From 037edbaa1322a2174d91c7aeacc9170f5b6913cb Mon Sep 17 00:00:00 2001 From: raysan5 Date: Wed, 18 May 2016 13:22:14 +0200 Subject: Reorganize data for consistency --- src/rlgl.c | 431 +++++++++++++++++++++++++++++++++++++------------------------ 1 file changed, 264 insertions(+), 167 deletions(-) (limited to 'src/rlgl.c') diff --git a/src/rlgl.c b/src/rlgl.c index 0c0da221..8e725521 100644 --- a/src/rlgl.c +++ b/src/rlgl.c @@ -740,6 +740,24 @@ 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) { @@ -1033,175 +1051,15 @@ void rlglClose(void) void rlglDraw(void) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - UpdateDefaultBuffers(); - DrawDefaultBuffers(); -#endif -} - -// Draw a 3d mesh with material and transform -void rlglDrawEx(Mesh mesh, Material material, Matrix transform, bool wires) -{ -#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) - // NOTE: glPolygonMode() not available on OpenGL ES - if (wires) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); -#endif - -#if defined(GRAPHICS_API_OPENGL_11) - glEnable(GL_TEXTURE_2D); - glBindTexture(GL_TEXTURE_2D, material.texDiffuse.id); - - // NOTE: On OpenGL 1.1 we use Vertex Arrays to draw model - glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array - glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable texture coords array - if (mesh.normals != NULL) glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array - if (mesh.colors != NULL) glEnableClientState(GL_COLOR_ARRAY); // Enable colors array - - glVertexPointer(3, GL_FLOAT, 0, mesh.vertices); // Pointer to vertex coords array - glTexCoordPointer(2, GL_FLOAT, 0, mesh.texcoords); // Pointer to texture coords array - if (mesh.normals != NULL) glNormalPointer(GL_FLOAT, 0, mesh.normals); // Pointer to normals array - if (mesh.colors != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh.colors); // Pointer to colors array - - rlPushMatrix(); - rlMultMatrixf(MatrixToFloat(transform)); - rlColor4ub(material.colDiffuse.r, material.colDiffuse.g, material.colDiffuse.b, material.colDiffuse.a); - - if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, mesh.indices); - else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount); - rlPopMatrix(); - - glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array - glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array - if (mesh.normals != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array - if (mesh.colors != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable colors array - - glDisable(GL_TEXTURE_2D); - glBindTexture(GL_TEXTURE_2D, 0); -#endif - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glUseProgram(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 model-view matrix combining matModel and matView - Matrix matModelView = MatrixMultiply(transform, 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(material.shader.mvpLoc, 1, false, MatrixToFloat(matMVP)); - - // Apply color tinting (material.colDiffuse) - // NOTE: Just update one uniform on fragment shader - float vColor[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, vColor); - - // Set shader textures (diffuse, normal, specular) - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, material.texDiffuse.id); - glUniform1i(material.shader.mapDiffuseLoc, 0); // Texture fits in active texture unit 0 - - if ((material.texNormal.id != 0) && (material.shader.mapNormalLoc != -1)) - { - glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D, material.texNormal.id); - glUniform1i(material.shader.mapNormalLoc, 1); // Texture fits in active texture unit 1 - } - - if ((material.texSpecular.id != 0) && (material.shader.mapSpecularLoc != -1)) - { - glActiveTexture(GL_TEXTURE2); - glBindTexture(GL_TEXTURE_2D, material.texSpecular.id); - glUniform1i(material.shader.mapSpecularLoc, 2); // Texture fits in active texture unit 2 - } - - if (vaoSupported) - { - glBindVertexArray(mesh.vaoId); - } - else - { - // Bind mesh VBO data: vertex position (shader-location = 0) - glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]); - glVertexAttribPointer(material.shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(material.shader.vertexLoc); - - // Bind mesh VBO data: vertex texcoords (shader-location = 1) - glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]); - glVertexAttribPointer(material.shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(material.shader.texcoordLoc); - - // Bind mesh VBO data: vertex normals (shader-location = 2, if available) - if (material.shader.normalLoc != -1) - { - glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]); - glVertexAttribPointer(material.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(material.shader.normalLoc); - } - - // Bind mesh VBO data: vertex colors (shader-location = 3, if available) , 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) - { - glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]); - glVertexAttribPointer(material.shader.tangentLoc, 3, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(material.shader.tangentLoc); - } - - // Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available) - if (material.shader.texcoord2Loc != -1) - { - glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]); - glVertexAttribPointer(material.shader.texcoord2Loc, 2, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(material.shader.texcoord2Loc); - } - - if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]); - } - - // 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 +/* + for (int i = 0; i < modelsCount; i++) { - glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind VBOs - if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + rlglDrawMesh(models[i]->mesh, models[i]->material, models[i]->transform); } - - 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 } @@ -1776,6 +1634,245 @@ void rlglLoadMesh(Mesh *mesh) #endif } +// Update vertex data on GPU (upload new data to one buffer) +void rlglUpdateMesh(Mesh mesh, int buffer, int numVertex) +{ + // 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); +} + +// Draw a 3d mesh with material and transform +void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) +{ +#if defined(GRAPHICS_API_OPENGL_11) + glEnable(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D, material.texDiffuse.id); + + // NOTE: On OpenGL 1.1 we use Vertex Arrays to draw model + glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array + glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable texture coords array + if (mesh.normals != NULL) glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array + if (mesh.colors != NULL) glEnableClientState(GL_COLOR_ARRAY); // Enable colors array + + glVertexPointer(3, GL_FLOAT, 0, mesh.vertices); // Pointer to vertex coords array + glTexCoordPointer(2, GL_FLOAT, 0, mesh.texcoords); // Pointer to texture coords array + if (mesh.normals != NULL) glNormalPointer(GL_FLOAT, 0, mesh.normals); // Pointer to normals array + if (mesh.colors != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh.colors); // Pointer to colors array + + rlPushMatrix(); + rlMultMatrixf(MatrixToFloat(transform)); + rlColor4ub(material.colDiffuse.r, material.colDiffuse.g, material.colDiffuse.b, material.colDiffuse.a); + + if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, mesh.indices); + else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount); + rlPopMatrix(); + + glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array + glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array + if (mesh.normals != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array + if (mesh.colors != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable colors array + + glDisable(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D, 0); +#endif + +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glUseProgram(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 model-view matrix combining matModel and matView + Matrix matModelView = MatrixMultiply(transform, 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(material.shader.mvpLoc, 1, false, MatrixToFloat(matMVP)); + + // Apply color tinting (material.colDiffuse) + // NOTE: Just update one uniform on fragment shader + float vColor[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, vColor); + + // Set shader textures (diffuse, normal, specular) + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, material.texDiffuse.id); + glUniform1i(material.shader.mapDiffuseLoc, 0); // Texture fits in active texture unit 0 + + if ((material.texNormal.id != 0) && (material.shader.mapNormalLoc != -1)) + { + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D, material.texNormal.id); + glUniform1i(material.shader.mapNormalLoc, 1); // Texture fits in active texture unit 1 + } + + if ((material.texSpecular.id != 0) && (material.shader.mapSpecularLoc != -1)) + { + glActiveTexture(GL_TEXTURE2); + glBindTexture(GL_TEXTURE_2D, material.texSpecular.id); + glUniform1i(material.shader.mapSpecularLoc, 2); // Texture fits in active texture unit 2 + } + + if (vaoSupported) + { + glBindVertexArray(mesh.vaoId); + } + else + { + // Bind mesh VBO data: vertex position (shader-location = 0) + glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]); + glVertexAttribPointer(material.shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(material.shader.vertexLoc); + + // Bind mesh VBO data: vertex texcoords (shader-location = 1) + glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]); + glVertexAttribPointer(material.shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(material.shader.texcoordLoc); + + // Bind mesh VBO data: vertex normals (shader-location = 2, if available) + if (material.shader.normalLoc != -1) + { + glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]); + glVertexAttribPointer(material.