From 96f520ff6d085536205feb1f943974e354577df4 Mon Sep 17 00:00:00 2001 From: raysan5 Date: Tue, 25 Mar 2014 12:40:35 +0100 Subject: Road to raylib 1.1 - Testing rlgl --- src/textures.c | 224 ++++++++++++++++++++++++++++----------------------------- 1 file changed, 109 insertions(+), 115 deletions(-) (limited to 'src/textures.c') diff --git a/src/textures.c b/src/textures.c index ca0492c4..f8402b0c 100644 --- a/src/textures.c +++ b/src/textures.c @@ -28,12 +28,13 @@ #include "raylib.h" -#include // OpenGL functions #include // Declares malloc() and free() for memory management #include "stb_image.h" // Used to read image data (multiple formats support) #include "utils.h" // rRES data decompression utility function +#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2 + //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- @@ -49,6 +50,11 @@ typedef unsigned char byte; //---------------------------------------------------------------------------------- // It's lonely here... +//---------------------------------------------------------------------------------- +// Other Modules Functions Declaration (required by text) +//---------------------------------------------------------------------------------- +//... + //---------------------------------------------------------------------------------- // Module specific Functions Declaration //---------------------------------------------------------------------------------- @@ -238,43 +244,6 @@ Texture2D LoadTextureFromRES(const char *rresName, int resId) return texture; } -// Create a Texture2D from Image data -// NOTE: Image is not unloaded, it should be done manually... -Texture2D CreateTexture(Image image) -{ - Texture2D texture; - - // Convert image data to OpenGL texture - //---------------------------------------- - GLuint id; - glGenTextures(1, &id); // Generate Pointer to the Texture - - glBindTexture(GL_TEXTURE_2D, id); - - // NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used! - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repead on x-axis - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repead on y-axis - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR - - // Trilinear filtering - //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // Activate use of mipmaps (must be available) - //glGenerateMipmap(GL_TEXTURE_2D); // OpenGL 3.3! - - // Upload texture to GPU - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, image.width, image.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image.pixels); - - // NOTE: Not using mipmappings (texture for 2D drawing) - // At this point we have the image converted to texture and uploaded to GPU - - texture.glId = id; - texture.width = image.width; - texture.height = image.height; - - return texture; -} - // Unload image from CPU memory (RAM) void UnloadImage(Image image) { @@ -284,7 +253,7 @@ void UnloadImage(Image image) // Unload texture from GPU memory void UnloadTexture(Texture2D texture) { - glDeleteTextures(1, &texture.glId); + rlDeleteTextures(texture.glId); } // Draw a Texture2D @@ -302,101 +271,126 @@ void DrawTextureV(Texture2D texture, Vector2 position, Color tint) // Draw a Texture2D with extended parameters void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint) { - glEnable(GL_TEXTURE_2D); // Enable textures usage + rlEnableTexture(texture.glId); - glBindTexture(GL_TEXTURE_2D, texture.glId); + // TODO: Apply rotation to vertex! --> rotate from origin CW (0, 0) + // TODO: Compute vertex scaling! - glPushMatrix(); - // NOTE: Rotation is applied before translation and scaling, even being called in inverse order... - // NOTE: Rotation point is upper-left corner - glTranslatef(position.x, position.y, 0); - glScalef(scale, scale, 1.0f); - glRotatef(rotation, 0, 0, 1); + // NOTE: Rotation is applied before translation and scaling, even being called in inverse order... + // NOTE: Rotation point is upper-left corner + //rlTranslatef(position.x, position.y, 0); + //rlScalef(scale, scale, 1.0f); + //rlRotatef(rotation, 0, 0, 1); + + rlBegin(RL_QUADS); + rlColor4ub(tint.r, tint.g, tint.b, tint.a); + rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer + + rlTexCoord2f(0.0f, 0.0f); + rlVertex2f(position.x, position.y); // Bottom-left corner for texture and quad + + rlTexCoord2f(0.0f, 1.0f); + rlVertex2f(position.x, position.y + texture.height); // Bottom-right corner for texture and quad - glBegin(GL_QUADS); - glColor4ub(tint.r, tint.g, tint.b, tint.a); - glNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer - glTexCoord2f(0.0f, 0.0f); glVertex2f(0.0f, 0.0f); // Bottom-left corner for texture and quad - glTexCoord2f(1.0f, 0.0f); glVertex2f(texture.width, 0.0f); // Bottom-right corner for texture and quad - glTexCoord2f(1.0f, 1.0f); glVertex2f(texture.width, texture.height); // Top-right corner for texture and quad - glTexCoord2f(0.0f, 1.0f); glVertex2f(0.0f, texture.height); // Top-left corner for texture and quad - glEnd(); - glPopMatrix(); - - glDisable(GL_TEXTURE_2D); // Disable textures usage + rlTexCoord2f(1.0f, 1.0f); + rlVertex2f(position.x + texture.width, position.y + texture.height); // Top-right corner for texture and quad + + rlTexCoord2f(1.0f, 0.0f); + rlVertex2f(position.x + texture.width, position.y); // Top-left corner for texture and quad + rlEnd(); + + rlDisableTexture(); } // Draw a part of a texture (defined by a rectangle) void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint) { - glEnable(GL_TEXTURE_2D); // Enable textures usage + rlEnableTexture(texture.glId); - glBindTexture(GL_TEXTURE_2D, texture.glId); - - glPushMatrix(); - glTranslatef(position.x, position.y, 0); - //glScalef(1.0f, 1.0f, 1.0f); - //glRotatef(rotation, 0, 0, 1); + rlBegin(RL_QUADS); + rlColor4ub(tint.r, tint.g, tint.b, tint.a); + rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer - glBegin(GL_QUADS); - glColor4ub(tint.r, tint.g, tint.b, tint.a); - glNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer - - // Bottom-left corner for texture and quad - glTexCoord2f((float)sourceRec.x / texture.width, (float)sourceRec.y / texture.height); - glVertex2f(0.0f, 0.0f); - - // Bottom-right corner for texture and quad - glTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)sourceRec.y / texture.height); - glVertex2f(sourceRec.width, 0.0f); - - // Top-right corner for texture and quad - glTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height); - glVertex2f(sourceRec.width, sourceRec.height); - - // Top-left corner for texture and quad - glTexCoord2f((float)sourceRec.x / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height); - glVertex2f(0.0f, sourceRec.height); - glEnd(); - glPopMatrix(); + // Bottom-left corner for texture and quad + rlTexCoord2f((float)sourceRec.x / texture.width, (float)sourceRec.y / texture.height); + rlVertex2f(position.x, position.y); + + // Bottom-right corner for texture and quad + rlTexCoord2f((float)sourceRec.x / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height); + rlVertex2f(position.x, position.y + sourceRec.height); + + // Top-right corner for texture and quad + rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height); + rlVertex2f(position.x + sourceRec.width, position.y + sourceRec.height); + + // Top-left corner for texture and quad + rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)sourceRec.y / texture.height); + rlVertex2f(position.x + sourceRec.width, position.y); + rlEnd(); - glDisable(GL_TEXTURE_2D); // Disable textures usage + rlDisableTexture(); } // Draw a part of a texture (defined by a rectangle) with 'pro' parameters // TODO: Test this function... void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint) { - glEnable(GL_TEXTURE_2D); // Enable textures usage + rlEnableTexture(texture.glId); - glBindTexture(GL_TEXTURE_2D, texture.glId); + // TODO: Apply translation, rotation and scaling of vertex manually! - glPushMatrix(); - glTranslatef(-origin.x, -origin.y, 0); - glRotatef(rotation, 0, 0, 1); - glTranslatef(destRec.x + origin.x, destRec.y + origin.y, 0); + //rlTranslatef(-origin.x, -origin.y, 0); + //rlRotatef(rotation, 0, 0, 1); + //rlTranslatef(destRec.x + origin.x, destRec.y + origin.y, 0); - glBegin(GL_QUADS); - glColor4ub(tint.r, tint.g, tint.b, tint.a); - glNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer - - // Bottom-left corner for texture and quad - glTexCoord2f((float)sourceRec.x / texture.width, (float)sourceRec.y / texture.height); - glVertex2f(0.0f, 0.0f); - - // Bottom-right corner for texture and quad - glTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)sourceRec.y / texture.height); - glVertex2f(destRec.width, 0.0f); - - // Top-right corner for texture and quad - glTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height); - glVertex2f(destRec.width, destRec.height); - - // Top-left corner for texture and quad - glTexCoord2f((float)sourceRec.x / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height); - glVertex2f(0.0f, destRec.height); - glEnd(); - glPopMatrix(); + rlBegin(RL_QUADS); + rlColor4ub(tint.r, tint.g, tint.b, tint.a); + rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer + + // Bottom-left corner for texture and quad + rlTexCoord2f((float)sourceRec.x / texture.width, (float)sourceRec.y / texture.height); + rlVertex2f(0.0f, 0.0f); + + // Bottom-right corner for texture and quad + rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)sourceRec.y / texture.height); + rlVertex2f(destRec.width, 0.0f); + + // Top-right corner for texture and quad + rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height); + rlVertex2f(destRec.width, destRec.height); + + // Top-left corner for texture and quad + rlTexCoord2f((float)sourceRec.x / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height); + rlVertex2f(0.0f, destRec.height); + rlEnd(); - glDisable(GL_TEXTURE_2D); // Disable textures usage + rlDisableTexture(); +} + +Texture2D CreateTexture(Image image) +{ + Texture2D texture; + + unsigned char *img = malloc(image.width * image.height * 4); + + int j = 0; + + for (int i = 0; i < image.width * image.height * 4; i += 4) + { + img[i] = image.pixels[j].r; + img[i+1] = image.pixels[j].g; + img[i+2] = image.pixels[j].b; + img[i+3] = image.pixels[j].a; + + j++; + } + + texture.glId = rlglTexture(image.width, image.height, img); + + texture.width = image.width; + texture.height = image.height; + + free(img); + + return texture; } \ No newline at end of file -- cgit v1.2.3 From c04f37d0f5f75c3e112d71444e589513396c9d0f Mon Sep 17 00:00:00 2001 From: raysan5 Date: Fri, 4 Apr 2014 