diff options
Diffstat (limited to 'src/rlgl.h')
| -rw-r--r-- | src/rlgl.h | 114 |
1 files changed, 57 insertions, 57 deletions
@@ -356,7 +356,7 @@ typedef unsigned char byte; LOC_MAP_PREFILTER, LOC_MAP_BRDF } ShaderLocationIndex; - + // Shader uniform data types typedef enum { UNIFORM_FLOAT = 0, @@ -993,14 +993,14 @@ void rlPushMatrix(void) // Pop lattest inserted matrix from stack void rlPopMatrix(void) -{ +{ if (stackCounter > 0) { Matrix mat = stack[stackCounter - 1]; *currentMatrix = mat; stackCounter--; } - + if ((stackCounter == 0) && (currentMatrixMode == RL_MODELVIEW)) { currentMatrix = &modelview; @@ -1141,7 +1141,7 @@ void rlEnd(void) // Make sure vertexCount is the same for vertices, texcoords, colors and normals // NOTE: In OpenGL 1.1, one glColor call can be made for all the subsequent glVertex calls - + // Make sure colors count match vertex count if (vertexData[currentBuffer].vCounter != vertexData[currentBuffer].cCounter) { @@ -1156,7 +1156,7 @@ void rlEnd(void) vertexData[currentBuffer].cCounter++; } } - + // Make sure texcoords count match vertex count if (vertexData[currentBuffer].vCounter != vertexData[currentBuffer].tcCounter) { @@ -1194,10 +1194,10 @@ void rlEnd(void) void rlVertex3f(float x, float y, float z) { Vector3 vec = { x, y, z }; - + // Transform provided vector if required if (useTransformMatrix) vec = Vector3Transform(vec, transformMatrix); - + // Verify that MAX_BATCH_ELEMENTS limit not reached if (vertexData[currentBuffer].vCounter < (MAX_BATCH_ELEMENTS*4)) { @@ -1499,7 +1499,7 @@ void rlglInit(int width, int height) //for (int i = 0; i < numComp; i++) TraceLog(LOG_INFO, "Supported compressed format: 0x%x", format[i]); // NOTE: We don't need that much data on screen... right now... - + // TODO: Automatize extensions loading using rlLoadExtensions() and GLAD // Actually, when rlglInit() is called in InitWindow() in core.c, // OpenGL required extensions have already been loaded (PLATFORM_DESKTOP) @@ -1512,7 +1512,7 @@ void rlglInit(int width, int height) // NOTE: On OpenGL 3.3 VAO and NPOT are supported by default vaoSupported = true; - + // Multiple texture extensions supported by default texNPOTSupported = true; texFloatSupported = true; @@ -1585,11 +1585,11 @@ void rlglInit(int width, int height) // Check texture float support if (strcmp(extList[i], (const char *)"GL_OES_texture_float") == 0) texFloatSupported = true; - + // Check depth texture support if ((strcmp(extList[i], (const char *)"GL_OES_depth_texture") == 0) || (strcmp(extList[i], (const char *)"GL_WEBGL_depth_texture") == 0)) texDepthSupported = true; - + if (strcmp(extList[i], (const char *)"GL_OES_depth24") == 0) maxDepthBits = 24; if (strcmp(extList[i], (const char *)"GL_OES_depth32") == 0) maxDepthBits = 32; #endif @@ -1648,8 +1648,8 @@ void rlglInit(int width, int height) if (debugMarkerSupported) TraceLog(LOG_INFO, "[EXTENSION] Debug Marker supported"); - - + + // Initialize buffers, default shaders and default textures //---------------------------------------------------------- @@ -1666,7 +1666,7 @@ void rlglInit(int width, int height) // Init default vertex arrays buffers LoadBuffersDefault(); - + // Init transformations matrix accumulator transformMatrix = MatrixIdentity(); @@ -1995,9 +1995,9 @@ unsigned int rlLoadTextureDepth(int width, int height, int bits, bool useRenderB { unsigned int id = 0; unsigned int glInternalFormat = GL_DEPTH_COMPONENT16; - + if ((bits != 16) && (bits != 24) && (bits != 32)) bits = 16; - + if (bits == 24) { #if defined(GRAPHICS_API_OPENGL_33) @@ -2006,7 +2006,7 @@ unsigned int rlLoadTextureDepth(int width, int height, int bits, bool useRenderB if (maxDepthBits >= 24) glInternalFormat = GL_DEPTH_COMPONENT24_OES; #endif } - + if (bits == 32) { #if defined(GRAPHICS_API_OPENGL_33) @@ -2021,7 +2021,7 @@ unsigned int rlLoadTextureDepth(int width, int height, int bits, bool useRenderB glGenTextures(1, &id); glBindTexture(GL_TEXTURE_2D, id); glTexImage2D(GL_TEXTURE_2D, 0, glInternalFormat, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); - + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); @@ -2036,10 +2036,10 @@ unsigned int rlLoadTextureDepth(int width, int height, int bits, bool useRenderB glGenRenderbuffers(1, &id); glBindRenderbuffer(GL_RENDERBUFFER, id); glRenderbufferStorage(GL_RENDERBUFFER, glInternalFormat, width, height); - + glBindRenderbuffer(GL_RENDERBUFFER, 0); } - + return id; } @@ -2053,7 +2053,7 @@ unsigned int rlLoadTextureCubemap(void *data, int size, int format) glGenTextures(1, &cubemapId); glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapId); - + unsigned int glInternalFormat, glFormat, glType; rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType); @@ -2084,7 +2084,7 @@ unsigned int rlLoadTextureCubemap(void *data, int size, int format) #endif } } - + // Set cubemap texture sampling parameters glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); @@ -2178,14 +2178,14 @@ void rlUnloadTexture(unsigned int id) RenderTexture2D rlLoadRenderTexture(int width, int height, int format, int depthBits, bool useDepthTexture) { RenderTexture2D target = { 0 }; - + if (useDepthTexture && texDepthSupported) target.depthTexture = true; -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) // Create the framebuffer object glGenFramebuffers(1, &target.id); glBindFramebuffer(GL_FRAMEBUFFER, target.id); - + // Create fbo color texture attachment //----------------------------------------------------------------------------------------------------- if ((format != -1) && (format < COMPRESSED_DXT1_RGB)) @@ -2198,7 +2198,7 @@ RenderTexture2D rlLoadRenderTexture(int width, int height, int format, int depth target.texture.mipmaps = 1; } //----------------------------------------------------------------------------------------------------- - + // Create fbo depth renderbuffer/texture //----------------------------------------------------------------------------------------------------- if (depthBits > 0) @@ -2210,7 +2210,7 @@ RenderTexture2D rlLoadRenderTexture(int width, int height, int format, int depth target.depth.mipmaps = 1; } //----------------------------------------------------------------------------------------------------- - + // Attach color texture and depth renderbuffer to FBO //----------------------------------------------------------------------------------------------------- rlRenderTextureAttach(target, target.texture.id, 0); // COLOR attachment @@ -2235,12 +2235,12 @@ void rlRenderTextureAttach(RenderTexture2D target, unsigned int id, int attachTy glBindFramebuffer(GL_FRAMEBUFFER, target.id); if (attachType == 0) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, id, 0); - else if (attachType == 1) + else if (attachType == 1) { if (target.depthTexture) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, id, 0); else glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, id); } - + glBindFramebuffer(GL_FRAMEBUFFER, 0); } @@ -2248,7 +2248,7 @@ void rlRenderTextureAttach(RenderTexture2D target, unsigned int id, int attachTy bool rlRenderTextureComplete(RenderTexture target) { glBindFramebuffer(GL_FRAMEBUFFER, target.id); - + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) @@ -2264,9 +2264,9 @@ bool rlRenderTextureComplete(RenderTexture target) default: break; } } - + glBindFramebuffer(GL_FRAMEBUFFER, 0); - + return (status == GL_FRAMEBUFFER_COMPLETE); } @@ -2349,7 +2349,7 @@ void rlLoadMesh(Mesh *mesh, bool dynamic) TraceLog(LOG_WARNING, "Trying to re-load an already loaded mesh"); return; } - + mesh->vaoId = 0; // Vertex Array Object mesh->vboId[0] = 0; // Vertex