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(material.shader.normalLoc); + } + + // Bind mesh VBO data: vertex colors (shader-location = 3, if available) , 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) + { + glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]); + glVertexAttribPointer(material.shader.tangentLoc, 3, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(material.shader.tangentLoc); + } + + // Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available) + if (material.shader.texcoord2Loc != -1) + { + glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]); + glVertexAttribPointer(material.shader.texcoord2Loc, 2, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(material.shader.texcoord2Loc); + } + + if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]); + } + + // Draw call! + if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, 0); // Indexed vertices draw + else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount); + + if (material.texNormal.id != 0) + { + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D, 0); + } + + if (material.texSpecular.id != 0) + { + glActiveTexture(GL_TEXTURE2); + glBindTexture(GL_TEXTURE_2D, 0); + } + + glActiveTexture(GL_TEXTURE0); // Set shader active texture to default 0 + glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures + + if (vaoSupported) glBindVertexArray(0); // Unbind VAO + else + { + glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind VBOs + if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + } + + glUseProgram(0); // Unbind shader program +#endif +} + +// Unload mesh data from CPU and GPU +void rlglUnloadMesh(Mesh *mesh) +{ + if (mesh->vertices != NULL) free(mesh->vertices); + if (mesh->texcoords != NULL) free(mesh->texcoords); + if (mesh->normals != NULL) free(mesh->normals); + if (mesh->colors != NULL) free(mesh->colors); + if (mesh->tangents != NULL) free(mesh->tangents); + if (mesh->texcoords2 != NULL) free(mesh->texcoords2); + if (mesh->indices != NULL) free(mesh->indices); + + rlDeleteBuffers(mesh->vboId[0]); // vertex + rlDeleteBuffers(mesh->vboId[1]); // texcoords + rlDeleteBuffers(mesh->vboId[2]); // normals + rlDeleteBuffers(mesh->vboId[3]); // colors + rlDeleteBuffers(mesh->vboId[4]); // tangents + rlDeleteBuffers(mesh->vboId[5]); // texcoords2 + rlDeleteBuffers(mesh->vboId[6]); // indices + + rlDeleteVertexArrays(mesh->vaoId); +} + // Read screen pixel data (color buffer) unsigned char *rlglReadScreenPixels(int width, int height) { -- cgit v1.2.3 From 8bbbe8cd76d93bc85810fd13a6cb6c4df18bd30d Mon Sep 17 00:00:00 2001 From: raysan5 Date: Thu, 19 May 2016 13:50:29 +0200 Subject: Corrected namings --- src/rlgl.c | 16 ++++++++-------- 1 file changed, 8 insertions(+), 8 deletions(-) (limited to 'src/rlgl.c') diff --git a/src/rlgl.c b/src/rlgl.c index 8e725521..888a9313 100644 --- a/src/rlgl.c +++ b/src/rlgl.c @@ -2425,12 +2425,12 @@ static void LoadDefaultShaderLocations(Shader *shader) // 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->tangentLoc = glGetAttribLocation(shader->id, "vertexTangent"); - shader->texcoord2Loc = glGetAttribLocation(shader->id, "vertexTexCoord2"); + shader->vertexLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_POSITION_NAME); + shader->texcoordLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD_NAME); + shader->normalLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_NORMAL_NAME); + shader->colorLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_COLOR_NAME); + shader->tangentLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TANGENT_NAME); + shader->texcoord2Loc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD2_NAME); // Get handles to GLSL uniform locations (vertex shader) shader->mvpLoc = glGetUniformLocation(shader->id, "mvpMatrix"); @@ -2447,8 +2447,8 @@ 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 glDeleteProgram(defaultShader.id); -- cgit v1.2.3 From 7d1d9ff143cd7c6c55d3fd891b43e143431ea15f Mon Sep 17 00:00:00 2001 From: raysan5 Date: Fri, 20 May 2016 09:36:02 +0200 Subject: Support DYNAMIC_DRAW mesh loading --- src/models.c | 10 +++++----- src/raylib.h | 2 +- src/rlgl.c | 17 ++++++++++------- src/rlgl.h | 2 +- 4 files changed, 17 insertions(+), 14 deletions(-) (limited to 'src/rlgl.c') diff --git a/src/models.c b/src/models.c index bb2d56c2..6d72d1e3 100644 --- a/src/models.c +++ b/src/models.c @@ -553,7 +553,7 @@ Model LoadModel(const char *fileName) if (model.mesh.vertexCount == 0) TraceLog(WARNING, "Model could not be loaded"); else { - rlglLoadMesh(&model.mesh); // Upload vertex data to GPU + rlglLoadMesh(&model.mesh, false); // Upload vertex data to GPU (static model) model.transform = MatrixIdentity(); model.material = LoadDefaultMaterial(); @@ -563,13 +563,13 @@ Model LoadModel(const char *fileName) } // Load a 3d model (from vertex data) -Model LoadModelEx(Mesh data) +Model LoadModelEx(Mesh data, bool dynamic) { Model model = { 0 }; model.mesh = data; - rlglLoadMesh(&model.mesh); // Upload vertex data to GPU + rlglLoadMesh(&model.mesh, dynamic); // Upload vertex data to GPU model.transform = MatrixIdentity(); model.material = LoadDefaultMaterial(); @@ -668,7 +668,7 @@ Model LoadHeightmap(Image heightmap, Vector3 size) model.mesh = GenMeshHeightmap(heightmap, size); - rlglLoadMesh(&model.mesh); + rlglLoadMesh(&model.mesh, false); // Upload vertex data to GPU (static model) model.transform = MatrixIdentity(); model.material = LoadDefaultMaterial(); @@ -683,7 +683,7 @@ Model LoadCubicmap(Image cubicmap) model.mesh = GenMeshCubicmap(cubicmap, (Vector3){ 1.0, 1.0, 1.5f }); - rlglLoadMesh(&model.mesh); + rlglLoadMesh(&model.mesh, false); // Upload vertex data to GPU (static model) model.transform = MatrixIdentity(); model.material = LoadDefaultMaterial(); diff --git a/src/raylib.h b/src/raylib.h index 986dc7bf..8a46ec35 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -803,7 +803,7 @@ void DrawGizmo(Vector3 position); // Model 3d Loading and Drawing Functions (Module: models) //------------------------------------------------------------------------------------ Model LoadModel(const char *fileName); // Load a 3d model (.OBJ) -Model LoadModelEx(Mesh data); // Load a 3d model (from mesh data) +Model LoadModelEx(Mesh data, bool dynamic); // Load a 3d model (from mesh data) Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d model from rRES file (raylib Resource) Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based) diff --git a/src/rlgl.c b/src/rlgl.c index 888a9313..cc2b8942 100644 --- a/src/rlgl.c +++ b/src/rlgl.c @@ -1500,7 +1500,7 @@ void rlglGenerateMipmaps(Texture2D texture) } // Upload vertex data into a VAO (if supported) and VBO -void rlglLoadMesh(Mesh *mesh) +void rlglLoadMesh(Mesh *mesh, bool dynamic) { mesh->vaoId = 0; // Vertex Array Object mesh->vboId[0] = 0; // Vertex positions VBO @@ -1510,6 +1510,9 @@ void rlglLoadMesh(Mesh *mesh) mesh->vboId[4] = 0; // Vertex tangents VBO mesh->vboId[5] = 0; // Vertex texcoords2 VBO mesh->vboId[6] = 0; // Vertex indices VBO + + int drawHint = GL_STATIC_DRAW; + if (dynamic) drawHint = GL_DYNAMIC_DRAW; #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) GLuint vaoId = 0; // Vertex Array Objects (VAO) @@ -1527,14 +1530,14 @@ void rlglLoadMesh(Mesh *mesh) // 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, GL_STATIC_DRAW); + glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->vertices, drawHint); glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0); glEnableVertexAttribArray(0); // Enable vertex attributes: texcoords (shader-location = 1) glGenBuffers(1, &vboId[1]); glBindBuffer(GL_ARRAY_BUFFER, vboId[1]); - glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords, GL_STATIC_DRAW); + glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords, drawHint); glVertexAttribPointer(1, 2, GL_FLOAT, 0, 0, 0); glEnableVertexAttribArray(1); @@ -1543,7 +1546,7 @@ void rlglLoadMesh(Mesh *mesh) { glGenBuffers(1, &vboId[2]); glBindBuffer(GL_ARRAY_BUFFER, vboId[2]); - glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->normals, GL_STATIC_DRAW); + glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->normals, drawHint); glVertexAttribPointer(2, 3, GL_FLOAT, 0, 0, 0); glEnableVertexAttribArray(2); } @@ -1559,7 +1562,7 @@ void rlglLoadMesh(Mesh *mesh) { glGenBuffers(1, &vboId[3]); glBindBuffer(GL_ARRAY_BUFFER, vboId[3]); - glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*mesh->vertexCount, mesh->colors, GL_STATIC_DRAW); + 