20:11:57 +0200 Subject: Adapt multiple functions to rlgl Nearly a complete rework of Models module Some teaks on multiple functions --- src/audio.c | 4 +- src/models.c | 866 ++++++++++++++++++++++++++++++++++----------------------- src/raylib.h | 6 +- src/rlgl.c | 150 ++++++++-- src/rlgl.h | 46 ++- src/shapes.c | 29 +- src/text.c | 1 - src/textures.c | 102 +++---- 8 files changed, 755 insertions(+), 449 deletions(-) (limited to 'src/textures.c') diff --git a/src/audio.c b/src/audio.c index 4b75942f..ac6fc2b3 100644 --- a/src/audio.c +++ b/src/audio.c @@ -131,7 +131,7 @@ Sound LoadSound(char *fileName) // NOTE: Buffer space is allocated inside LoadWAV, Wave must be freed Wave wave = LoadWAV(fileName); - ALenum format; + ALenum format = 0; // The OpenAL format is worked out by looking at the number of channels and the bits per sample if (wave.channels == 1) { @@ -257,7 +257,7 @@ Sound LoadSoundFromRES(const char *rresName, int resId) free(data); // Convert wave to Sound (OpenAL) - ALenum format; + ALenum format = 0; // The OpenAL format is worked out by looking at the number of channels and the bits per sample if (wave.channels == 1) diff --git a/src/models.c b/src/models.c index e1b80617..fb8f114d 100644 --- a/src/models.c +++ b/src/models.c @@ -31,7 +31,6 @@ #include // Used for sin, cos, tan #include "raymath.h" // Required for data type Matrix and Matrix functions - #include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2 //---------------------------------------------------------------------------------- @@ -42,30 +41,7 @@ //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- -#ifdef USE_OPENGL_11 - struct Model { - int numVertices; - Vector3 *vertices; - Vector2 *texcoords; - Vector3 *normals; - }; -#else - struct Model { - int numVertices; - Vector3 *vertices; - Vector2 *texcoords; - Vector3 *normals; - }; - -/* - struct Model - { - GLUint vaoId; - Matrix transform; - int polyMode; - } -*/ -#endif +// ... //---------------------------------------------------------------------------------- // Global Variables Definition @@ -85,25 +61,167 @@ static float GetHeightValue(Color pixel); // NOTE: Cube position is the center position void DrawCube(Vector3 position, float width, float height, float lenght, Color color) { - // THIS WORKS! -/* - Matrix mat = MatrixTranslate(2.0, 0.0, 0.0); - MatrixTranspose(&mat); - VectorTransform(&position, mat); - - PrintMatrix(mat); -*/ - float x = position.x; float y = position.y; float z = position.z; rlPushMatrix(); + + // NOTE: Be careful! Function order matters (scale, translate, rotate) + //rlScalef(2.0f, 2.0f, 2.0f); + //rlTranslatef(0.0f, 0.0f, 0.0f); + //rlRotatef(45, 0, 1, 0); + + rlBegin(RL_TRIANGLES); + rlColor4ub(color.r, color.g, color.b, color.a); + + // Front Face ----------------------------------------------------- + rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Bottom Left + rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Right + rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left + + rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Right + rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left + rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Right + + // Back Face ------------------------------------------------------ + rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Bottom Left + rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left + rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Right + + rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right + rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Right + rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left + + // Top Face ------------------------------------------------------- + rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left + rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Bottom Left + rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Bottom Right + + rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right + rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left + rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Bottom Right + + // Bottom Face ---------------------------------------------------- + rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Top Left + rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Right + rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Bottom Left + + rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Top Right + rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Right + rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Top Left + + // Right face ----------------------------------------------------- + rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Right + rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right + rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Left + + rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Left + rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Right + rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Left + + // Left Face ------------------------------------------------------ + rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Bottom Right + rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left + rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Right + + rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Bottom Left + rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left + rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Bottom Right + rlEnd(); + rlPopMatrix(); +} + +// Draw cube (Vector version) +void DrawCubeV(Vector3 position, Vector3 size, Color color) +{ + DrawCube(position, size.x, size.y, size.z, color); +} + +// Draw cube wires +void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color) +{ + float x = position.x; + float y = position.y; + float z = position.z; + + rlPushMatrix(); + + //rlRotatef(45, 0, 1, 0); + + rlBegin(RL_LINES); + rlColor4ub(color.r, color.g, color.b, color.a); + + // Front Face ----------------------------------------------------- + // Bottom Line + rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Bottom Left + rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Right + + // Left Line + rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Right + rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Right + + // Top Line + rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Right + rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left + + // Right Line + rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left + rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Bottom Left + // Back Face ------------------------------------------------------ + // Bottom Line + rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Bottom Left + rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Right + + // Left Line + rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Right + rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right + + // Top Line + rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right + rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left + + // Right Line + rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left + rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Bottom Left + + // Top Face ------------------------------------------------------- + // Left Line + rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left Front + rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left Back + + // Right Line + rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Right Front + rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right Back + + // Bottom Face --------------------------------------------------- + // Left Line + rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Top Left Front + rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Top Left Back + + // Right Line + rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Top Right Front + rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Top Right Back + rlEnd(); + rlPopMatrix(); +} + +// Draw cube +// NOTE: Cube position is the center position +void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float lenght, Color color) +{ + float x = position.x; + float y = position.y; + float z = position.z; + + rlEnableTexture(texture.glId); + + rlPushMatrix(); // NOTE: Be careful! Function order matters (scale, translate, rotate) //rlScalef(2.0f, 2.0f, 2.0f); //rlTranslatef(2.0f, 0.0f, 0.0f); - rlRotatef(45, 0, 1, 0); + //rlRotatef(45, 0, 1, 0); rlBegin(RL_QUADS); rlColor4ub(color.r, color.g, color.b, color.a); @@ -145,22 +263,8 @@ void DrawCube(Vector3 position, float width, float height, float lenght, Color c rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left Of The Texture and Quad rlEnd(); rlPopMatrix(); -} - -// Draw cube (Vector version) -void DrawCubeV(Vector3 position, Vector3 size, Color color) -{ - DrawCube(position, size.x, size.y, size.z, color); -} - -// Draw cube wires -void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color) -{ - // TODO: Draw cube using RL_LINES! - //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); - //DrawCube(position, width, height, lenght, color); - //glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + rlDisableTexture(); } // Draw sphere @@ -172,42 +276,37 @@ void DrawSphere(Vector3 centerPos, float radius, Color color) // Draw sphere with extended parameters void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color) { - float lat0, z0, zr0; - float lat1, z1, zr1; - float lng, x, y; - - // TODO: Review vertex translate/rotate/scale mechanism - rlPushMatrix(); rlTranslatef(centerPos.x, centerPos.y, centerPos.z); - rlRotatef(90, 1, 0, 0); + //rlRotatef(rotation, 0, 1, 0); rlScalef(radius, radius, radius); - rlBegin(GL_QUAD_STRIP); - + rlBegin(RL_TRIANGLES); rlColor4ub(color.r, color.g, color.b, color.a); - for(int i = 0; i <= rings; i++) + for(int i = 0; i < 2 * rings + 1; i ++) { - lat0 = PI * (-0.5 + (float)(i - 1) / rings); - z0 = sin(lat0); - zr0 = cos(lat0); - - lat1 = PI * (-0.5 + (float)i / rings); - z1 = sin(lat1); - zr1 = cos(lat1); - - for(int j = 0; j <= slices; j++) + for(int j = 0; j < slices; j++) { - lng = 2 * PI * (float)(j - 1) / slices; - x = cos(lng); - y = sin(lng); - - rlNormal3f(x * zr0, y * zr0, z0); - rlVertex3f(x * zr0, y * zr0, z0); - - rlNormal3f(x * zr1, y * zr1, z1); - rlVertex3f(x * zr1, y * zr1, z1); + rlVertex3f(cos(DEG2RAD*(270+(90/rings)*i)) * sin(DEG2RAD*(j*360/slices)) * radius, + sin(DEG2RAD*(270+(90/rings)*i)) * radius, + cos(DEG2RAD*(270+(90/rings)*i)) * cos(DEG2RAD*(j*360/slices)) * radius); + rlVertex3f(cos(DEG2RAD*(270+(90/rings)*(i+1))) * sin(DEG2RAD*((j+1)*360/slices)) * radius, + sin(DEG2RAD*(270+(90/rings)*(i+1))) * radius, + cos(DEG2RAD*(270+(90/rings)*(i+1))) * cos(DEG2RAD*((j+1)*360/slices)) * radius); + rlVertex3f(cos(DEG2RAD*(270+(90/rings)*(i+1))) * sin(DEG2RAD*(j*360/slices)) * radius, + sin(DEG2RAD*(270+(90/rings)*(i+1))) * radius, + cos(DEG2RAD*(270+(90/rings)*(i+1))) * cos(DEG2RAD*(j*360/slices)) * radius); + + rlVertex3f(cos(DEG2RAD*(270+(90/rings)*i)) * sin(DEG2RAD*(j*360/slices)) * radius, + sin(DEG2RAD*(270+(90/rings)*i)) * radius, + cos(DEG2RAD*(270+(90/rings)*i)) * cos(DEG2RAD*(j*360/slices)) * radius); + rlVertex3f(cos(DEG2RAD*(270+(90/rings)*(i))) * sin(DEG2RAD*((j+1)*360/slices)) * radius, + sin(DEG2RAD*(270+(90/rings)*(i))) * radius, + cos(DEG2RAD*(270+(90/rings)*(i))) * cos(DEG2RAD*((j+1)*360/slices)) * radius); + rlVertex3f(cos(DEG2RAD*(270+(90/rings)*(i+1))) * sin(DEG2RAD*((j+1)*360/slices)) * radius, + sin(DEG2RAD*(270+(90/rings)*(i+1))) * radius, + cos(DEG2RAD*(270+(90/rings)*(i+1))) * cos(DEG2RAD*((j+1)*360/slices)) * radius); } } rlEnd(); @@ -215,134 +314,136 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color } // Draw sphere wires -void DrawSphereWires(Vector3 centerPos, float radius, Color color) -{ - // TODO: Draw sphere using RL_LINES! - - //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); - //DrawSphere(centerPos, radius, color); - //glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); -} - -// Draw a cylinder/cone -void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color) // Could be used for pyramid and cone! +void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color) { - Vector3 a = { position.x, position.y + height, position.z }; - Vector3 d = { 0.0f, 1.0f, 0.0f }; - Vector3 p; - Vector3 c = { a.x + (-d.x * height), a.y + (-d.y * height), a.z + (-d.z * height) }; //= a + (-d * h); - Vector3 e0 = VectorPerpendicular(d); - Vector3 e1 = VectorCrossProduct(e0, d); - float angInc = 360.0 / slices * DEG2RAD; - - if (radiusTop == 0) // Draw pyramid or cone - { - //d – axis defined as a normalized vector from base to apex - //a – position of apex (top point) - //h – height - //rd – radius of directrix - //n – number of radial "slices" - - // TODO: Review drawing to use RL_TRIANGLES + rlPushMatrix(); + rlTranslatef(centerPos.x, centerPos.y, centerPos.z); + //rlRotatef(rotation, 0, 1, 0); + rlScalef(radius, radius, radius); - // Draw cone top - rlBegin(GL_TRIANGLE_FAN); + rlBegin(RL_LINES); rlColor4ub(color.r, color.g, color.b, color.a); - rlVertex3f(a.x, a.y, a.z); - for (int i = 0; i <= slices; i++) + for(int i = 0; i < 2 * rings + 1; i ++) { - float rad = angInc * i; - p.x = c.x + (((e0.x * cos(rad)) + (e1.x * sin(rad))) * radiusBottom); - p.y = c.y + (((e0.y * cos(rad)) + (e1.y * sin(rad))) * radiusBottom); - p.z = c.z + (((e0.z * cos(rad)) + (e1.z * sin(rad))) * radiusBottom); - rlVertex3f(p.x, p.y, p.z); + for(int j = 0; j < slices; j++) + { + rlVertex3f(cos(DEG2RAD*(270+(90/rings)*i)) * sin(DEG2RAD*(j*360/slices)) * radius, + sin(DEG2RAD*(270+(90/rings)*i)) * radius, + cos(DEG2RAD*(270+(90/rings)*i)) * cos(DEG2RAD*(j*360/slices)) * radius); + rlVertex3f(cos(DEG2RAD*(270+(90/rings)*(i+1))) * sin(DEG2RAD*((j+1)*360/slices)) * radius, + sin(DEG2RAD*(270+(90/rings)*(i+1))) * radius, + cos(DEG2RAD*(270+(90/rings)*(i+1))) * cos(DEG2RAD*((j+1)*360/slices)) * radius); + + rlVertex3f(cos(DEG2RAD*(270+(90/rings)*(i+1))) * sin(DEG2RAD*((j+1)*360/slices)) * radius, + sin(DEG2RAD*(270+(90/rings)*(i+1))) * radius, + cos(DEG2RAD*(270+(90/rings)*(i+1))) * cos(DEG2RAD*((j+1)*360/slices)) * radius); + rlVertex3f(cos(DEG2RAD*(270+(90/rings)*(i+1))) * sin(DEG2RAD*(j*360/slices)) * radius, + sin(DEG2RAD*(270+(90/rings)*(i+1))) * radius, + cos(DEG2RAD*(270+(90/rings)*(i+1))) * cos(DEG2RAD*(j*360/slices)) * radius); + + rlVertex3f(cos(DEG2RAD*(270+(90/rings)*(i+1))) * sin(DEG2RAD*(j*360/slices)) * radius, + sin(DEG2RAD*(270+(90/rings)*(i+1))) * radius, + cos(DEG2RAD*(270+(90/rings)*(i+1))) * cos(DEG2RAD*(j*360/slices)) * radius); + rlVertex3f(cos(DEG2RAD*(270+(90/rings)*i)) * sin(DEG2RAD*(j*360/slices)) * radius, + sin(DEG2RAD*(270+(90/rings)*i)) * radius, + cos(DEG2RAD*(270+(90/rings)*i)) * cos(DEG2RAD*(j*360/slices)) * radius); + } } rlEnd(); - - // Draw cone bottom - rlBegin(GL_TRIANGLE_FAN); + rlPopMatrix(); +} + +// Draw a cylinder +// NOTE: It could be also used for pyramid and cone +void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int sides, Color color) +{ + if (sides < 3) sides = 3; + + rlPushMatrix(); + rlTranslatef(position.x, position.y, position.z); + + rlBegin(RL_TRIANGLES); rlColor4ub(color.r, color.g, color.b, color.a); - rlVertex3f(c.x, c.y, c.z); - - for (int i = slices; i >= 0; i--) + + if (radiusTop > 0) { - float rad = angInc * i; - p.x = c.x + (((e0.x * cos(rad)) + (e1.x * sin(rad))) * radiusBottom); - p.y = c.y + (((e0.y * cos(rad)) + (e1.y * sin(rad))) * radiusBottom); - p.z = c.z + (((e0.z * cos(rad)) + (e1.z * sin(rad))) * radiusBottom); - rlVertex3f(p.x, p.y, p.z); + // Draw Body ------------------------------------------------------------------------------------- + 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 + rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusTop, height, cos(DEG2RAD*(i+360/sides)) * radiusTop); //Top Right + + rlVertex3f(sin(DEG2RAD*i) * radiusTop, height, cos(DEG2RAD*i) * radiusTop); //Top Left + rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom); //Bottom Left + rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusTop, height, cos(DEG2RAD*(i+360/sides)) * radiusTop); //Top Right + } + + // Draw Cap -------------------------------------------------------------------------------------- + for(int i = 0; i < 360; i += 360/sides) + { + rlVertex3f(0, height, 0); + rlVertex3f(sin(DEG2RAD*i) * radiusTop, height, cos(DEG2RAD*i) * radiusTop); + rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusTop, height, cos(DEG2RAD*(i+360/sides)) * radiusTop); + } } - rlEnd(); - } - else // Draw cylinder - { - - // TODO: Review drawing to use RL_TRIANGLES - - // Draw cylinder top (pointed cap) - rlBegin(GL_TRIANGLE_FAN); - rlColor4ub(color.r, color.g, color.b, color.a); - rlVertex3f(c.x, c.y + height, c.z); - for (int i = slices; i >= 0; i--) + else { - float rad = angInc * i; - p.x = c.x + (((e0.x * cos(rad)) + (e1.x * sin(rad))) * radiusTop); - p.y = c.y + (((e0.y * cos(rad)) + (e1.y * sin(rad))) * radiusTop) + height; - p.z = c.z + (((e0.z * cos(rad)) + (e1.z * sin(rad))) * radiusTop); - rlVertex3f(p.x, p.y, p.z); + // Draw Cone ------------------------------------------------------------------------------------- + for(int i = 0; i < 360; i += 360/sides) + { + rlVertex3f(0, height, 0); + rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom); + rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusBottom, 0, cos(DEG2RAD*(i+360/sides)) * radiusBottom); + } } - rlEnd(); - - // Draw cylinder sides - rlBegin(GL_TRIANGLE_STRIP); - rlColor4ub(color.r, color.g, color.b, color.a); - for (int i = slices; i >= 0; i--) + + // Draw Base ----------------------------------------------------------------------------------------- + for(int i = 0; i < 360; i += 360/sides) { - float rad = angInc * i; - p.x = c.x + (((e0.x * cos(rad)) + (e1.x * sin(rad))) * radiusTop); - p.y = c.y + (((e0.y * cos(rad)) + (e1.y * sin(rad))) * radiusTop) + height; - p.z = c.z + (((e0.z * cos(rad)) + (e1.z * sin(rad))) * radiusTop); - rlVertex3f(p.x, p.y, p.z); - - p.x = c.x + (((e0.x * cos(rad)) + (e1.x * sin(rad))) * radiusBottom); - p.y = c.y + (((e0.y * cos(rad)) + (e1.y * sin(rad))) * radiusBottom); - p.z = c.z + (((e0.z * cos(rad)) + (e1.z * sin(rad))) * radiusBottom); - rlVertex3f(p.x, p.y, p.z); + rlVertex3f(0, 0, 0); + rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusBottom, 0, cos(DEG2RAD*(i+360/sides)) * radiusBottom); + rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom); } - rlEnd(); + rlEnd(); + rlPopMatrix(); +} + +// Draw a wired cylinder +// 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; + + rlPushMatrix(); + rlTranslatef(position.x, position.y, position.z); - // Draw cylinder bottom - rlBegin(GL_TRIANGLE_FAN); + rlBegin(RL_LINES); rlColor4ub(color.r, color.g, color.b, color.a); - rlVertex3f(c.x, c.y, c.z); - for (int i = slices; i >= 0; i--) + + for(int i = 0; i < 360; i += 360/sides) { - float rad = angInc * i; - p.x = c.x + (((e0.x * cos(rad)) + (e1.x * sin(rad))) * radiusBottom); - p.y = c.y + (((e0.y * cos(rad)) + (e1.y * sin(rad))) * radiusBottom); - p.z = c.z + (((e0.z * cos(rad)) + (e1.z * sin(rad))) * radiusBottom); - rlVertex3f(p.x, p.y, p.z); + rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom); + rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusBottom, 0, cos(DEG2RAD*(i+360/sides)) * radiusBottom); + + rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusBottom, 0, cos(DEG2RAD*(i+360/sides)) * radiusBottom); + rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusTop, height, cos(DEG2RAD*(i+360/sides)) * radiusTop); + + rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusTop, height, cos(DEG2RAD*(i+360/sides)) * radiusTop); + rlVertex3f(sin(DEG2RAD*i) * radiusTop, height, cos(DEG2RAD*i) * radiusTop); + + rlVertex3f(sin(DEG2RAD*i) * radiusTop, height, cos(DEG2RAD*i) * radiusTop); + rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom); } rlEnd(); - } -} - -// Draw a cylinder/cone wires -void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color) -{ - // TODO: Draw sphere using RL_LINES! - - //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); - DrawCylinder(position, radiusTop, radiusBottom, height, slices, color); - //glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + rlPopMatrix(); } // Draw a plane +// TODO: Test this function void DrawPlane(Vector3 centerPos, Vector2 size, Vector3 rotation, Color color) { - // TODO: Review vertex translate/rotate/scale mechanism - // NOTE: Plane is always created on XZ ground and then rotated rlPushMatrix(); rlTranslatef(centerPos.x, centerPos.y, centerPos.z); @@ -353,7 +454,7 @@ void DrawPlane(Vector3 centerPos, Vector2 size, Vector3 rotation, Color color) rlRotatef(rotation.z, 0, 0, 1); rlScalef(size.x, 1.0f, size.y); - rlBegin(GL_QUADS); + rlBegin(RL_QUADS); rlColor4ub(color.r, color.g, color.b, color.a); rlNormal3f(0.0f, 1.0f, 0.0f); rlTexCoord2f(0.0f, 0.0f); rlVertex3f(-0.5f, 0.0f, -0.5f); @@ -365,6 +466,7 @@ void DrawPlane(Vector3 centerPos, Vector2 size, Vector3 rotation, Color