positions VBO mesh->vboId[1] = 0; // Vertex texcoords VBO @@ -2766,7 +2766,7 @@ unsigned char *rlReadScreenPixels(int width, int height) for (int x = 0; x < (width*4); x++) { imgData[((height - 1) - y)*width*4 + x] = screenData[(y*width*4) + x]; // Flip line - + // 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; @@ -2822,7 +2822,7 @@ void *rlReadTexturePixels(Texture2D texture) // We are using Option 1, just need to care for texture format on retrieval // NOTE: This behaviour could be conditioned by graphic driver... RenderTexture2D fbo = rlLoadRenderTexture(texture.width, texture.height, UNCOMPRESSED_R8G8B8A8, 16, false); - + glBindFramebuffer(GL_FRAMEBUFFER, fbo.id); glBindTexture(GL_TEXTURE_2D, 0); @@ -2836,7 +2836,7 @@ void *rlReadTexturePixels(Texture2D texture) // Get OpenGL internal formats and data type from our texture format unsigned int glInternalFormat, glFormat, glType; rlGetGlTextureFormats(texture.format, &glInternalFormat, &glFormat, &glType); - + // NOTE: We read data as RGBA because FBO texture is configured as RGBA, despite binding a RGB texture... glReadPixels(0, 0, texture.width, texture.height, glFormat, glType, pixels); @@ -3064,7 +3064,7 @@ void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int unifo case UNIFORM_SAMPLER2D: glUniform1iv(uniformLoc, count, (int *)value); break; default: TraceLog(LOG_WARNING, "Shader uniform could not be set data type not recognized"); } - + //glUseProgram(0); // Avoid reseting current shader program, in case other uniforms are set #endif } @@ -3143,7 +3143,7 @@ Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size) // NOTE: Faces are stored as 32 bit floating point values glGenTextures(1, &cubemap.id); glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id); - for (unsigned int i = 0; i < 6; i++) + for (unsigned int i = 0; i < 6; i++) { #if defined(GRAPHICS_API_OPENGL_33) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB32F, size, size, 0, GL_RGB, GL_FLOAT, NULL); @@ -3151,7 +3151,7 @@ Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size) if (texFloatSupported) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, size, size, 0, GL_RGB, GL_FLOAT, NULL); #endif } - + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); #if defined(GRAPHICS_API_OPENGL_33) @@ -3231,7 +3231,7 @@ Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size) { glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, size, size, 0, GL_RGB, GL_FLOAT, NULL); } - + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); @@ -3309,7 +3309,7 @@ Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size) { glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, size, size, 0, GL_RGB, GL_FLOAT, NULL); } - + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); @@ -3417,7 +3417,7 @@ Texture2D GenTextureBRDF(Shader shader, int size) // Unbind framebuffer and textures glBindFramebuffer(GL_FRAMEBUFFER, 0); - + // Unload framebuffer but keep color texture glDeleteRenderbuffers(1, &rbo); glDeleteFramebuffers(1, &fbo); @@ -3464,7 +3464,7 @@ void EndBlendMode(void) void BeginScissorMode(int x, int y, int width, int height) { rlglDraw(); // Force drawing elements - + glEnable(GL_SCISSOR_TEST); glScissor(x, screenHeight - (y + height), width, height); } @@ -3473,7 +3473,7 @@ void BeginScissorMode(int x, int y, int width, int height) void EndScissorMode(void) { rlglDraw(); // Force drawing elements - + glDisable(GL_SCISSOR_TEST); } @@ -4050,7 +4050,7 @@ static void LoadBuffersDefault(void) glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(short)*6*MAX_BATCH_ELEMENTS, vertexData[i].indices, GL_STATIC_DRAW); #endif } - + TraceLog(LOG_INFO, "Internal buffers uploaded successfully (GPU)"); // Unbind the current VAO @@ -4073,7 +4073,7 @@ static void