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); } @@ -1575,7 +1578,7 @@ void rlglLoadMesh(Mesh *mesh) { glGenBuffers(1, &vboId[4]); glBindBuffer(GL_ARRAY_BUFFER, vboId[4]); - glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->tangents, GL_STATIC_DRAW); + glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->tangents, drawHint); glVertexAttribPointer(4, 3, GL_FLOAT, 0, 0, 0); glEnableVertexAttribArray(4); } @@ -1591,7 +1594,7 @@ void rlglLoadMesh(Mesh *mesh) { glGenBuffers(1, &vboId[5]); glBindBuffer(GL_ARRAY_BUFFER, vboId[5]); - glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords2, GL_STATIC_DRAW); + glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords2, drawHint); glVertexAttribPointer(5, 2, GL_FLOAT, 0, 0, 0); glEnableVertexAttribArray(5); } diff --git a/src/rlgl.h b/src/rlgl.h index a33e3a0a..a557ffa2 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -280,7 +280,7 @@ RenderTexture2D rlglLoadRenderTexture(int width, int height); // Load a textur void rlglUpdateTexture(unsigned int id, int width, int height, int format, void *data); // Update GPU texture with new data void rlglGenerateMipmaps(Texture2D texture); // Generate mipmap data for selected texture -void rlglLoadMesh(Mesh *mesh); // Upload vertex data into GPU and provided VAO/VBO ids +void rlglLoadMesh(Mesh *mesh, bool dynamic); // Upload vertex data into GPU and provided VAO/VBO ids void rlglUpdateMesh(Mesh mesh, int buffer, int numVertex); // Update vertex data on GPU (upload new data to one buffer) void rlglDrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform void rlglUnloadMesh(Mesh *mesh); // Unload mesh data from CPU and GPU -- cgit v1.2.3 From dcf5f45f687f2a534286aecd5e6471a0440b0c21 Mon Sep 17 00:00:00 2001 From: raysan5 Date: Fri, 20 May 2016 12:28:07 +0200 Subject: Add lighting system -IN PROGRESS- Improved materials --- src/models.c | 12 +++++ src/raylib.h | 30 ++++++++++- src/rlgl.c | 167 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++-- src/rlgl.h | 25 +++++++++ 4 files changed, 228 insertions(+), 6 deletions(-) (limited to 'src/rlgl.c') diff --git a/src/models.c b/src/models.c index 6d72d1e3..44e30390 100644 --- a/src/models.c +++ b/src/models.c @@ -732,6 +732,18 @@ Material LoadDefaultMaterial(void) return material; } +// Load standard material (uses standard models shader) +// NOTE: Standard shader supports multiple maps and lights +Material LoadStandardMaterial(void) +{ + Material material = LoadDefaultMaterial(); + + //material.shader = GetStandardShader(); + + return material; +} + +// Unload material from memory void UnloadMaterial(Material material) { rlDeleteTextures(material.texDiffuse.id); diff --git a/src/raylib.h b/src/raylib.h index fc1914bb..d98a0797 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -422,13 +422,38 @@ typedef struct Material { float normalDepth; // Normal map depth } Material; -// 3d Model type +// Model type typedef struct Model { Mesh mesh; // Vertex data buffers (RAM and VRAM) Matrix transform; // Local transform matrix Material material; // Shader and textures data } Model; +// Light type +// TODO: Review contained data to support different light types and features +typedef struct LightData { + int id; + int type; // LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT + bool enabled; + + Vector3 position; + Vector3 direction; // Used on LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction) + float attenuation; // Lost of light intensity with distance (use radius?) + + Color diffuse; // Use Vector3 diffuse (including intensities)? + float intensity; + + Color specular; + //float specFactor; // Specular intensity ? + + //Color ambient; // Required? + + float coneAngle; // SpotLight +} LightData, *Light; + +// Light types +typedef enum { LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT } LightType; + // Ray type (useful for raycast) typedef struct Ray { Vector3 position; @@ -849,6 +874,9 @@ void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // S void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied) +Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool +void DestroyLight(Light light); // Destroy a light and take it out of the list + //---------------------------------------------------------------------------------- // Physics System Functions (Module: physac) //---------------------------------------------------------------------------------- diff --git a/src/rlgl.c b/src/rlgl.c index cc2b8942..e971d747 100644 --- a/src/rlgl.c +++ b/src/rlgl.c @@ -71,6 +71,8 @@ #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 @@ -199,6 +201,10 @@ 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 @@ -227,6 +233,7 @@ static void LoadCompressedTexture(unsigned char *data, int width, int height, in 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 @@ -235,6 +242,8 @@ static void UpdateDefaultBuffers(void); // Update default internal buffers ( 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 SetShaderLights(Shader shader); // Sets shader uniform values for lights array + static char *ReadTextFile(const char *fileName); #endif @@ -1749,11 +1758,19 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) // Send combined model-view-projection matrix to shader glUniformMatrix4fv(material.shader.mvpLoc, 1, false, MatrixToFloat(matMVP)); - // Apply color tinting (material.colDiffuse) - // NOTE: Just update one uniform on fragment shader - float vColor[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, vColor); - + // Setup shader uniforms for material related data + // TODO: Check if using standard shader to get location points + + // 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); + + // TODO: Upload to shader material.colAmbient + // glUniform4f(???, (float)material.colAmbient.r/255, (float)material.colAmbient.g/255, (float)material.colAmbient.b/255, (float)material.colAmbient.a/255); + + // TODO: Upload to shader material.colSpecular + // glUniform4f(???, (float)material.colSpecular.r/255, (float)material.colSpecular.g/255, (float)material.colSpecular.b/255, (float)material.colSpecular.a/255); + // Set shader textures (diffuse, normal, specular) glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, material.texDiffuse.id); @@ -1764,6 +1781,9 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, material.texNormal.id); glUniform1i(material.shader.mapNormalLoc, 1); // Texture fits in active texture unit 1 + + // TODO: Upload to shader normalDepth + //glUniform1f(???, material.normalDepth); } if ((material.texSpecular.id != 0) && (material.shader.mapSpecularLoc != -1)) @@ -1771,7 +1791,13 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, material.texSpecular.id); glUniform1i(material.shader.mapSpecularLoc, 2); // Texture fits in active texture unit 2 + + // TODO: Upload to shader glossiness + //glUniform1f(???, material.glossiness); } + + // Setup shader uniforms for lights + SetShaderLights(material.shader); if (vaoSupported) { @@ -2198,6 +2224,55 @@ void SetBlendMode(int mode) } } +// Create a new light, initialize it and add to pool +// TODO: Review creation parameters (only generic ones) +Light CreateLight(int type, Vector3 position, Color diffuse) +{ + // Allocate dynamic memory + Light light = (Light)malloc(sizeof(LightData)); + + // Initialize light values with generic values + light->id = lightsCount; + light->type = type; + light->enabled = true; + + light->position = position; + light->direction = (Vector3){ 0.0f, 0.0f, 0.0f }; + light->intensity = 1.0f; + light->diffuse = diffuse; + light->specular = WHITE; + + // Add new light to the array + lights[lightsCount] = light; + + // Increase enabled lights count + lightsCount++; + + return light; +} + +// Destroy a light and take it out of the list +void DestroyLight(Light light) +{ + // 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--; +} + //---------------------------------------------------------------------------------- // Module specific Functions Definition //---------------------------------------------------------------------------------- @@ -2415,6 +2490,32 @@ static Shader LoadDefaultShader(void) return shader; } +// Load standard shader +// NOTE: This shader supports: +// - Up to 3 different maps: diffuse, normal, specular +// - Material properties: colDiffuse, colAmbient, colSpecular, glossiness, normalDepth +// - Up to 8 lights: Point, Directional or Spot +static Shader LoadStandardShader(void) +{ + Shader shader; + + char *vShaderStr; + char *fShaderStr; + + // TODO: Implement standard uber-shader, supporting all features (GLSL 100 / GLSL 330) + + // NOTE: Shader could be quite extensive so it could be implemented in external files (standard.vs/standard.fs) + + shader.id = LoadShaderProgram(vShaderStr, fShaderStr); + + 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); // TODO: Review locations fetching + + 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) @@ -2900,6 +3001,62 @@ static void UnloadDefaultBuffers(void) free(quads.indices); } +// Sets shader uniform values for lights array +// NOTE: It would be far easier with shader UBOs but are not supported on OpenGL ES 2.0f +// TODO: Review memcpy() and parameters pass +static void SetShaderLights(Shader shader) +{ + /* + // NOTE: Standard Shader must include the following data: + + // Shader Light struct + struct Light { + vec3 position; + vec3 direction; + + vec3 diffuse; + float intensity; + } + + const int maxLights = 8; + uniform int lightsCount; // Number of lights + uniform Light lights[maxLights]; + */ + + int locPoint; + char locName[32] = "lights[x].position\0"; + + glUseProgram(shader.id); + + locPoint = glGetUniformLocation(shader.id, "lightsCount"); + glUniform1i(locPoint, lightsCount); + + for (int i = 0; i < lightsCount; i++) + { + locName[7] = '0' + i; + + memcpy(&locName[10], "position\0", strlen("position\0")); + locPoint = glGetUniformLocation(shader.id, locName); + glUniform3f(locPoint, lights[i]->position.x, lights[i]->position.y, lights[i]->position.z); + + memcpy(&locName[10], "direction\0", strlen("direction\0")); + locPoint = glGetUniformLocation(shader.id, locName); + glUniform3f(locPoint, lights[i]->direction.x, lights[i]->direction.y, lights[i]->direction.z); + + memcpy(&locName[10], "diffuse\0", strlen("diffuse\0")); + 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); + + // TODO: Pass to the shader any other required data from LightData struct + } + + glUseProgram(0); +} + // Read text data from file // NOTE: text chars array should be freed manually static char *ReadTextFile(const char *fileName) diff --git a/src/rlgl.h b/src/rlgl.h index a557ffa2..39941b33 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -209,6 +209,28 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion; float glossiness; float normalDepth; } Material; + + // Light type + // TODO: Review contained data to support different light types and features + typedef struct LightData { + int id; + int type; // LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT + bool enabled; + + Vector3 position; + Vector3 direction; // Used on LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction) + float attenuation; // Lost of light intensity with distance (use radius?) + + Color diffuse; // Use Vector3 diffuse (including intensities)? + float intensity; + + Color specular; + //float specFactor; // Specular intensity ? + + //Color ambient; // Required? + + float coneAngle; // SpotLight + } LightData, *Light; // Color blending modes (pre-defined) typedef enum { BLEND_ALPHA = 0, BLEND_ADDITIVE, BLEND_MULTIPLIED } BlendMode; @@ -311,6 +333,9 @@ void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // S void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4) void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied) + +Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool +void DestroyLight(Light light); // Destroy a light and take it out of the list #endif #ifdef __cplusplus -- cgit v1.2.3 From 6dac1efefef137ae487fa9f4c782b80538f784ba Mon Sep 17 00:00:00 2001 From: raysan5 Date: Fri, 20 May 2016 15:01:36 +0200 Subject: Comented buggy code to avoid problems... ...on model drawing --- src/rlgl.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/rlgl.c') diff --git a/src/rlgl.c b/src/rlgl.c index e971d747..c5048aff 100644 --- a/src/rlgl.c +++ b/src/rlgl.c @@ -1797,7 +1797,7 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) } // Setup shader uniforms for lights - SetShaderLights(material.shader); + //SetShaderLights(material.shader); if (vaoSupported) { -- cgit v1.2.3 From 30c8058fca39e4d6566b2fc06ae2498c48c00717 Mon Sep 17 00:00:00 2001 From: victorfisac Date: Fri, 20 May 2016 17:18:07 +0200 Subject: Add standard lighting (1/3) - Ambient and lambert lighting added. - Ambient and diffuse colors linked to standard shader. - Single light linked to standard shader. - LoadStandardMaterial() and depending functions added. --- src/models.c | 6 +-- src/raylib.h | 9 ++-- src/rlgl.c | 149 +++++++++++++++++++++++++++++++++++++++++++++++++---------- 3 files changed, 131 insertions(+), 33 deletions(-) (limited to 'src/rlgl.c') diff --git a/src/models.c b/src/models.c index 414f6716..2629dffd 100644 --- a/src/models.c +++ b/src/models.c @@ -732,13 +732,13 @@ Material LoadDefaultMaterial(void) return material; } -// Load standard material (uses standard models shader) +// Load standard material (uses material attributes and lighting shader) // NOTE: Standard shader supports multiple maps and lights Material LoadStandardMaterial(void) { Material material = LoadDefaultMaterial(); - //material.shader = GetStandardShader(); + material.shader = GetStandardShader(); return material; } @@ -1240,7 +1240,7 @@ void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rota //Matrix matModel = MatrixMultiply(model.transform, matTransform); // Transform to world-space coordinates model.transform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation); - model.material.colDiffuse = tint; + // model.material.colDiffuse = tint; rlglDrawMesh(model.mesh, model.material, model.transform); } diff --git a/src/raylib.h b/src/raylib.h index d98a0797..48534fd6 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -398,7 +398,7 @@ typedef struct Shader { // Uniform locations int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader) - int tintColorLoc; // Color uniform location point (fragment shader) + int tintColorLoc; // Diffuse color uniform location point (fragment shader) // Texture map locations int mapDiffuseLoc; // Diffuse map texture uniform location point (fragment shader) @@ -444,11 +444,8 @@ typedef struct LightData { float intensity; Color specular; - //float specFactor; // Specular intensity ? - - //Color ambient; // Required? - float coneAngle; // SpotLight + float coneAngle; // SpotLight } LightData, *Light; // Light types @@ -836,6 +833,7 @@ void SetModelTexture(Model *model, Texture2D texture); // Link a textur Material LoadMaterial(const char *fileName); // Load material data (from file) Material LoadDefaultMaterial(void); // Load default material (uses default models shader) +Material LoadStandardMaterial(void); // Load standard material (uses material attributes and lighting shader) void UnloadMaterial(Material material); // Unload material textures from VRAM void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) @@ -865,6 +863,7 @@ void UnloadShader(Shader shader); // Unload a void SetDefaultShader(void); // Set default shader to be used in batch draw void SetCustomShader(Shader shader); // Set custom shader to be used in batch draw Shader GetDefaultShader(void); // Get default shader +Shader GetStandardShader(void); // Get default shader Texture2D GetDefaultTexture(void); // Get default texture int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location diff --git a/src/rlgl.c b/src/rlgl.c index c5048aff..e2195e4d 100644 --- a/src/rlgl.c +++ b/src/rlgl.c @@ -191,6 +191,7 @@ static bool useTempBuffer = false; // Shader Programs static Shader defaultShader; +static Shader standardShader; static Shader currentShader; // By default, defaultShader // Flags for supported extensions @@ -236,6 +237,7 @@ static Shader LoadDefaultShader(void); // Load default shader (just vertex 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 void LoadDefaultBuffers(void); // Load default internal buffers (lines, triangles, quads) static void UpdateDefaultBuffers(void); // Update default internal buffers (VAOs/VBOs) with vertex data @@ -1018,6 +1020,7 @@ 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) @@ -1046,6 +1049,7 @@ void rlglClose(void) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) UnloadDefaultShader(); + UnloadStandardShader(); UnloadDefaultBuffers(); // Delete default white texture @@ -1757,19 +1761,30 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) // Send combined model-view-projection matrix to shader glUniformMatrix4fv(material.shader.mvpLoc, 1, false, MatrixToFloat(matMVP)); - - // Setup shader uniforms for material related data - // TODO: Check if using standard shader to get location points // 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)); + + // 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); - // TODO: Upload to shader material.colAmbient - // glUniform4f(???, (float)material.colAmbient.r/255, (float)material.colAmbient.g/255, (float)material.colAmbient.b/255, (float)material.colAmbient.a/255); - - // TODO: Upload to shader material.colSpecular - // glUniform4f(???, (float)material.colSpecular.r/255, (float)material.colSpecular.g/255, (float)material.colSpecular.b/255, (float)material.colSpecular.a/255); + // TODO: Upload to shader glossiness + //glUniform1f(???, material.glossiness); + } // Set shader textures (diffuse, normal, specular) glActiveTexture(GL_TEXTURE0); @@ -1791,13 +1806,7 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, material.texSpecular.id); glUniform1i(material.shader.mapSpecularLoc, 2); // Texture fits in active texture unit 2 - - // TODO: Upload to shader glossiness - //glUniform1f(???, material.glossiness); } - - // Setup shader uniforms for lights - //SetShaderLights(material.shader); if (vaoSupported) { @@ -2148,6 +2157,17 @@ Shader GetDefaultShader(void) #endif } +// 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 +} + // Get shader uniform location int GetShaderLocation(Shader shader, const char *uniformName) { @@ -2499,13 +2519,75 @@ static Shader LoadStandardShader(void) { Shader shader; - char *vShaderStr; - char *fShaderStr; - - // TODO: Implement standard uber-shader, supporting all features (GLSL 100 / GLSL 330) - - // NOTE: Shader could be quite extensive so it could be implemented in external files (standard.vs/standard.fs) - + // Vertex shader directly defined, no external file required +#if defined(GRAPHICS_API_OPENGL_33) + char vShaderStr[] = "#version 330 \n" + "in vec3 vertexPosition; \n" + "in vec3 vertexNormal; \n" + "in vec2 vertexTexCoord; \n" + "in vec4 vertexColor; \n" + "out vec2 fragTexCoord; \n" + "out vec4 fragColor; \n" + "out vec3 fragNormal; \n" +#elif defined(GRAPHICS_API_OPENGL_ES2) + char vShaderStr[] = "#version 100 \n" + "attribute vec3 vertexPosition; \n" + "attribute vec3 vertexNormal; \n" + "attribute vec2 vertexTexCoord; \n" + "attribute vec4 vertexColor; \n" + "varying vec2 fragTexCoord; \n" + "varying vec4 fragColor; \n" + "varying vec3 fragNormal; \n" +#endif + "uniform mat4 mvpMatrix; \n" + "uniform mat4 modelMatrix; \n" + "void main() \n" + "{ \n" + " fragTexCoord = vertexTexCoord; \n" + " fragColor = vertexColor; \n" + " mat3 normalMatrix = transpose(inverse(mat3(modelMatrix))); \n" + " fragNormal = normalize(normalMatrix*vertexNormal); \n" + " gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); \n" + "} \n"; + + // TODO: add specular calculation, multi-lights structs and light type calculations (directional, point, spot) + // Fragment shader directly defined, no external file required +#if defined(GRAPHICS_API_OPENGL_33) + char fShaderStr[] = "#version 330 \n" + "in vec2 fragTexCoord; \n" + "in vec4 fragColor; \n" + "in vec3 fragNormal; \n" + "out vec4 finalColor; \n" +#elif defined(GRAPHICS_API_OPENGL_ES2) + char fShaderStr[] = "#version 100 \n" + "precision mediump float; \n" // precision required for OpenGL ES2 (WebGL) + "varying vec2 fragTexCoord; \n" + "varying vec4 fragColor; \n" + "varying vec3 fragNormal; \n" +#endif + "uniform sampler2D texture0; \n" + "uniform vec4 fragTintColor; \n" + "uniform vec4 colAmbient; \n" + "uniform vec4 colSpecular; \n" + "uniform vec3 lightDir; \n" + "vec3 LambertLighting(in vec3 n, in vec3 l) \n" + "{ \n" + " return clamp(dot(n, l), 0, 1)*fragTintColor.rgb; \n" + "} \n" + + "void main() \n" + "{ \n" + " vec3 n = normalize(fragNormal); \n" + " vec3 l = normalize(lightDir); \n" +#if defined(GRAPHICS_API_OPENGL_33) + " vec4 texelColor = texture(texture0, fragTexCoord); \n" + " finalColor = vec4(texelColor.rgb*(colAmbient.rgb + LambertLighting(n, l)) - colSpecular.rgb + colSpecular.rgb, texelColor.a*fragTintColor.a); \n" // Stupid specular color operation to avoid shader location errors +#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" +#endif + "} \n"; + shader.id = LoadShaderProgram(vShaderStr, fShaderStr); if (shader.id != 0) TraceLog(INFO, "[SHDR ID %i] Standard shader loaded successfully", shader.id); @@ -2554,10 +2636,23 @@ static void UnloadDefaultShader(void) //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) { @@ -3006,6 +3101,9 @@ static void UnloadDefaultBuffers(void) // TODO: Review memcpy() and parameters pass static void SetShaderLights(Shader shader) { + // Note: currently working with one light (index 0) + // TODO: add multi-lights feature (http://www.learnopengl.com/#!Lighting/Multiple-lights) + /* // NOTE: Standard Shader must include the following data: @@ -3023,7 +3121,7 @@ static void SetShaderLights(Shader shader) uniform Light lights[maxLights]; */ - int locPoint; + /*int locPoint; char locName[32] = "lights[x].position\0"; glUseProgram(shader.id); @@ -3052,9 +3150,10 @@ static void SetShaderLights(Shader shader) glUniform1f(locPoint, lights[i]->intensity); // TODO: Pass to the shader any other required data from LightData struct - } + }*/ - glUseProgram(0); + int locPoint = GetShaderLocation(shader, "lightDir"); + glUniform3f(locPoint, lights[0]->position.x, lights[0]->position.y, lights[0]->position.z); } // Read text data from file -- cgit v1.2.3 From c320a21f2b0e96f7605624e84048ccab9700b516 Mon Sep 17 00:00:00 2001 From: victorfisac Date: Sat, 21 May 2016 18:16:39 +0200 Subject: Add standard lighting (2/3) - 3 light types added (point, directional, spot). - DrawLights() function added using line shapes. - Standard lighting example added. - Removed useless struct variables from material and light. - Fixed light attributes dynamic locations errors. - Standard vertex and fragment shaders temporally added until rewrite it as char pointers in rlgl. TODO: - Add normal and specular maps calculations in standard shader. - Add control structs to handle which attributes needs to be calculated (textures, specular...). - Adapt standard shader to version 110. - Rewrite standard shader as char pointers in rlgl. --- examples/resources/shaders/standard.fs | 136 +++++++++++++++++++++ examples/resources/shaders/standard.vs | 23 ++++ examples/shaders_standard_lighting.c | 118 ++++++++++++++++++ src/raylib.h | 15 ++- src/rlgl.c | 213 ++++++++++++++------------------- src/rlgl.h | 32 ++--- 6 files changed, 388 insertions(+), 149 deletions(-) create mode 100644 examples/resources/shaders/standard.fs create mode 100644 examples/resources/shaders/standard.vs create mode 100644 examples/shaders_standard_lighting.c (limited to 'src/rlgl.c') diff --git a/examples/resources/shaders/standard.fs b/examples/resources/shaders/standard.fs new file mode 100644 index 00000000..30c841d2 --- /dev/null +++ b/examples/resources/shaders/standard.fs @@ -0,0 +1,136 @@ +#version 330 + +in vec3 fragPosition; +in vec2 fragTexCoord; +in vec4 fragColor; +in vec3 fragNormal; + +out vec4 finalColor; + +uniform sampler2D texture0; + +uniform vec4 colAmbient; +uniform vec4 colDiffuse; +uniform vec4 colSpecular; +uniform float glossiness; + +uniform mat4 modelMatrix; +uniform vec3 viewDir; + +struct Light { + int enabled; + int type; + vec3 position; + vec3 direction; + vec4 diffuse; + float intensity; + float attenuation; + float coneAngle; +}; + +const int maxLights = 8; +uniform int lightsCount; +uniform Light lights[maxLights]; + +vec3 CalcPointLight(Light l, vec3 n, vec3 v) +{ + vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1)); + vec3 surfaceToLight = l.position - surfacePos; + + // Diffuse shading + float brightness = clamp(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n)), 0, 1); + float diff = 1.0/dot(surfaceToLight/l.attenuation, surfaceToLight/l.attenuation)*brightness*l.intensity; + + // Specular shading + float spec = 0.0; + if(diff > 0.0) + { + vec3 h = normalize(-l.direction + v); + spec = pow(dot(n, h), 3 + glossiness); + } + + return (diff*l.diffuse.rgb*colDiffuse.rgb + spec*colSpecular.rgb); +} + +vec3 CalcDirectionalLight(Light l, vec3 n, vec3 v) +{ + vec3 lightDir = normalize(-l.direction); + + // Diffuse shading + float diff = clamp(dot(n, lightDir), 0.0, 1.0)*l.intensity; + + // Specular shading + float spec = 0.0; + if(diff > 0.0) + { + vec3 h = normalize(lightDir + v); + spec = pow(dot(n, h), 3 + glossiness); + } + + // Combine results + return (diff*l.intensity*l.diffuse.rgb*colDiffuse.rgb + spec*colSpecular.rgb); +} + +vec3 CalcSpotLight(Light l, vec3 n, vec3 v) +{ + vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1)); + vec3 lightToSurface = normalize(surfacePos - l.position); + vec3 lightDir = normalize(-l.direction); + + // Diffuse shading + float diff = clamp(dot(n, lightDir), 0.0, 1.0)*l.intensity; + + // Spot attenuation + float attenuation = clamp(dot(n, lightToSurface), 0.0, 1.0); + attenuation = dot(lightToSurface, -lightDir); + float lightToSurfaceAngle = degrees(acos(attenuation)); + if(lightToSurfaceAngle > l.coneAngle) attenuation = 0.0; + float falloff = (l.coneAngle - lightToSurfaceAngle)/l.coneAngle; + + // Combine diffuse and attenuation + float diffAttenuation = diff*attenuation; + + // Specular shading + float spec = 0.0; + if(diffAttenuation > 0.0) + { + vec3 h = normalize(lightDir + v); + spec = pow(dot(n, h), 3 + glossiness); + } + + return falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb); +} + +void main() +{ + // Calculate fragment normal in screen space + mat3 normalMatrix = transpose(inverse(mat3(modelMatrix))); + vec3 normal = normalize(normalMatrix*fragNormal); + + // Normalize normal and view direction vectors + vec3 n = normalize(normal); + vec3 v = normalize(viewDir); + + // Calculate diffuse texture color fetching + vec4 texelColor = texture(texture0, fragTexCoord); + vec3 lighting = colAmbient.rgb; + + for(int i = 0; i < lightsCount; i++) + { + // Check if light is enabled + if(lights[i].enabled == 1) + { + // Calculate lighting based on light type + switch(lights[i].type) + { + case 0: lighting += CalcPointLight(lights[i], n, v); break; + case 1: lighting += CalcDirectionalLight(lights[i], n, v); break; + case 2: lighting += CalcSpotLight(lights[i], n, v); break; + default: break; + } + } + } + + // Calculate final fragment color + finalColor = vec4(texelColor.rgb*lighting, texelColor.a); +} diff --git a/examples/resources/shaders/standard.vs b/examples/resources/shaders/standard.vs new file mode 100644 index 00000000..fc0a5ff4 --- /dev/null +++ b/examples/resources/shaders/standard.vs @@ -0,0 +1,23 @@ +#version 330 + +in vec3 vertexPosition; +in vec3 vertexNormal; +in vec2 vertexTexCoord; +in vec4 vertexColor; + +out vec3 fragPosition; +out vec2 fragTexCoord; +out vec4 fragColor; +out vec3 fragNormal; + +uniform mat4 mvpMatrix; + +void main() +{ + fragPosition = vertexPosition; + fragTexCoord = vertexTexCoord; + fragColor = vertexColor; + fragNormal = vertexNormal; + + gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); +} \ No newline at end of file diff --git a/examples/shaders_standard_lighting.c b/examples/shaders_standard_lighting.c new file mode 100644 index 00000000..7a9cc086 --- /dev/null +++ b/examples/shaders_standard_lighting.c @@ -0,0 +1,118 @@ +/******************************************************************************************* +* +* raylib [shaders] example - Standard lighting (materials and lights) +* +* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support, +* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version. +* +* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example +* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders +* raylib comes with shaders ready for both versions, check raylib/shaders install folder +* +* This example has been created using raylib 1.3 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Copyright (c) 2016 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" +#include "raymath.h" + +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + int screenWidth = 800; + int screenHeight = 450; + + SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available) + + InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader"); + + // Define the camera to look into our 3d world + Camera camera = {{ 4.0f, 4.0f, 4.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; + Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position + + Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model + Texture2D texDiffuse = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model diffuse texture + + Material material = LoadStandardMaterial(); + material.texDiffuse = texDiffuse; + material.colDiffuse = (Color){255, 255, 255, 255}; + material.colAmbient = (Color){0, 0, 10, 255}; + material.colSpecular = (Color){255, 255, 255, 255}; + material.glossiness = 50.0f; + dwarf.material = material; // Apply material to model + + Light spotLight = CreateLight(LIGHT_SPOT, (Vector3){3.0f, 5.0f, 2.0f}, (Color){255, 255, 255, 255}); + spotLight->target = (Vector3){0.0f, 0.0f, 0.0f}; + spotLight->intensity = 2.0f; + spotLight->diffuse = (Color){255, 100, 100, 255}; + spotLight->coneAngle = 60.0f; + + Light dirLight = CreateLight(LIGHT_DIRECTIONAL, (Vector3){0.0f, -3.0f, -3.0f}, (Color){255, 255, 255, 255}); + dirLight->target = (Vector3){1.0f, -2.0f, -2.0f}; + dirLight->intensity = 2.0f; + dirLight->diffuse = (Color){100, 255, 100, 255}; + + Light pointLight = CreateLight(LIGHT_POINT, (Vector3){0.0f, 4.0f, 5.0f}, (Color){255, 255, 255, 255}); + pointLight->intensity = 2.0f; + pointLight->diffuse = (Color){100, 100, 255, 255}; + pointLight->attenuation = 3.0f; + + // Setup orbital camera + SetCameraMode(CAMERA_ORBITAL); // Set a orbital camera mode + SetCameraPosition(camera.position); // Set internal camera position to match our camera position + SetCameraTarget(camera.target); // Set internal camera target to match our camera target + + SetTargetFPS(60); // Set our game to run at 60 frames-per-second + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + UpdateCamera(&camera); // Update internal camera and our camera + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + Begin3dMode(camera); + + DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture + + DrawLights(); // Draw all created lights in 3D world + + DrawGrid(10, 1.0f); // Draw a grid + + End3dMode(); + + DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY); + + DrawFPS(10, 10); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadMaterial(material); // Unload material and assigned textures + UnloadModel(dwarf); // Unload model + + // Destroy all created lights + DestroyLight(pointLight); + DestroyLight(dirLight); + DestroyLight(spotLight); + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} \ No newline at end of file diff --git a/src/raylib.h b/src/raylib.h index 48534fd6..9cd02fd8 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -418,7 +418,7 @@ typedef struct Material { Color colAmbient; // Ambient color Color colSpecular; // Specular color - float glossiness; // Glossiness level + float glossiness; // Glossiness level (Ranges from 0 to 1000) float normalDepth; // Normal map depth } Material; @@ -430,22 +430,19 @@ typedef struct Model { } Model; // Light type -// TODO: Review contained data to support different light types and features typedef struct LightData { int id; int type; // LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT bool enabled; Vector3 position; - Vector3 direction; // Used on LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction) - float attenuation; // Lost of light intensity with distance (use radius?) + Vector3 target; // Used on LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target) + float attenuation; // Lost of light intensity with distance (world distance) - Color diffuse; // Use Vector3 diffuse (including intensities)? + Color diffuse; // Use Vector3 diffuse float intensity; - Color specular; - - float coneAngle; // SpotLight + float coneAngle; // Spot light max angle } LightData, *Light; // Light types @@ -805,6 +802,7 @@ const char *SubText(const char *text, int position, int length); //------------------------------------------------------------------------------------ // Basic 3d Shapes Drawing Functions (Module: models) //------------------------------------------------------------------------------------ +void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires @@ -874,6 +872,7 @@ void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // S void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied) Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool +void DrawLights(void); // Draw all created lights in 3D world void DestroyLight(Light light); // Destroy a light and take it out of the list //---------------------------------------------------------------------------------- diff --git a/src/rlgl.c b/src/rlgl.c index e2195e4d..55677f3e 100644 --- a/src/rlgl.c +++ b/src/rlgl.c @@ -1773,6 +1773,9 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) // 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); @@ -1782,8 +1785,8 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) // 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); - // TODO: Upload to shader glossiness - //glUniform1f(???, material.glossiness); + // Upload to shader glossiness + glUniform1f(glGetUniformLocation(material.shader.id, "glossiness"), material.glossiness); } // Set shader textures (diffuse, normal, specular) @@ -2245,7 +2248,6 @@ void SetBlendMode(int mode) } // Create a new light, initialize it and add to pool -// TODO: Review creation parameters (only generic ones) Light CreateLight(int type, Vector3 position, Color diffuse) { // Allocate dynamic memory @@ -2257,10 +2259,9 @@ Light CreateLight(int type, Vector3 position, Color diffuse) light->enabled = true; light->position = position; - light->direction = (Vector3){ 0.0f, 0.0f, 0.0f }; + light->target = (Vector3){ 0.0f, 0.0f, 0.0f }; light->intensity = 1.0f; light->diffuse = diffuse; - light->specular = WHITE; // Add new light to the array lights[lightsCount] = light; @@ -2271,6 +2272,31 @@ Light CreateLight(int type, Vector3 position, Color diffuse) return light; } +// Draw all created lights in 3D world +void DrawLights(void) +{ + for (int i = 0; i < lightsCount; i++) + { + switch (lights[i]->type) + { + case LIGHT_POINT: DrawSphereWires(lights[i]->position, 0.3f*lights[i]->intensity, 4, 8, (lights[i]->enabled ? lights[i]->diffuse : BLACK)); break; + case LIGHT_DIRECTIONAL: + { + Draw3DLine(lights[i]->position, lights[i]->target, (lights[i]->enabled ? lights[i]->diffuse : BLACK)); + DrawSphereWires(lights[i]->position, 0.3f*lights[i]->intensity, 4, 8, (lights[i]->enabled ? lights[i]->diffuse : BLACK)); + DrawCubeWires(lights[i]->target, 0.3f, 0.3f, 0.3f, (lights[i]->enabled ? lights[i]->diffuse : BLACK)); + } + case LIGHT_SPOT: + { + Draw3DLine(lights[i]->position, lights[i]->target, (lights[i]->enabled ? lights[i]->diffuse : BLACK)); + DrawCylinderWires(lights[i]->position, 0.0f, 0.3f*lights[i]->coneAngle/50, 0.6f, 5, (lights[i]->enabled ? lights[i]->diffuse : BLACK)); + DrawCubeWires(lights[i]->target, 0.3f, 0.3f, 0.3f, (lights[i]->enabled ? lights[i]->diffuse : BLACK)); + } break; + default: break; + } + } +} + // Destroy a light and take it out of the list void