color) } // Draw a plane with divisions +// TODO: Test this function void DrawPlaneEx(Vector3 centerPos, Vector2 size, Vector3 rotation, int slicesX, int slicesZ, Color color) { float quadWidth = size.x / slicesX; @@ -373,8 +475,6 @@ void DrawPlaneEx(Vector3 centerPos, Vector2 size, Vector3 rotation, int slicesX, float texPieceW = 1 / size.x; float texPieceH = 1 / size.y; - // TODO: Review vertex translate/rotate/scale mechanism - // NOTE: Plane is always created on XZ ground and then rotated rlPushMatrix(); rlTranslatef(-size.x / 2, 0.0f, -size.y / 2); @@ -444,66 +544,116 @@ void DrawGrid(int slices, float spacing) rlEnd(); } -// Draw gizmo (with or without orbits) -void DrawGizmo(Vector3 position, bool orbits) +// Draw gizmo +void DrawGizmo(Vector3 position) { // NOTE: RGB = XYZ float lenght = 1.0f; - float radius = 1.0f; - - //glEnable(GL_LINE_SMOOTH); // Smoothies circle outline (anti-aliasing applied) - //glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); // Best quality for line smooth (anti-aliasing best algorithm) - - // GL_LINE_SMOOTH is very poorly supported on desktop GL. - // A lot of drivers ignore it, so most people avoid using... - + rlPushMatrix(); rlTranslatef(position.x, position.y, position.z); - //glRotatef(rotation, 0, 1, 0); + //rlRotatef(rotation, 0, 1, 0); rlScalef(lenght, lenght, lenght); - rlBegin(GL_LINES); - rlColor3f(1.0f, 0.0f, 0.0f); - rlVertex3f(0.0f, 0.0f, 0.0f); - rlVertex3f(1.0f, 0.0f, 0.0f); + rlBegin(RL_LINES); + rlColor3f(1.0f, 0.0f, 0.0f); rlVertex3f(0.0f, 0.0f, 0.0f); + rlColor3f(1.0f, 0.0f, 0.0f); rlVertex3f(1.0f, 0.0f, 0.0f); - rlColor3f(0.0f, 1.0f, 0.0f); - rlVertex3f(0.0f, 0.0f, 0.0f); - rlVertex3f(0.0f, 1.0f, 0.0f); + rlColor3f(0.0f, 1.0f, 0.0f); rlVertex3f(0.0f, 0.0f, 0.0f); + rlColor3f(0.0f, 1.0f, 0.0f); rlVertex3f(0.0f, 1.0f, 0.0f); - rlColor3f(0.0f, 0.0f, 1.0f); - rlVertex3f(0.0f, 0.0f, 0.0f); - rlVertex3f(0.0f, 0.0f, 1.0f); - rlEnd(); + rlColor3f(0.0f, 0.0f, 1.0f); rlVertex3f(0.0f, 0.0f, 0.0f); + rlColor3f(0.0f, 0.0f, 1.0f); rlVertex3f(0.0f, 0.0f, 1.0f); + rlEnd(); + rlPopMatrix(); +} + +void DrawGizmoEx(Vector3 position, Vector3 rotation, float scale, bool orbits) +{ + // NOTE: RGB = XYZ + rlPushMatrix(); + rlTranslatef(position.x, position.y, position.z); + rlScalef(scale, scale, scale); - if (orbits) - { - rlBegin(GL_LINE_LOOP); - rlColor4f(1.0f, 0.0f, 0.0f, 0.4f); - for (int i=0; i < 360; i++) rlVertex3f(sin(DEG2RAD*i) * radius, 0, cos(DEG2RAD*i) * radius); - rlEnd(); - - rlBegin(GL_LINE_LOOP); - rlColor4f(0.0f, 1.0f, 0.0f, 0.4f); - for (int i=0; i < 360; i++) rlVertex3f(sin(DEG2RAD*i) * radius, cos(DEG2RAD*i) * radius, 0); - rlEnd(); - - rlBegin(GL_LINE_LOOP); - rlColor4f(0.0f, 0.0f, 1.0f, 0.4f); - for (int i=0; i < 360; i++) rlVertex3f(0, sin(DEG2RAD*i) * radius, cos(DEG2RAD*i) * radius); - rlEnd(); - } + if(rotation.x) rlRotatef(rotation.x, 1, 0, 0); + if(rotation.y) rlRotatef(rotation.y, 0, 1, 0); + if(rotation.z) rlRotatef(rotation.z, 0, 0, 1); + rlBegin(RL_LINES); + // X Axis + rlColor4ub(200, 0, 0, 255); // RED + rlVertex3f(position.x, position.y, position.z); + rlVertex3f(position.x + 1, position.y, position.z); + + // ArrowX + rlVertex3f(position.x + 1.1, position.y, position.z); + rlVertex3f(position.x + .9, position.y, position.z + .1); + + rlVertex3f(position.x + 1.1, position.y, position.z); + rlVertex3f(position.x + .9, position.y, position.z - .1); + + // Y Axis + rlColor4ub(0, 200, 0, 255); // GREEN + rlVertex3f(position.x, position.y, position.z); + rlVertex3f(position.x, position.y + 1, position.z); + + // ArrowY + rlVertex3f(position.x, position.y + 1.1, position.z); + rlVertex3f(position.x + .1, position.y + .9, position.z); + + rlVertex3f(position.x, position.y + 1.1, position.z); + rlVertex3f(position.x - .1, position.y + .9, position.z); + + // Z Axis + rlColor4ub(0, 0, 200, 255); // BLUE + rlVertex3f(position.x, position.y, position.z); + rlVertex3f(position.x, position.y, position.z - 1); + + // ArrowZ + rlVertex3f(position.x, position.y, position.z - 1.1); + rlVertex3f(position.x + .1, position.y, position.z - .9); + + rlVertex3f(position.x, position.y, position.z - 1.1); + rlVertex3f(position.x - .1, position.y, position.z - .9); + + // Extra + if(orbits) + { + int n = 3; + + // X Axis + rlColor4ub(200, 0, 0, 255); // RED + for (int i=0; i < 360; i++) + { + rlVertex3f(0, position.x + sin(DEG2RAD*i) * scale/n, position.y + cos(DEG2RAD*i) * scale/n); + rlVertex3f(0,position.x + sin(DEG2RAD*(i+1)) * scale/n, position.y + cos(DEG2RAD*(i+1)) * scale/n); + } + + // Y Axis + rlColor4ub(0, 200, 0, 255); // GREEN + for (int i=0; i < 360; i++) + { + rlVertex3f(position.x + sin(DEG2RAD*i) * scale/n, 0, position.y + cos(DEG2RAD*i) * scale/n); + rlVertex3f(position.x + sin(DEG2RAD*(i+1)) * scale/n, 0, position.y + cos(DEG2RAD*(i+1)) * scale/n); + } + + // Z Axis + rlColor4ub(0, 0, 200, 255); // BLUE + for (int i=0; i < 360; i++) + { + rlVertex3f(position.x + sin(DEG2RAD*i) * scale/n, position.y + cos(DEG2RAD*i) * scale/n, 0); + rlVertex3f(position.x + sin(DEG2RAD*(i+1)) * scale/n, position.y + cos(DEG2RAD*(i+1)) * scale/n, 0); + } + } + rlEnd(); rlPopMatrix(); - - //glDisable(GL_LINE_SMOOTH); } // Load a 3d model (.OBJ) // TODO: Add comments explaining this function process Model LoadModel(const char *fileName) { - struct Model model; + VertexData vData; char dataType; char comments[200]; @@ -617,17 +767,19 @@ Model LoadModel(const char *fileName) Vector3 midNormals[numNormals]; Vector2 midTexCoords[numTexCoords]; - model.numVertices = numTriangles*3; - - model.vertices = (Vector3 *)malloc(model.numVertices * sizeof(Vector3)); - model.normals = (Vector3 *)malloc(model.numVertices * sizeof(Vector3)); - model.texcoords = (Vector2 *)malloc(model.numVertices * sizeof(Vector2)); + vData.numVertices = numTriangles*3; + + vData.vertices = (float *)malloc(vData.numVertices * 3 * sizeof(float)); + vData.texcoords = (float *)malloc(vData.numVertices * 2 * sizeof(float)); + vData.normals = (float *)malloc(vData.numVertices * 3 * sizeof(float)); int countVertex = 0; int countNormals = 0; int countTexCoords = 0; - int countMaxVertex = 0; + int vCounter = 0; // Used to count vertices float by float + int tcCounter = 0; // Used to count texcoords float by float + int nCounter = 0; // Used to count normals float by float rewind(objFile); @@ -671,31 +823,58 @@ Model LoadModel(const char *fileName) } break; case 'f': { + // At this point all vertex data (v, vt, vn) have been gathered on midVertices, midTexCoords, midNormals + // Now we can organize that data into our VertexData struct + int vNum, vtNum, vnNum; fscanf(objFile, "%c", &dataType); fscanf(objFile, "%i/%i/%i", &vNum, &vtNum, &vnNum); - model.vertices[countMaxVertex] = midVertices[vNum-1]; - model.normals[countMaxVertex] = midNormals[vnNum-1]; - model.texcoords[countMaxVertex].x = midTexCoords[vtNum-1].x; - model.texcoords[countMaxVertex].y = -midTexCoords[vtNum-1].y; - countMaxVertex++; - + vData.vertices[vCounter] = midVertices[vNum-1].x; + vData.vertices[vCounter + 1] = midVertices[vNum-1].y; + vData.vertices[vCounter + 2] = midVertices[vNum-1].z; + vCounter += 3; + + vData.normals[nCounter] = midNormals[vnNum-1].x; + vData.normals[nCounter + 1] = midNormals[vnNum-1].y; + vData.normals[nCounter + 2] = midNormals[vnNum-1].z; + nCounter += 3; + + vData.texcoords[tcCounter] = midTexCoords[vtNum-1].x; + vData.texcoords[tcCounter + 1] = -midTexCoords[vtNum-1].y; + tcCounter += 2; + fscanf(objFile, "%i/%i/%i", &vNum, &vtNum, &vnNum); - model.vertices[countMaxVertex] = midVertices[vNum-1]; - model.normals[countMaxVertex] = midNormals[vnNum-1]; - model.texcoords[countMaxVertex].x = midTexCoords[vtNum-1].x; - model.texcoords[countMaxVertex].y = -midTexCoords[vtNum-1].y; - countMaxVertex++; + vData.vertices[vCounter] = midVertices[vNum-1].x; + vData.vertices[vCounter + 1] = midVertices[vNum-1].y; + vData.vertices[vCounter + 2] = midVertices[vNum-1].z; + vCounter += 3; + + vData.normals[nCounter] = midNormals[vnNum-1].x; + vData.normals[nCounter + 1] = midNormals[vnNum-1].y; + vData.normals[nCounter + 2] = midNormals[vnNum-1].z; + nCounter += 3; + + vData.texcoords[tcCounter] = midTexCoords[vtNum-1].x; + vData.texcoords[tcCounter + 1] = -midTexCoords[vtNum-1].y; + tcCounter += 2; fscanf(objFile, "%i/%i/%i", &vNum, &vtNum, &vnNum); - model.vertices[countMaxVertex] = midVertices[vNum-1]; - model.normals[countMaxVertex] = midNormals[vnNum-1]; - model.texcoords[countMaxVertex].x = midTexCoords[vtNum-1].x; - model.texcoords[countMaxVertex].y = -midTexCoords[vtNum-1].y; - countMaxVertex++; + vData.vertices[vCounter] = midVertices[vNum-1].x; + vData.vertices[vCounter + 1] = midVertices[vNum-1].y; + vData.vertices[vCounter + 2] = midVertices[vNum-1].z; + vCounter += 3; + + vData.normals[nCounter] = midNormals[vnNum-1].x; + vData.normals[nCounter + 1] = midNormals[vnNum-1].y; + vData.normals[nCounter + 2] = midNormals[vnNum-1].z; + nCounter += 3; + + vData.texcoords[tcCounter] = midTexCoords[vtNum-1].x; + vData.texcoords[tcCounter + 1] = -midTexCoords[vtNum-1].y; + tcCounter += 2; } break; default: break; } @@ -703,10 +882,19 @@ Model LoadModel(const char *fileName) fclose(objFile); -#ifdef USE_OPENGL_33 - - // TODO: Use loaded data to generate VAO + // NOTE: At this point we have all vertex, texcoord, normal data for the model in vData struct + + Model model; +#ifdef USE_OPENGL_11 + model.data = vData; // model data is vertex data +#else + model.vaoId = rlglLoadModel(vData); // Use loaded data to generate VAO + + // Now that vertex data is uploaded to GPU, we can free arrays + free(vData.vertices); + free(vData.texcoords); + free(vData.normals); #endif return model; @@ -715,8 +903,8 @@ Model LoadModel(const char *fileName) // Load a heightmap image as a 3d model Model LoadHeightmap(Image heightmap, float maxHeight) { - Model model; - + VertexData vData; + int mapX = heightmap.width; int mapZ = heightmap.height; @@ -724,13 +912,16 @@ Model LoadHeightmap(Image heightmap, float maxHeight) // TODO: Consider resolution when generating model data? int numTriangles = (mapX-1)*(mapZ-1)*2; // One quad every four pixels - model.numVertices = numTriangles*3; + vData.numVertices = numTriangles*3; - model.vertices = (Vector3 *)malloc(model.numVertices * sizeof(Vector3)); - model.normals = (Vector3 *)malloc(model.numVertices * sizeof(Vector3)); - model.texcoords = (Vector2 *)malloc(model.numVertices * sizeof(Vector2)); + vData.vertices = (float *)malloc(vData.numVertices * 3 * sizeof(float)); + vData.normals = (float *)malloc(vData.numVertices * 3 * sizeof(float)); + vData.texcoords = (float *)malloc(vData.numVertices * 2 * sizeof(float)); + + int vCounter = 0; // Used to count vertices float by float + int tcCounter = 0; // Used to count texcoords float by float + int nCounter = 0; // Used to count normals float by float - int vCounter = 0; int trisCounter = 0; float scaleFactor = maxHeight/255; // TODO: Review scaleFactor calculation @@ -743,62 +934,82 @@ Model LoadHeightmap(Image heightmap, float maxHeight) //---------------------------------------------------------- // one triangle - 3 vertex - model.vertices[vCounter].x = x; - model.vertices[vCounter].y = GetHeightValue(heightmap.pixels[x + z*mapX])*scaleFactor; - model.vertices[vCounter].z = z; + vData.vertices[vCounter] = x; + vData.vertices[vCounter + 1] = GetHeightValue(heightmap.pixels[x + z*mapX])*scaleFactor; + vData.vertices[vCounter + 2] = z; - model.vertices[vCounter+1].x = x; - model.vertices[vCounter+1].y = GetHeightValue(heightmap.pixels[x + (z+1)*mapX])*scaleFactor; - model.vertices[vCounter+1].z = z+1; + vData.vertices[vCounter + 3] = x; + vData.vertices[vCounter + 4] = GetHeightValue(heightmap.pixels[x + (z+1)*mapX])*scaleFactor; + vData.vertices[vCounter + 5] = z+1; - model.vertices[vCounter+2].x = x+1; - model.vertices[vCounter+2].y = GetHeightValue(heightmap.pixels[(x+1) + z*mapX])*scaleFactor; - model.vertices[vCounter+2].z = z; + vData.vertices[vCounter + 6] = x+1; + vData.vertices[vCounter + 7] = GetHeightValue(heightmap.pixels[(x+1) + z*mapX])*scaleFactor; + vData.vertices[vCounter + 8] = z; // another triangle - 3 vertex - model.vertices[vCounter+3] = model.vertices[vCounter+2]; - model.vertices[vCounter+4] = model.vertices[vCounter+1]; + vData.vertices[vCounter + 9] = vData.vertices[vCounter + 6]; + vData.vertices[vCounter + 10] = vData.vertices[vCounter + 7]; + vData.vertices[vCounter + 11] = vData.vertices[vCounter + 8]; - model.vertices[vCounter+5].x = x+1; - model.vertices[vCounter+5].y = GetHeightValue(heightmap.pixels[(x+1) + (z+1)*mapX])*scaleFactor; - model.vertices[vCounter+5].z = z+1; + vData.vertices[vCounter + 12] = vData.vertices[vCounter + 3]; + vData.vertices[vCounter + 13] = vData.vertices[vCounter + 4]; + vData.vertices[vCounter + 14] = vData.vertices[vCounter + 5]; + + vData.vertices[vCounter + 15] = x+1; + vData.vertices[vCounter + 16] = GetHeightValue(heightmap.pixels[(x+1) + (z+1)*mapX])*scaleFactor; + vData.vertices[vCounter + 17] = z+1; + vCounter += 18; // 6 vertex, 18 floats // Fill texcoords array with data //-------------------------------------------------------------- - model.texcoords[vCounter].x = (float)x / (mapX-1); - model.texcoords[vCounter].y = (float)z / (mapZ-1); + vData.texcoords[tcCounter] = (float)x / (mapX-1); + vData.texcoords[tcCounter + 1] = (float)z / (mapZ-1); + + vData.texcoords[tcCounter + 2] = (float)x / (mapX-1); + vData.texcoords[tcCounter + 3] = (float)(z+1) / (mapZ-1); - model.texcoords[vCounter+1].x = (float)x / (mapX-1); - model.texcoords[vCounter+1].y = (float)(z+1) / (mapZ-1); + vData.texcoords[tcCounter + 4] = (float)(x+1) / (mapX-1); + vData.texcoords[tcCounter + 5] = (float)z / (mapZ-1); - model.texcoords[vCounter+2].x = (float)(x+1) / (mapX-1); - model.texcoords[vCounter+2].y = (float)z / (mapZ-1); + vData.texcoords[tcCounter + 6] = vData.texcoords[tcCounter + 4]; + vData.texcoords[tcCounter + 7] = vData.texcoords[tcCounter + 5]; - model.texcoords[vCounter+3] = model.texcoords[vCounter+2]; - model.texcoords[vCounter+4] = model.texcoords[vCounter+1]; + vData.texcoords[tcCounter + 8] = vData.texcoords[tcCounter + 2]; + vData.texcoords[tcCounter + 9] = vData.texcoords[tcCounter + 1]; - model.texcoords[vCounter+5].x = (float)(x+1) / (mapX-1); - model.texcoords[vCounter+5].y = (float)(z+1) / (mapZ-1); + vData.texcoords[tcCounter + 10] = (float)(x+1) / (mapX-1); + vData.texcoords[tcCounter + 11] = (float)(z+1) / (mapZ-1); + tcCounter += 12; // 6 texcoords, 12 floats // Fill normals array with data //-------------------------------------------------------------- // TODO: Review normals calculation - model.normals[vCounter] = (Vector3){ 0.0f, 1.0f, 0.0f }; - model.normals[vCounter+1] = (Vector3){ 0.0f, 1.0f, 0.0f }; - model.normals[vCounter+2] = (Vector3){ 0.0f, 1.0f, 0.0f }; - model.normals[vCounter+3] = (Vector3){ 0.0f, 1.0f, 0.0f }; - model.normals[vCounter+4] = (Vector3){ 0.0f, 1.0f, 0.0f }; - model.normals[vCounter+5] = (Vector3){ 0.0f, 1.0f, 0.0f }; - - vCounter += 6; + for (int i = 0; i < 18; i += 3) + { + vData.normals[nCounter + i] = 0.0f; + vData.normals[nCounter + i + 1] = 1.0f; + vData.normals[nCounter + i + 2] = 0.0f; + } + + nCounter += 18; // 6 vertex, 18 floats + trisCounter += 2; } } -#ifdef USE_OPENGL_33 - - // TODO: Use loaded data to generate VAO + // NOTE: At this point we have all vertex, texcoord, normal data for the model in vData struct + + Model model; + +#ifdef USE_OPENGL_11 + model.data = vData; // model data is vertex data +#else + model.vaoId = rlglLoadModel(vData); // Use loaded data to generate VAO + // Now that vertex data is uploaded to GPU, we can free arrays + free(vData.vertices); + free(vData.texcoords); + free(vData.normals); #endif return model; @@ -807,62 +1018,21 @@ Model LoadHeightmap(Image heightmap, float maxHeight) // Unload 3d model from memory void UnloadModel(Model model) { - free(model.vertices); - free(model.texcoords); - free(model.normals); +#ifdef USE_OPENGL_11 + free(model.data.vertices); + free(model.data.texcoords); + free(model.data.normals); +#endif + +#ifdef USE_OPENGL_33 + rlDeleteVertexArrays(model.vaoId); +#endif } // Draw a model void DrawModel(Model model, Vector3 position, float scale, Color color) { - // NOTE: For models we use Vertex Arrays (OpenGL 1.1) - //static int rotation = 0; - - // NOTE: Add OpenGL 3.3+ VAOs-based drawing! --> Move this stuff to rlgl? - - glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array - glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable texture coords array - glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array - - glVertexPointer(3, GL_FLOAT, 0, model.vertices); // Pointer to vertex coords array - glTexCoordPointer(2, GL_FLOAT, 0, model.texcoords); // Pointer to texture coords array - glNormalPointer(GL_FLOAT, 0, model.normals); // Pointer to normals array - //glColorPointer(4, GL_UNSIGNED_BYTE, 0, model.colors); // Pointer to colors array (NOT USED) - - rlPushMatrix(); - rlTranslatef(position.x, position.y, position.z); - //glRotatef(rotation * GetFrameTime(), 0, 1, 0); - rlScalef(scale, scale, scale); - - rlColor4ub(color.r, color.g, color.b, color.a); - - glDrawArrays(GL_TRIANGLES, 0, model.numVertices); - rlPopMatrix(); - - glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array - glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array - glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array - - //rotation += 10; - -// Model drawing in OpenGL 3.3+, transform is passed to shader -/* - glUseProgram(shaderProgram); // Use our shader - - Matrix modelview = MatrixMultiply(model.transform, view); - - glUniformMatrix4fv(projectionMatrixLoc, 1, false, GetMatrixVector(projection)); - glUniformMatrix4fv(modelviewMatrixLoc, 1, false, GetMatrixVector(modelview)); - glUniform1i(textureLoc, 0); - - glBindVertexArray(model.vaoId); - glBindTexture(GL_TEXTURE_2D, model.texId); - - glDrawArrays(GL_TRIANGLES, 0, model.numVertices); - - glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures - glBindVertexArray(0); // Unbind VAO -*/ + rlglDrawModel(model, false); } // Draw a textured model @@ -878,11 +1048,7 @@ void DrawModelEx(Model model, Texture2D texture, Vector3 position, float scale, // Draw a model wires void DrawModelWires(Model model, Vector3 position, float scale, Color color) { - // TODO: Draw model using RL_LINES... or look for a way to deal with polygon mode! - - //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); - DrawModel(model, position, scale, color); - //glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + rlglDrawModel(model, true); } // Draw a billboard diff --git a/src/raylib.h b/src/raylib.h index 4534c5ec..450d2e6f 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -355,15 +355,17 @@ const char *FormatText(const char *text, ...); 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 +void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float lenght, Color color); // Draw cube textured void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters -void DrawSphereWires(Vector3 centerPos, float radius, Color color); // Draw sphere wires +void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires void DrawPlane(Vector3 centerPos, Vector2 size, Vector3 rotation, Color color); // Draw a plane void DrawPlaneEx(Vector3 centerPos, Vector2 size, Vector3 rotation, int slicesX, int slicesZ, Color color); // Draw a plane with divisions void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) -void DrawGizmo(Vector3 position, bool orbits); // Draw gizmo (with or without orbits) +void DrawGizmo(Vector3 position); // Draw simple gizmo +void DrawGizmoEx(Vector3 position, Vector3 rotation, float scale, bool orbits); // Draw gizmo with extended parameters //DrawTorus(), DrawTeapot() are useless... //------------------------------------------------------------------------------------ diff --git a/src/rlgl.c b/src/rlgl.c index 63ed9ec4..e25e72be 100644 --- a/src/rlgl.c +++ b/src/rlgl.c @@ -49,9 +49,9 @@ //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- -#define MATRIX_STACK_SIZE 16 // TODO: REVIEW: Matrix stack required? +#define MATRIX_STACK_SIZE 16 // Matrix stack max size #define MAX_DRAWS_BY_TEXTURE 256 // Draws are organized by texture changes -#define TEMP_VERTEX_BUFFER_SIZE 1024 // Temporal Vertex Buffer (required for post-transformations) +#define TEMP_VERTEX_BUFFER_SIZE 1024 // Temporal Vertex Buffer (required for vertex-transformations) //---------------------------------------------------------------------------------- // Types and Structures Definition @@ -67,7 +67,7 @@ typedef struct { float *vertices; // 3 components per vertex float *colors; // 4 components per vertex } VertexPositionColorBuffer; - +/* typedef struct { int vCounter; int tcCounter; @@ -76,7 +76,17 @@ typedef struct { float *texcoords; // 2 components per vertex float *colors; // 4 components per vertex } VertexPositionColorTextureBuffer; - +*/ +/* +typedef struct { + int vCounter; + int tcCounter; + int nCounter; + float *vertices; // 3 components per vertex + float *texcoords; // 2 components per vertex + float *normals; // 3 components per vertex +} VertexPositionTextureNormalBuffer; +*/ typedef struct { int vCounter; int tcCounter; @@ -108,8 +118,8 @@ static int currentMatrixMode; static DrawMode currentDrawMode; // Vertex arrays for lines, triangles and quads -static VertexPositionColorBuffer lines; -static VertexPositionColorTextureBuffer triangles; +static VertexPositionColorBuffer lines; // No texture support +static VertexPositionColorBuffer triangles; // No texture support static VertexPositionColorTextureIndexBuffer quads; // Vetex-Fragment Shader Program ID @@ -614,6 +624,14 @@ void rlDeleteTextures(unsigned int id) glDeleteTextures(1, &id); } +// Unload vertex data from GPU memory +void rlDeleteVertexArrays(unsigned int id) +{ +#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2) + glDeleteVertexArrays(1, &id); +#endif +} + // Clear color buffer with color void rlClearColor(byte r, byte g, byte b, byte a) { @@ -655,10 +673,11 @@ void rlglInit() if (glewIsSupported("GL_VERSION_3_3")) printf("OpenGL 3.3 initialized\n"); /* + // TODO: GLEW is a big library that loads ALL extensions, maybe using glad we can only load required ones... if (!gladLoadGL()) { - printf("Something went wrong!