UpdateBuffersDefault(void) glBindBuffer(GL_ARRAY_BUFFER, vertexData[currentBuffer].vboId[0]); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*vertexData[currentBuffer].vCounter, vertexData[currentBuffer].vertices); //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_BATCH_ELEMENTS, vertexData[currentBuffer].vertices, GL_DYNAMIC_DRAW); // Update all buffer - + // Texture coordinates buffer glBindBuffer(GL_ARRAY_BUFFER, vertexData[currentBuffer].vboId[1]); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*vertexData[currentBuffer].vCounter, vertexData[currentBuffer].texcoords); @@ -4083,13 +4083,13 @@ static void UpdateBuffersDefault(void) glBindBuffer(GL_ARRAY_BUFFER, vertexData[currentBuffer].vboId[2]); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*vertexData[currentBuffer].vCounter, vertexData[currentBuffer].colors); //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*MAX_BATCH_ELEMENTS, vertexData[currentBuffer].colors, GL_DYNAMIC_DRAW); // Update all buffer - + // NOTE: glMapBuffer() causes sync issue. - // If GPU is working with this buffer, glMapBuffer() will wait(stall) until GPU to finish its job. + // If GPU is working with this buffer, glMapBuffer() will wait(stall) until GPU to finish its job. // To avoid waiting (idle), you can call first glBufferData() with NULL pointer before glMapBuffer(). // If you do that, the previous data in PBO will be discarded and glMapBuffer() returns a new // allocated pointer immediately even if GPU is still working with the previous data. - + // Another option: map the buffer object into client's memory // Probably this code could be moved somewhere else... // vertexData[currentBuffer].vertices = (float *)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE); @@ -4135,7 +4135,7 @@ static void DrawBuffersDefault(void) glUniform1i(currentShader.locs[LOC_MAP_DIFFUSE], 0); // NOTE: Additional map textures not considered for default buffers drawing - + int vertexOffset = 0; if (vaoSupported) glBindVertexArray(vertexData[currentBuffer].vaoId); @@ -4160,7 +4160,7 @@ static void DrawBuffersDefault(void) } glActiveTexture(GL_TEXTURE0); - + for (int i = 0; i < drawsCounter; i++) { glBindTexture(GL_TEXTURE_2D, draws[i].textureId); @@ -4170,7 +4170,7 @@ static void DrawBuffersDefault(void) { #if defined(GRAPHICS_API_OPENGL_33) // We need to define the number of indices to be processed: quadsCount*6 - // NOTE: The final parameter tells the GPU the offset in bytes from the + // 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 glDrawElements(GL_TRIANGLES, draws[i].vertexCount/4*6, GL_UNSIGNED_INT, (GLvoid *)(sizeof(GLuint)*vertexOffset/4*6)); #elif defined(GRAPHICS_API_OPENGL_ES2) @@ -4216,7 +4216,7 @@ static void DrawBuffersDefault(void) } drawsCounter = 1; - + // Change to next buffer in the list currentBuffer++; if (currentBuffer >= MAX_BATCH_BUFFERING) currentBuffer = 0; @@ -4369,14 +4369,14 @@ static void GenDrawCube(void) static VrStereoConfig SetStereoConfig(VrDeviceInfo hmd, Shader distortion) { VrStereoConfig config = { 0 }; - + // Initialize framebuffer and textures for stereo rendering // NOTE: Screen size should match HMD aspect ratio config.stereoFbo = rlLoadRenderTexture(screenWidth, screenHeight, UNCOMPRESSED_R8G8B8A8, 24, false); - + // Assign distortion shader config.distortionShader = distortion; - + // Compute aspect ratio float aspect = ((float)hmd.hResolution*0.5f)/(float)hmd.vResolution; @@ -4442,7 +4442,7 @@ static VrStereoConfig SetStereoConfig(VrDeviceInfo hmd, Shader distortion) SetShaderValue(config.distortionShader, GetShaderLocation(config.distortionShader, "hmdWarpParam"), hmd.lensDistortionValues, UNIFORM_VEC4); SetShaderValue(config.distortionShader, GetShaderLocation(config.distortionShader, "chromaAbParam"), hmd.chromaAbCorrection, UNIFORM_VEC4); #endif - + return config; } |