DestroyLight(Light light) { @@ -2488,15 +2514,15 @@ 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"; @@ -2513,87 +2539,17 @@ static Shader LoadDefaultShader(void) // Load standard shader // NOTE: This shader supports: // - Up to 3 different maps: diffuse, normal, specular -// - Material properties: colDiffuse, colAmbient, colSpecular, glossiness, normalDepth +// - Material properties: colAmbient, colDiffuse, colSpecular, glossiness, normalDepth // - Up to 8 lights: Point, Directional or Spot static Shader LoadStandardShader(void) { - Shader shader; - - // Vertex shader directly defined, no external file required -#if defined(GRAPHICS_API_OPENGL_33) - char vShaderStr[] = "#version 330 \n" - "in vec3 vertexPosition; \n" - "in vec3 vertexNormal; \n" - "in vec2 vertexTexCoord; \n" - "in vec4 vertexColor; \n" - "out vec2 fragTexCoord; \n" - "out vec4 fragColor; \n" - "out vec3 fragNormal; \n" -#elif defined(GRAPHICS_API_OPENGL_ES2) - char vShaderStr[] = "#version 100 \n" - "attribute vec3 vertexPosition; \n" - "attribute vec3 vertexNormal; \n" - "attribute vec2 vertexTexCoord; \n" - "attribute vec4 vertexColor; \n" - "varying vec2 fragTexCoord; \n" - "varying vec4 fragColor; \n" - "varying vec3 fragNormal; \n" -#endif - "uniform mat4 mvpMatrix; \n" - "uniform mat4 modelMatrix; \n" - "void main() \n" - "{ \n" - " fragTexCoord = vertexTexCoord; \n" - " fragColor = vertexColor; \n" - " mat3 normalMatrix = transpose(inverse(mat3(modelMatrix))); \n" - " fragNormal = normalize(normalMatrix*vertexNormal); \n" - " gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); \n" - "} \n"; - - // TODO: add specular calculation, multi-lights structs and light type calculations (directional, point, spot) - // Fragment shader directly defined, no external file required -#if defined(GRAPHICS_API_OPENGL_33) - char fShaderStr[] = "#version 330 \n" - "in vec2 fragTexCoord; \n" - "in vec4 fragColor; \n" - "in vec3 fragNormal; \n" - "out vec4 finalColor; \n" -#elif defined(GRAPHICS_API_OPENGL_ES2) - char fShaderStr[] = "#version 100 \n" - "precision mediump float; \n" // precision required for OpenGL ES2 (WebGL) - "varying vec2 fragTexCoord; \n" - "varying vec4 fragColor; \n" - "varying vec3 fragNormal; \n" -#endif - "uniform sampler2D texture0; \n" - "uniform vec4 fragTintColor; \n" - "uniform vec4 colAmbient; \n" - "uniform vec4 colSpecular; \n" - "uniform vec3 lightDir; \n" - "vec3 LambertLighting(in vec3 n, in vec3 l) \n" - "{ \n" - " return clamp(dot(n, l), 0, 1)*fragTintColor.rgb; \n" - "} \n" - - "void main() \n" - "{ \n" - " vec3 n = normalize(fragNormal); \n" - " vec3 l = normalize(lightDir); \n" -#if defined(GRAPHICS_API_OPENGL_33) - " vec4 texelColor = texture(texture0, fragTexCoord); \n" - " finalColor = vec4(texelColor.rgb*(colAmbient.rgb + LambertLighting(n, l)) - colSpecular.rgb + colSpecular.rgb, texelColor.a*fragTintColor.a); \n" // Stupid specular color operation to avoid shader location errors -#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" -#endif - "} \n"; - - shader.id = LoadShaderProgram(vShaderStr, fShaderStr); + // Load standard shader (TODO: rewrite as char pointers) + Shader shader = 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); // TODO: Review locations fetching + if (shader.id != 0) LoadDefaultShaderLocations(&shader); return shader; } @@ -2622,7 +2578,7 @@ static void LoadDefaultShaderLocations(Shader *shader) shader->mvpLoc = glGetUniformLocation(shader->id, "mvpMatrix"); // Get handles to GLSL uniform locations (fragment shader) - shader->tintColorLoc = glGetUniformLocation(shader->id, "fragTintColor"); + shader->tintColorLoc = glGetUniformLocation(shader->id, "colDiffuse"); shader->mapDiffuseLoc = glGetUniformLocation(shader->id, "texture0"); shader->mapNormalLoc = glGetUniformLocation(shader->id, "texture1"); shader->mapSpecularLoc = glGetUniformLocation(shader->id, "texture2"); @@ -3098,62 +3054,75 @@ static void UnloadDefaultBuffers(void) // Sets shader uniform values for lights array // NOTE: It would be far easier with shader UBOs but are not supported on OpenGL ES 2.0f -// TODO: Review memcpy() and parameters pass static void SetShaderLights(Shader shader) { - // Note: currently working with one light (index 0) - // TODO: add multi-lights feature (http://www.learnopengl.com/#!Lighting/Multiple-lights) - - /* - // NOTE: Standard Shader must include the following data: - - // Shader Light struct - struct Light { - vec3 position; - vec3 direction; - - vec3 diffuse; - float intensity; - } - - const int maxLights = 8; - uniform int lightsCount; // Number of lights - uniform Light lights[maxLights]; - */ + int locPoint = glGetUniformLocation(shader.id, "lightsCount"); + glUniform1i(locPoint, lightsCount); - /*int locPoint; char locName[32] = "lights[x].position\0"; - - glUseProgram(shader.id); - - locPoint = glGetUniformLocation(shader.id, "lightsCount"); - glUniform1i(locPoint, lightsCount); for (int i = 0; i < lightsCount; i++) { locName[7] = '0' + i; - memcpy(&locName[10], "position\0", strlen("position\0")); - locPoint = glGetUniformLocation(shader.id, locName); - glUniform3f(locPoint, lights[i]->position.x, lights[i]->position.y, lights[i]->position.z); + memcpy(&locName[10], "enabled\0", strlen("enabled\0") + 1); + locPoint = GetShaderLocation(shader, locName); + glUniform1i(locPoint, lights[i]->enabled); - memcpy(&locName[10], "direction\0", strlen("direction\0")); - locPoint = glGetUniformLocation(shader.id, locName); - glUniform3f(locPoint, lights[i]->direction.x, lights[i]->direction.y, lights[i]->direction.z); - - memcpy(&locName[10], "diffuse\0", strlen("diffuse\0")); + 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 ); + 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], "attenuation\0", strlen("attenuation\0")); + locPoint = GetShaderLocation(shader, locName); + glUniform1f(locPoint, lights[i]->attenuation); + } 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 - }*/ - - int locPoint = GetShaderLocation(shader, "lightDir"); - glUniform3f(locPoint, lights[0]->position.x, lights[0]->position.y, lights[0]->position.z); + } } // Read text data from file diff --git a/src/rlgl.h b/src/rlgl.h index 39941b33..0765a8a7 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -196,40 +196,34 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion; // Material type typedef struct Material { - Shader shader; + Shader shader; // Standard shader (supports 3 map types: diffuse, normal, specular) - Texture2D texDiffuse; // Diffuse texture - Texture2D texNormal; // Normal texture - Texture2D texSpecular; // Specular texture + Texture2D texDiffuse; // Diffuse texture + Texture2D texNormal; // Normal texture + Texture2D texSpecular; // Specular texture - Color colDiffuse; - Color colAmbient; - Color colSpecular; + Color colDiffuse; // Diffuse color + Color colAmbient; // Ambient color + Color colSpecular; // Specular color - float glossiness; - float normalDepth; + float glossiness; // Glossiness level (Ranges from 0 to 1000) + float normalDepth; // Normal map depth } Material; // Light type - // TODO: Review contained data to support different light types and features typedef struct LightData { int id; int type; // LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT bool enabled; Vector3 position; - Vector3 direction; // Used on LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction) - float attenuation; // Lost of light intensity with distance (use radius?) + Vector3 target; // Used on LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target) + float attenuation; // Lost of light intensity with distance (world distance) - Color diffuse; // Use Vector3 diffuse (including intensities)? + Color diffuse; // Use Vector3 diffuse float intensity; - Color specular; - //float specFactor; // Specular intensity ? - - //Color ambient; // Required? - - float coneAngle; // SpotLight + float coneAngle; // Spot light max angle } LightData, *Light; // Color blending modes (pre-defined) -- cgit v1.2.3 From dcd6942ed1ab703625f5c7072cbcfd823c681db7 Mon Sep 17 00:00:00 2001 From: victorfisac Date: Sat, 21 May 2016 18:22:15 +0200 Subject: Fix small bug and spacing --- examples/resources/shaders/standard.fs | 14 +++++------ src/models.c | 46 +++++++++++++++++----------------- src/rlgl.c | 10 ++++---- 3 files changed, 35 insertions(+), 35 deletions(-) (limited to 'src/rlgl.c') diff --git a/examples/resources/shaders/standard.fs b/examples/resources/shaders/standard.fs index 30c841d2..3c3bef4b 100644 --- a/examples/resources/shaders/standard.fs +++ b/examples/resources/shaders/standard.fs @@ -43,7 +43,7 @@ vec3 CalcPointLight(Light l, vec3 n, vec3 v) // Specular shading float spec = 0.0; - if(diff > 0.0) + if (diff > 0.0) { vec3 h = normalize(-l.direction + v); spec = pow(dot(n, h), 3 + glossiness); @@ -61,7 +61,7 @@ vec3 CalcDirectionalLight(Light l, vec3 n, vec3 v) // Specular shading float spec = 0.0; - if(diff > 0.0) + if (diff > 0.0) { vec3 h = normalize(lightDir + v); spec = pow(dot(n, h), 3 + glossiness); @@ -84,7 +84,7 @@ vec3 CalcSpotLight(Light l, vec3 n, vec3 v) float attenuation = clamp(dot(n, lightToSurface), 