\n"); - exit(-1); + fprintf(stderr, printf("Failed to initialize glad.\n"); + exit(1); } */ // Set default draw mode @@ -694,7 +713,7 @@ void rlglInit() printf("Vendor: %s\n", glGetString(GL_VENDOR)); printf("Renderer: %s\n", glGetString(GL_RENDERER)); printf("Version: %s\n", glGetString(GL_VERSION)); - printf("GLSL: %s\n\n", glGetString(0x8B8C)); // GL_SHADING_LANGUAGE_VERSION + printf("GLSL: %s\n\n", glGetString(0x8B8C)); //GL_SHADING_LANGUAGE_VERSION InitializeBuffers(); // Init vertex arrays InitializeVAOs(); // Init VBO and VAO @@ -707,7 +726,7 @@ void rlglInit() // Create default white texture for plain colors (required by shader) unsigned char pixels[4] = { 255, 255, 255, 255 }; // 1 pixel RGBA (4 bytes) - whiteTexture = rlglTexture(1, 1, pixels); + whiteTexture = rlglLoadTexture(1, 1, pixels); // Init draw calls tracking system draws = (DrawCall *)malloc(sizeof(DrawCall)*MAX_DRAWS_BY_TEXTURE); @@ -794,8 +813,12 @@ void rlglDraw() if (triangles.vCounter > 0) { + glBindTexture(GL_TEXTURE_2D, whiteTexture); + glBindVertexArray(vaoTriangles); glDrawArrays(GL_TRIANGLES, 0, triangles.vCounter); + + glBindTexture(GL_TEXTURE_2D, 0); } if (quads.vCounter > 0) @@ -830,8 +853,6 @@ void rlglDraw() glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_INT, (GLvoid*) (sizeof(GLuint) * indicesOffset)); indicesOffset += draws[i].vCount/4*6; - - //printf("-------Next vertex offset: %i\n", indicesOffset/6*4); } } @@ -849,7 +870,7 @@ void rlglDraw() lines.cCounter = 0; triangles.vCounter = 0; - triangles.vCounter = 0; + triangles.cCounter = 0; quads.vCounter = 0; quads.tcCounter = 0; @@ -861,6 +882,58 @@ void rlglDraw() #endif } +void rlglDrawModel(Model model, bool wires) +{ + if (wires) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); + +#ifdef USE_OPENGL_11 + // NOTE: For models we use Vertex Arrays (OpenGL 1.1) + glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array + glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable texture coords array + glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array + + glVertexPointer(3, GL_FLOAT, 0, model.vertices); // Pointer to vertex coords array + glTexCoordPointer(2, GL_FLOAT, 0, model.texcoords); // Pointer to texture coords array + glNormalPointer(GL_FLOAT, 0, model.normals); // Pointer to normals array + //glColorPointer(4, GL_UNSIGNED_BYTE, 0, model.colors); // Pointer to colors array (NOT USED) + + rlPushMatrix(); + rlTranslatef(position.x, position.y, position.z); + //glRotatef(rotation * GetFrameTime(), 0, 1, 0); + rlScalef(scale, scale, scale); + + rlColor4ub(color.r, color.g, color.b, color.a); + + glDrawArrays(GL_TRIANGLES, 0, model.numVertices); + rlPopMatrix(); + + glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array + glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array + glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array +#endif + +#ifdef USE_OPENGL_33 + glUseProgram(shaderProgram); // Use our shader + + Matrix modelview2 = MatrixMultiply(model.transform, modelview); + + // NOTE: Drawing in OpenGL 3.3+, transform is passed to shader + glUniformMatrix4fv(projectionMatrixLoc, 1, false, GetMatrixVector(projection)); + glUniformMatrix4fv(modelviewMatrixLoc, 1, false, GetMatrixVector(modelview2)); + glUniform1i(textureLoc, 0); + + glBindVertexArray(model.vaoId); + //glBindTexture(GL_TEXTURE_2D, model.textureId); + + glDrawArrays(GL_TRIANGLES, 0, model.numVertices); + + //glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures + glBindVertexArray(0); // Unbind VAO +#endif + + if (wires) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); +} + #endif // Initialize Graphics Device (OpenGL stuff) @@ -909,7 +982,7 @@ void rlglInitGraphicsDevice(int fbWidth, int fbHeight) // Convert image data to OpenGL texture (returns OpenGL valid Id) // NOTE: Image is not unloaded, it should be done manually... -unsigned int rlglTexture(int width, int height, unsigned char *pixels) +unsigned int rlglLoadTexture(int width, int height, unsigned char *pixels) { glBindTexture(GL_TEXTURE_2D,0); // Free any old binding @@ -926,7 +999,7 @@ unsigned int rlglTexture(int width, int height, unsigned char *pixels) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR #ifdef USE_OPENGL_33 - // Trilinear filtering! + // Trilinear filtering //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // Activate use of mipmaps (must be available) //glGenerateMipmap(GL_TEXTURE_2D); // OpenGL 3.3! @@ -947,6 +1020,39 @@ unsigned int rlglTexture(int width, int height, unsigned char *pixels) return id; } +#ifdef USE_OPENGL_33 +unsigned int rlglLoadModel(VertexData data) +{ + GLuint vaoModel; // Vertex Array Objects (VAO) + GLuint vertexBuffer[3]; // Vertex Buffer Objects (VBO) + + // Initialize Quads VAO (Buffer A) + glGenVertexArrays(1, &vaoModel); + glBindVertexArray(vaoModel); + + // Create buffers for our vertex data (positions, texcoords, normals) + glGenBuffers(3, vertexBuffer); + + // Enable vertex attributes + glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[0]); + glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*data.numVertices, data.vertices, GL_STATIC_DRAW); + glEnableVertexAttribArray(vertexLoc); + glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0); + + glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[1]); + glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*data.numVertices, data.texcoords, GL_STATIC_DRAW); + glEnableVertexAttribArray(texcoordLoc); + glVertexAttribPointer(texcoordLoc, 2, GL_FLOAT, 0, 0, 0); + + glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[2]); + glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*data.numVertices, data.normals, GL_STATIC_DRAW); + //glEnableVertexAttribArray(normalLoc); + //glVertexAttribPointer(normalLoc, 3, GL_FLOAT, 0, 0, 0); + + return vaoModel; +} +#endif + // Read screen pixel data (color buffer) unsigned char *rlglReadScreenPixels(int width, int height) { @@ -1303,11 +1409,13 @@ static void UpdateBuffers() // Triangles - vertex positions buffer glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[0]); - glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*3*MAX_TRIANGLES_BATCH, triangles.vertices, GL_DYNAMIC_DRAW); - + //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*3*MAX_TRIANGLES_BATCH, triangles.vertices, GL_DYNAMIC_DRAW); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*triangles.vCounter, triangles.vertices); + // Triangles - colors buffer glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[1]); - glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW); + //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*4*triangles.cCounter, triangles.colors); //-------------------------------------------------------------- @@ -1355,6 +1463,12 @@ static void UpdateBuffers() glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*4*quads.vCounter, quads.colors); } + + // Another option would be using buffer mapping... + //triangles.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE); + // Now we can modify vertices + //glUnmapBuffer(GL_ARRAY_BUFFER); + //-------------------------------------------------------------- // Unbind the current VAO diff --git a/src/rlgl.h b/src/rlgl.h index b4033050..174310dd 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -29,9 +29,15 @@ #ifndef RLGL_H #define RLGL_H +//#define RLGL_STANDALONE // NOTE: To use rlgl as standalone lib, just uncomment this line + +#ifndef RLGL_STANDALONE + #include "raylib.h" // Required for typedef: Model +#endif + // Select desired OpenGL version -//#define USE_OPENGL_11 -#define USE_OPENGL_33 +#define USE_OPENGL_11 +//#define USE_OPENGL_33 //#define USE_OPENGL_ES2 //---------------------------------------------------------------------------------- @@ -50,6 +56,29 @@ typedef enum { RL_PROJECTION, RL_MODELVIEW, RL_TEXTURE } MatrixMode; typedef enum { RL_LINES, RL_TRIANGLES, RL_QUADS } DrawMode; +#ifdef RLGL_STANDALONE + typedef struct Model Model; +#endif + +typedef struct { + int numVertices; + float *vertices; // 3 components per vertex + float *texcoords; // 2 components per vertex + float *normals; // 3 components per vertex +} VertexData; + +#ifdef USE_OPENGL_11 +struct Model { + VertexData data; +}; +#else +struct Model { + unsigned int vaoId; + Matrix transform; + int numVertices; +}; +#endif + #ifdef __cplusplus extern "C" { // Prevents name mangling of functions #endif @@ -88,7 +117,8 @@ void rlColor4f(float x, float y, float z, float w); // Define one vertex (color) //------------------------------------------------------------------------------------ void rlEnableTexture(unsigned int id); // Enable texture usage void rlDisableTexture(); // Disable texture usage -void rlDeleteTextures(unsigned int id); // Delete OpenGL texture +void rlDeleteTextures(unsigned int id); // Delete OpenGL texture from GPU +void rlDeleteVertexArrays(unsigned int id); // Unload vertex data from GPU memory void rlClearColor(byte r, byte g, byte b, byte a); // Clear color buffer with color void rlClearScreenBuffers(); // Clear used screen buffers (color and depth) @@ -96,13 +126,15 @@ void rlClearScreenBuffers(); // Clear used screen buffers (color // Functions Declaration - rlgl functionality //------------------------------------------------------------------------------------ #ifdef USE_OPENGL_33 -void rlglInit(); // Initialize rlgl (shaders, VAO, VBO...) -void