffers to store vertex data (lines, triangles, quads)
//--------------------------------------------------------------------------------------------
- // Initialize lines arrays (vertex position and color data)
+ // 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
@@ -2523,7 +2700,7 @@ static void LoadDefaultBuffers(void)
quads.tcCounter = 0;
quads.cCounter = 0;
- TraceLog(INFO, "Default buffers initialized successfully in CPU (lines, triangles, quads)");
+ TraceLog(INFO, "[CPU] Default buffers initialized successfully (lines, triangles, quads)");
//--------------------------------------------------------------------------------------------
// [GPU] Upload vertex data and initialize VAOs/VBOs (lines, triangles, quads)
@@ -2534,97 +2711,102 @@ static void LoadDefaultBuffers(void)
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] Default buffers (lines) VAO initialized successfully", vaoLines);
- else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Default buffers (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] Default buffers (triangles) VAO initialized successfully", vaoTriangles);
- else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Default buffers (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] Default buffers (quads) VAO initialized successfully", vaoQuads);
- else TraceLog(INFO, "[VBO ID %i][VBO ID %i][VBO ID %i][VBO ID %i] Default buffers (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 default buffers (VAOs/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 re-update GPU arrays (change flag required)
static void UpdateDefaultBuffers(void)
@@ -2633,15 +2815,15 @@ static void UpdateDefaultBuffers(void)
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);
}
@@ -2650,15 +2832,15 @@ static void UpdateDefaultBuffers(void)
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);
}
@@ -2667,20 +2849,20 @@ static void UpdateDefaultBuffers(void)
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);
@@ -2695,7 +2877,167 @@ static void UpdateDefaultBuffers(void)
if (vaoSupported) glBindVertexArray(0);
}
-// Unload default buffers vertex data from CPU and GPU
+// Draw default internal buffers vertex data
+// NOTE: We draw in this order: lines, triangles, quads
+static void DrawDefaultBuffers(void)
+{
+ // 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.tintColorLoc, 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;
+}
+
+// Unload default internal buffers vertex data from CPU and GPU
static void UnloadDefaultBuffers(void)
{
// Unbind everything
@@ -2708,21 +3050,21 @@ static void UnloadDefaultBuffers(void)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
// Delete VBOs from GPU (VRAM)
- 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]);
+ 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, &vaoLines);
- glDeleteVertexArrays(1, &vaoTriangles);
- glDeleteVertexArrays(1, &vaoQuads);
+ glDeleteVertexArrays(1, &lines.vaoId);
+ glDeleteVertexArrays(1, &triangles.vaoId);
+ glDeleteVertexArrays(1, &quads.vaoId);
}
// Free vertex arrays memory from CPU (RAM)
@@ -2738,6 +3080,79 @@ static void UnloadDefaultBuffers(void)
free(quads.indices);
}
+// Setup shader uniform values for lights array
+// NOTE: It would be far easier with shader UBOs but are not supported on OpenGL ES 2.0f
+static void SetShaderLights(Shader shader)
+{
+ int locPoint = glGetUniformLocation(shader.id, "lightsCount");
+ glUniform1i(locPoint, lightsCount);
+
+ char locName[32] = "lights[x].position\0";
+
+ for (int i = 0; i < lightsCount; i++)
+ {
+ locName[7] = '0' + i;
+
+ memcpy(&locName[10], "enabled\0", strlen("enabled\0") + 1);
+ locPoint = GetShaderLocation(shader, locName);
+ glUniform1i(locPoint, lights[i]->enabled);
+
+ memcpy(&locName[10], "type\0", strlen("type\0") + 1);
+ locPoint = GetShaderLocation(shader, locName);
+ glUniform1i(locPoint, lights[i]->type);
+
+ memcpy(&locName[10], "diffuse\0", strlen("diffuse\0") + 2);
+ locPoint = glGetUniformLocation(shader.id, locName);
+ glUniform4f(locPoint, (float)lights[i]->diffuse.r/255, (float)lights[i]->diffuse.g/255, (float)lights[i]->diffuse.b/255, (float)lights[i]->diffuse.a/255);
+
+ memcpy(&locName[10], "intensity\0", strlen("intensity\0"));
+ locPoint = glGetUniformLocation(shader.id, locName);
+ glUniform1f(locPoint, lights[i]->intensity);
+
+ switch (lights[i]->type)
+ {
+ case LIGHT_POINT:
+ {
+ memcpy(&locName[10], "position\0", strlen("position\0") + 1);
+ locPoint = GetShaderLocation(shader, locName);
+ glUniform3f(locPoint, lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
+
+ memcpy(&locName[10], "radius\0", strlen("radius\0") + 2);
+ locPoint = GetShaderLocation(shader, locName);
+ glUniform1f(locPoint, lights[i]->radius);
+ } break;
+ case LIGHT_DIRECTIONAL:
+ {
+ memcpy(&locName[10], "direction\0", strlen("direction\0") + 2);
+ locPoint = GetShaderLocation(shader, locName);
+ Vector3 direction = { lights[i]->target.x - lights[i]->position.x, lights[i]->target.y - lights[i]->position.y, lights[i]->target.z - lights[i]->position.z };
+ VectorNormalize(&direction);
+ glUniform3f(locPoint, direction.x, direction.y, direction.z);
+ } break;
+ case LIGHT_SPOT:
+ {
+ memcpy(&locName[10], "position\0", strlen("position\0") + 1);
+ locPoint = GetShaderLocation(shader, locName);
+ glUniform3f(locPoint, lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
+
+ memcpy(&locName[10], "direction\0", strlen("direction\0") + 2);
+ locPoint = GetShaderLocation(shader, locName);
+
+ Vector3 direction = { lights[i]->target.x - lights[i]->position.x, lights[i]->target.y - lights[i]->position.y, lights[i]->target.z - lights[i]->position.z };
+ VectorNormalize(&direction);
+ glUniform3f(locPoint, direction.x, direction.y, direction.z);
+
+ memcpy(&locName[10], "coneAngle\0", strlen("coneAngle\0"));
+ locPoint = GetShaderLocation(shader, locName);
+ glUniform1f(locPoint, lights[i]->coneAngle);
+ } break;
+ default: break;
+ }
+
+ // TODO: Pass to the shader any other required data from LightData struct
+ }
+}
+
// Read text data from file
// NOTE: text chars array should be freed manually
static char *ReadTextFile(const char *fileName)
@@ -2908,7 +3323,7 @@ static 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;