0.0, 1.0); attenuation = dot(lightToSurface, -lightDir); float lightToSurfaceAngle = degrees(acos(attenuation)); - if(lightToSurfaceAngle > l.coneAngle) attenuation = 0.0; + if (lightToSurfaceAngle > l.coneAngle) attenuation = 0.0; float falloff = (l.coneAngle - lightToSurfaceAngle)/l.coneAngle; // Combine diffuse and attenuation @@ -92,7 +92,7 @@ vec3 CalcSpotLight(Light l, vec3 n, vec3 v) // Specular shading float spec = 0.0; - if(diffAttenuation > 0.0) + if (diffAttenuation > 0.0) { vec3 h = normalize(lightDir + v); spec = pow(dot(n, h), 3 + glossiness); @@ -115,13 +115,13 @@ void main() vec4 texelColor = texture(texture0, fragTexCoord); vec3 lighting = colAmbient.rgb; - for(int i = 0; i < lightsCount; i++) + for (int i = 0; i < lightsCount; i++) { // Check if light is enabled - if(lights[i].enabled == 1) + if (lights[i].enabled == 1) { // Calculate lighting based on light type - switch(lights[i].type) + switch (lights[i].type) { case 0: lighting += CalcPointLight(lights[i], n, v); break; case 1: lighting += CalcDirectionalLight(lights[i], n, v); break; diff --git a/src/models.c b/src/models.c index aef79626..07dee720 100644 --- a/src/models.c +++ b/src/models.c @@ -302,9 +302,9 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color rlBegin(RL_TRIANGLES); rlColor4ub(color.r, color.g, color.b, color.a); - for(int i = 0; i < (rings + 2); i++) + for (int i = 0; i < (rings + 2); i++) { - for(int j = 0; j < slices; j++) + for (int j = 0; j < slices; j++) { rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*i)) * sin(DEG2RAD*(j*360/slices)), sin(DEG2RAD*(270+(180/(rings + 1))*i)), @@ -341,9 +341,9 @@ void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Col rlBegin(RL_LINES); rlColor4ub(color.r, color.g, color.b, color.a); - for(int i = 0; i < (rings + 2); i++) + for (int i = 0; i < (rings + 2); i++) { - for(int j = 0; j < slices; j++) + for (int j = 0; j < slices; j++) { rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*i)) * sin(DEG2RAD*(j*360/slices)), sin(DEG2RAD*(270+(180/(rings + 1))*i)), @@ -386,7 +386,7 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h if (radiusTop > 0) { // Draw Body ------------------------------------------------------------------------------------- - for(int i = 0; i < 360; i += 360/sides) + for (int i = 0; i < 360; i += 360/sides) { rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom); //Bottom Left rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusBottom, 0, cos(DEG2RAD*(i+360/sides)) * radiusBottom); //Bottom Right @@ -398,7 +398,7 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h } // Draw Cap -------------------------------------------------------------------------------------- - for(int i = 0; i < 360; i += 360/sides) + for (int i = 0; i < 360; i += 360/sides) { rlVertex3f(0, height, 0); rlVertex3f(sin(DEG2RAD*i) * radiusTop, height, cos(DEG2RAD*i) * radiusTop); @@ -408,7 +408,7 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h else { // Draw Cone ------------------------------------------------------------------------------------- - for(int i = 0; i < 360; i += 360/sides) + for (int i = 0; i < 360; i += 360/sides) { rlVertex3f(0, height, 0); rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom); @@ -417,7 +417,7 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h } // Draw Base ----------------------------------------------------------------------------------------- - for(int i = 0; i < 360; i += 360/sides) + for (int i = 0; i < 360; i += 360/sides) { rlVertex3f(0, 0, 0); rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusBottom, 0, cos(DEG2RAD*(i+360/sides)) * radiusBottom); @@ -431,7 +431,7 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h // NOTE: It could be also used for pyramid and cone void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int sides, Color color) { - if(sides < 3) sides = 3; + if (sides < 3) sides = 3; rlPushMatrix(); rlTranslatef(position.x, position.y, position.z); @@ -439,7 +439,7 @@ void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, fl rlBegin(RL_LINES); rlColor4ub(color.r, color.g, color.b, color.a); - for(int i = 0; i < 360; i += 360/sides) + for (int i = 0; i < 360; i += 360/sides) { rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom); rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusBottom, 0, cos(DEG2RAD*(i+360/sides)) * radiusBottom); @@ -500,7 +500,7 @@ void DrawGrid(int slices, float spacing) int halfSlices = slices / 2; rlBegin(RL_LINES); - for(int i = -halfSlices; i <= halfSlices; i++) + for (int i = -halfSlices; i <= halfSlices; i++) { if (i == 0) { @@ -798,9 +798,9 @@ static Mesh GenMeshHeightmap(Image heightmap, Vector3 size) Vector3 scaleFactor = { size.x/mapX, size.y/255.0f, size.z/mapZ }; - for(int z = 0; z < mapZ-1; z++) + for (int z = 0; z < mapZ-1; z++) { - for(int x = 0; x < mapX-1; x++) + for (int x = 0; x < mapX-1; x++) { // Fill vertices array with data //---------------------------------------------------------- @@ -1417,7 +1417,7 @@ bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius float vector = VectorDotProduct(raySpherePos, ray.direction); float d = sphereRadius*sphereRadius - (distance*distance - vector*vector); - if(d >= 0.0f) collision = true; + if (d >= 0.0f) collision = true; return collision; } @@ -1432,14 +1432,14 @@ bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadi float vector = VectorDotProduct(raySpherePos, ray.direction); float d = sphereRadius*sphereRadius - (distance*distance - vector*vector); - if(d >= 0.0f) collision = true; + if (d >= 0.0f) collision = true; // Calculate collision point Vector3 offset = ray.direction; float collisionDistance = 0; // Check if ray origin is inside the sphere to calculate the correct collision point - if(distance < sphereRadius) collisionDistance = vector + sqrt(d); + if (distance < sphereRadius) collisionDistance = vector + sqrt(d); else collisionDistance = vector - sqrt(d); VectorScale(&offset, collisionDistance); @@ -1777,11 +1777,11 @@ static Mesh LoadOBJ(const char *fileName) // First reading pass: Get numVertex, numNormals, numTexCoords, numTriangles // NOTE: vertex, texcoords and normals could be optimized (to be used indexed on faces definition) // NOTE: faces MUST be defined as TRIANGLES (3 vertex per face) - while(!feof(objFile)) + while (!feof(objFile)) { fscanf(objFile, "%c", &dataType); - switch(dataType) + switch (dataType) { case '#': // Comments case 'o': // Object name (One OBJ file can contain multible named meshes) @@ -1842,11 +1842,11 @@ static Mesh LoadOBJ(const char *fileName) // Second reading pass: Get vertex data to fill intermediate arrays // NOTE: This second pass is required in case of multiple meshes defined in same OBJ // TODO: Consider that different meshes can have different vertex data available (position, texcoords, normals) - while(!feof(objFile)) + while (!feof(objFile)) { fscanf(objFile, "%c", &dataType); - switch(dataType) + switch (dataType) { case '#': case 'o': case 'g': case 's': case 'm': case 'u': case 'f': fgets(comments, 200, objFile); break; case 'v': @@ -1903,11 +1903,11 @@ static Mesh LoadOBJ(const char *fileName) if (numNormals == 0) TraceLog(INFO, "[%s] No normals data on OBJ, normals will be generated from faces data", fileName); // Third reading pass: Get faces (triangles) data and fill VertexArray - while(!feof(objFile)) + while (!feof(objFile)) { fscanf(objFile, "%c", &dataType); - switch(dataType) + switch (dataType) { case '#': case 'o': case 'g': case 's': case 'm': case 'u': case 'v': fgets(comments, 200, objFile); break; case 'f': @@ -2023,7 +2023,7 @@ static Material LoadMTL(const char *fileName) return material; } - while(!feof(mtlFile)) + while (!feof(mtlFile)) { fgets(buffer, MAX_BUFFER_SIZE, mtlFile); diff --git a/src/rlgl.c b/src/rlgl.c index 55677f3e..85c0cae2 100644 --- a/src/rlgl.c +++ b/src/rlgl.c @@ -1397,7 +1397,7 @@ 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; @@ -1768,7 +1768,7 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) // 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) + if (material.shader.id == standardShader.id) { // Send model transformations matrix to shader glUniformMatrix4fv(glGetUniformLocation(material.shader.id, "modelMatrix"), 1, false, MatrixToFloat(transform)); @@ -2285,7 +2285,7 @@ void DrawLights(void) Draw3DLine(lights[i]->position, lights[i]->target, (lights[i]->enabled ? lights[i]->diffuse : BLACK)); DrawSphereWires(lights[i]->position, 0.3f*lights[i]->intensity, 4, 8, (lights[i]->enabled ? lights[i]->diffuse : BLACK)); DrawCubeWires(lights[i]->target, 0.3f, 0.3f, 0.3f, (lights[i]->enabled ? lights[i]->diffuse : BLACK)); - } + } break; case LIGHT_SPOT: { Draw3DLine(lights[i]->position, lights[i]->target, (lights[i]->enabled ? lights[i]->diffuse : BLACK)); @@ -3081,7 +3081,7 @@ static void SetShaderLights(Shader shader) locPoint = glGetUniformLocation(shader.id, locName); glUniform1f(locPoint, lights[i]->intensity); - switch(lights[i]->type) + switch (lights[i]->type) { case LIGHT_POINT: { @@ -3295,7 +3295,7 @@ 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; -- cgit v1.2.3