rlglClose(); // De-init rlgl -void rlglDraw(); // Draw VAOs +void rlglInit(); // Initialize rlgl (shaders, VAO, VBO...) +void rlglClose(); // De-init rlgl +void rlglDraw(); // Draw VAOs +unsigned int rlglLoadModel(VertexData data); #endif +void rlglDrawModel(Model model, bool wires); // Draw model void rlglInitGraphicsDevice(int fbWidth, int fbHeight); // Initialize Graphics Device (OpenGL stuff) -unsigned int rlglTexture(int width, int height, unsigned char *pixels); // Create OpenGL texture +unsigned int rlglLoadTexture(int width, int height, unsigned char *pixels); // Load in GPU OpenGL texture byte *rlglReadScreenPixels(int width, int height); // Read screen pixel data (color buffer) #ifdef USE_OPENGL_33 diff --git a/src/shapes.c b/src/shapes.c index 838a9efa..42496351 100644 --- a/src/shapes.c +++ b/src/shapes.c @@ -62,7 +62,7 @@ void DrawPixel(int posX, int posY, Color color) rlColor4ub(color.r, color.g, color.b, color.a); rlVertex2i(posX, posY); rlVertex2i(posX + 1, posY + 1); - rlEnd(); + rlEnd(); } // Draw a pixel (Vector version) @@ -96,7 +96,6 @@ void DrawLineV(Vector2 startPos, Vector2 endPos, Color color) } // Draw a color-filled circle -// TODO: Review, on some GPUs is drawn with a weird transparency (GL_POLYGON_SMOOTH issue?) void DrawCircle(int centerX, int centerY, float radius, Color color) { DrawPoly((Vector2){centerX, centerY}, 360, radius, 0, color); @@ -107,13 +106,13 @@ void DrawCircle(int centerX, int centerY, float radius, Color color) void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2) { rlBegin(RL_TRIANGLES); - for (int i=0; i <= 360; i += 2) //i++ --> Step = 1.0 pixels + for (int i=0; i < 360; i += 2) { rlColor4ub(color1.r, color1.g, color1.b, color1.a); rlVertex2i(centerX, centerY); rlColor4ub(color2.r, color2.g, color2.b, color2.a); rlVertex2f(centerX + sin(DEG2RAD*i) * radius, centerY + cos(DEG2RAD*i) * radius); - rlVertex2f(centerX + sin(DEG2RAD*(i+1)) * radius, centerY + cos(DEG2RAD*(i+1)) * radius); + rlVertex2f(centerX + sin(DEG2RAD*(i+2)) * radius, centerY + cos(DEG2RAD*(i+2)) * radius); } rlEnd(); } @@ -127,7 +126,7 @@ void DrawCircleV(Vector2 center, float radius, Color color) rlColor4ub(color.r, color.g, color.b, color.a); rlVertex2i(center.x, center.y); rlVertex2f(center.x + sin(DEG2RAD*i) * radius, center.y + cos(DEG2RAD*i) * radius); - rlVertex2f(center.x + sin(DEG2RAD*(i+1)) * radius, center.y + cos(DEG2RAD*(i+1)) * radius); + rlVertex2f(center.x + sin(DEG2RAD*(i+2)) * radius, center.y + cos(DEG2RAD*(i+2)) * radius); } rlEnd(); } @@ -135,9 +134,6 @@ void DrawCircleV(Vector2 center, float radius, Color color) // Draw circle outline void DrawCircleLines(int centerX, int centerY, float radius, Color color) { - //glEnable(GL_LINE_SMOOTH); // Smoothies circle outline (anti-aliasing applied) - //glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); // Best quality for line smooth (anti-aliasing best algorithm) - rlBegin(RL_LINES); rlColor4ub(color.r, color.g, color.b, color.a); @@ -148,10 +144,6 @@ void DrawCircleLines(int centerX, int centerY, float radius, Color color) rlVertex2f(centerX + sin(DEG2RAD*(i+1)) * radius, centerY + cos(DEG2RAD*(i+1)) * radius); } rlEnd(); - - //glDisable(GL_LINE_SMOOTH); - - // TODO: Draw all lines with line smooth??? --> Do it before drawing lines VAO } // Draw a color-filled rectangle @@ -255,16 +247,17 @@ void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color col if (sides < 3) sides = 3; rlPushMatrix(); - - rlRotatef(rotation, 0, 0, 1); // TODO: compute vertex rotation manually! + rlTranslatef(center.x, center.y, 0.0); + rlRotatef(rotation, 0, 0, 1); rlBegin(RL_TRIANGLES); - for (int i=0; i < 360; i += 2) + for (int i=0; i < 360; i += 360/sides) { rlColor4ub(color.r, color.g, color.b, color.a); - rlVertex2i(center.x, center.y); - rlVertex2f(center.x + sin(DEG2RAD*i) * radius, center.y + cos(DEG2RAD*i) * radius); - rlVertex2f(center.x + sin(DEG2RAD*(i+1)) * radius, center.y + cos(DEG2RAD*(i+1)) * radius); + + rlVertex2i(0, 0); + rlVertex2f(sin(DEG2RAD*i) * radius, cos(DEG2RAD*i) * radius); + rlVertex2f(sin(DEG2RAD*(i+360/sides)) * radius, cos(DEG2RAD*(i+360/sides)) * radius); } rlEnd(); rlPopMatrix(); diff --git a/src/text.c b/src/text.c index b897f1f3..2d75a6d9 100644 --- a/src/text.c +++ b/src/text.c @@ -313,7 +313,6 @@ void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, int f rlEnableTexture(spriteFont.texture.glId); - // Optimized to use one draw call per string rlBegin(RL_QUADS); for(int i = 0; i < length; i++) { diff --git a/src/textures.c b/src/textures.c index f8402b0c..75300eac 100644 --- a/src/textures.c +++ b/src/textures.c @@ -273,31 +273,30 @@ void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float sc { rlEnableTexture(texture.glId); - // TODO: Apply rotation to vertex! --> rotate from origin CW (0, 0) - // TODO: Compute vertex scaling! - // NOTE: Rotation is applied before translation and scaling, even being called in inverse order... - // NOTE: Rotation point is upper-left corner - //rlTranslatef(position.x, position.y, 0); - //rlScalef(scale, scale, 1.0f); - //rlRotatef(rotation, 0, 0, 1); - - rlBegin(RL_QUADS); - rlColor4ub(tint.r, tint.g, tint.b, tint.a); - rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer - - rlTexCoord2f(0.0f, 0.0f); - rlVertex2f(position.x, position.y); // Bottom-left corner for texture and quad - - rlTexCoord2f(0.0f, 1.0f); - rlVertex2f(position.x, position.y + texture.height); // Bottom-right corner for texture and quad - - rlTexCoord2f(1.0f, 1.0f); - rlVertex2f(position.x + texture.width, position.y + texture.height); // Top-right corner for texture and quad - - rlTexCoord2f(1.0f, 0.0f); - rlVertex2f(position.x + texture.width, position.y); // Top-left corner for texture and quad - rlEnd(); + // NOTE: Rotation point is upper-left corner + rlPushMatrix(); + rlTranslatef(position.x, position.y, 0.0); + rlScalef(scale, scale, 1.0f); + rlRotatef(rotation, 0, 0, 1); + + rlBegin(RL_QUADS); + rlColor4ub(tint.r, tint.g, tint.b, tint.a); + rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer + + rlTexCoord2f(0.0f, 0.0f); + rlVertex2f(position.x, position.y); // Bottom-left corner for texture and quad + + rlTexCoord2f(0.0f, 1.0f); + rlVertex2f(position.x, position.y + texture.height); // Bottom-right corner for texture and quad + + rlTexCoord2f(1.0f, 1.0f); + rlVertex2f(position.x + texture.width, position.y + texture.height); // Top-right corner for texture and quad + + rlTexCoord2f(1.0f, 0.0f); + rlVertex2f(position.x + texture.width, position.y); // Top-left corner for texture and quad + rlEnd(); + rlPopMatrix(); rlDisableTexture(); } @@ -337,32 +336,33 @@ void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, V { rlEnableTexture(texture.glId); - // TODO: Apply translation, rotation and scaling of vertex manually! - - //rlTranslatef(-origin.x, -origin.y, 0); - //rlRotatef(rotation, 0, 0, 1); - //rlTranslatef(destRec.x + origin.x, destRec.y + origin.y, 0); - - rlBegin(RL_QUADS); - rlColor4ub(tint.r, tint.g, tint.b, tint.a); - rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer - - // Bottom-left corner for texture and quad - rlTexCoord2f((float)sourceRec.x / texture.width, (float)sourceRec.y / texture.height); - rlVertex2f(0.0f, 0.0f); - - // Bottom-right corner for texture and quad - rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)sourceRec.y / texture.height); - rlVertex2f(destRec.width, 0.0f); - - // Top-right corner for texture and quad - rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height); - rlVertex2f(destRec.width, destRec.height); - - // Top-left corner for texture and quad - rlTexCoord2f((float)sourceRec.x / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height); - rlVertex2f(0.0f, destRec.height); - rlEnd(); + // NOTE: First we translate texture to origin to apply rotation and translation from there + rlPushMatrix(); + rlTranslatef(-origin.x, -origin.y, 0); + rlRotatef(rotation, 0, 0, 1); + rlTranslatef(destRec.x + origin.x, destRec.y + origin.y, 0); + + rlBegin(RL_QUADS); + rlColor4ub(tint.r, tint.g, tint.b, tint.a); + rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer + + // Bottom-left corner for texture and quad + rlTexCoord2f((float)sourceRec.x / texture.width, (float)sourceRec.y / texture.height); + rlVertex2f(0.0f, 0.0f); + + // Bottom-right corner for texture and quad + rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)sourceRec.y / texture.height); + rlVertex2f(destRec.width, 0.0f); + + // Top-right corner for texture and quad + rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height); + rlVertex2f(destRec.width, destRec.height); + + // Top-left corner for texture and quad + rlTexCoord2f((float)sourceRec.x / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height); + rlVertex2f(0.0f, destRec.height); + rlEnd(); + rlPopMatrix(); rlDisableTexture(); } @@ -385,7 +385,7 @@ Texture2D CreateTexture(Image image) j++; } - texture.glId = rlglTexture(image.width, image.height, img); + texture.glId = rlglLoadTexture(image.width, image.height, img); texture.width = image.width; texture.height = image.height; -- cgit v1.2.3 From e6b82cb111c3485c5e6131fe29791f938305bce3 Mon Sep 17 00:00:00 2001 From: raysan5 Date: Wed, 9 Apr 2014 20:25:26 +0200 Subject: Lots of changes, most of them under testing-review Added a Tracing/Log system Added OGG stream music support (DOESN'T WORK) Added Compressed textures support * This update is probably very buggy... --- src/audio.c | 609 +++++++++++++++++++++++++++++++++++++------------------ src/core.c | 88 ++++---- src/models.c | 82 ++++---- src/raylib.h | 78 ++++--- src/rlgl.c | 198 +++++++++++++----- src/rlgl.h | 18 +- src/stb_vorbis.c | 4 + src/stb_vorbis.h | 9 +- src/text.c | 34 ++-- src/textures.c | 387 ++++++++++++++++++++++++----------- src/utils.c | 148 ++++++++++++-- src/utils.h | 9 +- 12 files changed, 1141 insertions(+), 523 deletions(-) (limited to 'src/textures.c') diff --git a/src/audio.c b/src/audio.c index ac6fc2b3..35874b59 100644 --- a/src/audio.c +++ b/src/audio.c @@ -37,7 +37,7 @@ #include "utils.h" // rRES data decompression utility function -//#include "stb_vorbis.h" // TODO: OGG loading functions +//#include "stb_vorbis.h" // OGG loading functions //---------------------------------------------------------------------------------- // Defines and Macros @@ -47,6 +47,29 @@ //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- +// Sound source type (all file loaded in memory) +/* +struct Sound { + unsigned int source; + unsigned int buffer; +}; + +// Music type (file streamming from memory) +// NOTE: Anything longer than ~10 seconds should be Music... +struct Music { + stb_vorbis* stream; + stb_vorbis_info info; + + ALuint id; + ALuint buffers[2]; + ALuint source; + ALenum format; + + int bufferSize; + int totalSamplesLeft; + bool loop; +}; +*/ // Wave file data typedef struct Wave { @@ -60,7 +83,8 @@ typedef struct Wave { //---------------------------------------------------------------------------------- // Global Variables Definition //---------------------------------------------------------------------------------- -// Nop... +static bool musicIsPlaying; +static Music *currentMusic; //---------------------------------------------------------------------------------- // Module specific Functions Declaration @@ -68,6 +92,10 @@ typedef struct Wave { static Wave LoadWAV(char *fileName); static void UnloadWAV(Wave wave); //static Ogg LoadOGG(char *fileName); +static bool MusicStream(Music music, ALuint buffer); + +extern bool MusicStreamUpdate(); +extern void PlayCurrentMusic(); //---------------------------------------------------------------------------------- // Module Functions Definition - Window and OpenGL Context Functions @@ -79,30 +107,27 @@ void InitAudioDevice() // Open and initialize a device with default settings ALCdevice *device = alcOpenDevice(NULL); - if(!device) - { - fprintf(stderr, "Could not open a device!\n"); - exit(1); - } + if(!device) TraceLog(ERROR, "Could not open audio device"); ALCcontext *context = alcCreateContext(device, NULL); if(context == NULL || alcMakeContextCurrent(context) == ALC_FALSE) { - if(context != NULL) alcDestroyContext(context); + if(context != NULL) alcDestroyContext(context); alcCloseDevice(device); - fprintf(stderr, "Could not set a context!\n"); - exit(1); + TraceLog(ERROR, "Could not setup audio context"); } - printf("Opened \"%s\"\n", alcGetString(device, ALC_DEVICE_SPECIFIER)); + TraceLog(INFO, "Audio device and context initialized: %s\n", alcGetString(device, ALC_DEVICE_SPECIFIER)); // Listener definition (just for 2D) alListener3f(AL_POSITION, 0, 0, 0); alListener3f(AL_VELOCITY, 0, 0, 0); alListener3f(AL_ORIENTATION, 0, 0, -1); + + musicIsPlaying = false; } // Close the audio device for the current context, and destroys the context @@ -111,7 +136,7 @@ void CloseAudioDevice() ALCdevice *device; ALCcontext *context = alcGetCurrentContext(); - if (context == NULL) return; + if (context == NULL) TraceLog(WARNING, "Could not get current audio context for closing"); device = alcGetContextsDevice(context); @@ -169,10 +194,8 @@ Sound LoadSound(char *fileName) // Unallocate WAV data UnloadWAV(wave); - printf("Sample rate: %i\n", wave.sampleRate); - printf("Channels: %i\n", wave.channels); - - printf("Audio file loaded...!\n"); + TraceLog(INFO, "[%s] Sound file loaded successfully", fileName); + TraceLog(INFO, "[%s] Sample rate: %i - Channels: %i", fileName, wave.sampleRate, wave.channels); sound.source = source; sound.buffer = buffer; @@ -196,139 +219,136 @@ Sound LoadSoundFromRES(const char *rresName, int resId) FILE *rresFile = fopen(rresName, "rb"); - if (!rresFile) printf("Error opening raylib Resource file\n"); - - // Read rres file (basic file check - id) - fread(&id[0], sizeof(char), 1, rresFile); - fread(&id[1], sizeof(char), 1, rresFile); - fread(&id[2], sizeof(char), 1, rresFile); - fread(&id[3], sizeof(char), 1, rresFile); - fread(&version, sizeof(char), 1, rresFile); - fread(&useless, sizeof(char), 1, rresFile); - - if ((id[0] != 'r') && (id[1] != 'R') && (id[2] != 'E') &&(id[3] != 'S')) + if (!rresFile) TraceLog(WARNING, "[%s] Could not open raylib resource file", rresName); + else { - printf("This is not a valid raylib Resource file!\n"); - exit(1); - } - - // Read number of resources embedded - fread(&numRes, sizeof(short), 1, rresFile); - - for (int i = 0; i < numRes; i++) - { - fread(&infoHeader, sizeof(ResInfoHeader), 1, rresFile); + // Read rres file (basic file check - id) + fread(&id[0], sizeof(char), 1, rresFile); + fread(&id[1], sizeof(char), 1, rresFile); + fread(&id[2], sizeof(char), 1, rresFile); + fread(&id[3], sizeof(char), 1, rresFile); + fread(&version, sizeof(char), 1, rresFile); + fread(&useless, sizeof(char), 1, rresFile); - if (infoHeader.id == resId) + if ((id[0] != 'r') && (id[1] != 'R') && (id[2] != 'E') &&(id[3] != 'S')) { - found = true; - - // Check data is of valid SOUND type - if (infoHeader.type == 1) // SOUND data type - { - // TODO: Check data compression type - // NOTE: We suppose compression type 2 (DEFLATE - default) - - // Reading SOUND parameters - Wave wave; - short sampleRate, bps; - char channels, reserved; + TraceLog(WARNING, "[%s] This is not a valid raylib resource file", rresName); + } + else + { + // Read number of resources embedded + fread(&numRes, sizeof(short), 1, rresFile); - fread(&sampleRate, sizeof(short), 1, rresFile); // Sample rate (frequency) - fread(&bps, sizeof(short), 1, rresFile); // Bits per sample - fread(&channels, 1, 1, rresFile); // Channels (1 - mono, 2 - stereo) - fread(&reserved, 1, 1, rresFile); // - - printf("Sample rate: %i\n", (int)sampleRate); - printf("Bits per sample: %i\n", (int)bps); - printf("Channels: %i\n", (int)channels); - - wave.sampleRate = sampleRate; - wave.dataSize = infoHeader.srcSize; - wave.bitsPerSample = bps; - wave.channels = (short)channels; - - unsigned char *data = malloc(infoHeader.size); - - fread(data, infoHeader.size, 1, rresFile); - - wave.data = DecompressData(data, infoHeader.size, infoHeader.srcSize); - - free(data); - - // Convert wave to Sound (OpenAL) - ALenum format = 0; + for (int i = 0; i < numRes; i++) + { + fread(&infoHeader, sizeof(ResInfoHeader), 1, rresFile); - // The OpenAL format is worked out by looking at the number of channels and the bits per sample - if (wave.channels == 1) + if (infoHeader.id == resId) { - if (wave.bitsPerSample == 8 ) format = AL_FORMAT_MONO8; - else if (wave.bitsPerSample == 16) format = AL_FORMAT_MONO16; - } - else if (wave.channels == 2) - { - if (wave.bitsPerSample == 8 ) format = AL_FORMAT_STEREO8; - else if (wave.bitsPerSample == 16) format = AL_FORMAT_STEREO16; + found = true; + + // Check data is of valid SOUND type + if (infoHeader.type == 1) // SOUND data type + { + // TODO: Check data compression type + // NOTE: We suppose compression type 2 (DEFLATE - default) + + // Reading SOUND parameters + Wave wave; + short sampleRate, bps; + char channels, reserved; + + fread(&sampleRate, sizeof(short), 1, rresFile); // Sample rate (frequency) + fread(&bps, sizeof(short), 1, rresFile); // Bits per sample + fread(&channels, 1, 1, rresFile); // Channels (1 - mono, 2 - stereo) + fread(&reserved, 1, 1, rresFile); // + + wave.sampleRate = sampleRate; + wave.dataSize = infoHeader.srcSize; + wave.bitsPerSample = bps; + wave.channels = (short)channels; + + unsigned char *data = malloc(infoHeader.size); + + fread(data, infoHeader.size, 1, rresFile); + + wave.data = DecompressData(data, infoHeader.size, infoHeader.srcSize); + + free(data); + + // Convert wave to Sound (OpenAL) + ALenum format = 0; + + // The OpenAL format is worked out by looking at the number of channels and the bits per sample + if (wave.channels == 1) + { + if (wave.bitsPerSample == 8 ) format = AL_FORMAT_MONO8; + else if (wave.bitsPerSample == 16) format = AL_FORMAT_MONO16; + } + else if (wave.channels == 2) + { + if (wave.bitsPerSample == 8 ) format = AL_FORMAT_STEREO8; + else if (wave.bitsPerSample == 16) format = AL_FORMAT_STEREO16; + } + + + // Create an audio source + ALuint source; + alGenSources(1, &source); // Generate pointer to audio source + + alSourcef(source, AL_PITCH, 1); + alSourcef(source, AL_GAIN, 1); + alSource3f(source, AL_POSITION, 0, 0, 0); + alSource3f(source, AL_VELOCITY, 0, 0, 0); + alSourcei(source, AL_LOOPING, AL_FALSE); + + // Convert loaded data to OpenAL buffer + //---------------------------------------- + ALuint buffer; + alGenBuffers(1, &buffer); // Generate pointer to buffer + + // Upload sound data to buffer + alBufferData(buffer, format, (void*)wave.data, wave.dataSize, wave.sampleRate); + + // Attach sound buffer to source + alSourcei(source, AL_BUFFER, buffer); + + // Unallocate WAV data + UnloadWAV(wave); + + TraceLog(INFO, "[%s] Sound loaded successfully from resource, sample rate: %i", rresName, (int)sampleRate); + + sound.source = source; + sound.buffer = buffer; + } + else + { + TraceLog(WARNING, "[%s] Required resource do not seem to be a valid SOUND resource", rresName); + } } - - - // Create an audio source - ALuint source; - alGenSources(1, &source); // Generate pointer to audio source - - alSourcef(source, AL_PITCH, 1); - alSourcef(source, AL_GAIN, 1); - alSource3f(source, AL_POSITION, 0, 0, 0); - alSource3f(source, AL_VELOCITY, 0, 0, 0); - alSourcei(source, AL_LOOPING, AL_FALSE); - - // Convert loaded data to OpenAL buffer - //---------------------------------------- - ALuint buffer; - alGenBuffers(1, &buffer); // Generate pointer to buffer - - // Upload sound data to buffer - alBufferData(buffer, format, (void*)wave.data, wave.dataSize, wave.sampleRate); - - // Attach sound buffer to source - alSourcei(source, AL_BUFFER, buffer); - - // Unallocate WAV data - UnloadWAV(wave); - - printf("Audio file loaded...!\n"); - - sound.source = source; - sound.buffer = buffer; - } - else - { - - printf("Required resource do not seem to be a valid IMAGE resource\n"); - exit(2); + else + { + // Depending on type, skip the right amount of parameters + switch (infoHeader.type) + { + case 0: fseek(rresFile, 6, SEEK_CUR); break; // IMAGE: Jump 6 bytes of parameters + case 1: fseek(rresFile, 6, SEEK_CUR); break; // SOUND: Jump 6 bytes of parameters + case 2: fseek(rresFile, 5, SEEK_CUR); break; // MODEL: Jump 5 bytes of parameters (TODO: Review) + case 3: break; // TEXT: No parameters + case 4: break; // RAW: No parameters + default: break; + } + + // Jump DATA to read next infoHeader + fseek(rresFile, infoHeader.size, SEEK_CUR); + } } } - else - { - // Depending on type, skip the right amount of parameters - switch (infoHeader.type) - { - case 0: fseek(rresFile, 6, SEEK_CUR); break; // IMAGE: Jump 6 bytes of parameters - case 1: fseek(rresFile, 6, SEEK_CUR); break; // SOUND: Jump 6 bytes of parameters - case 2: fseek(rresFile, 5, SEEK_CUR); break; // MODEL: Jump 5 bytes of parameters (TODO: Review) - case 3: break; // TEXT: No parameters - case 4: break; // RAW: No parameters - default: break; - } - - // Jump DATA to read next infoHeader - fseek(rresFile, infoHeader.size, SEEK_CUR); - } + + fclose(rresFile); } - fclose(rresFile); - - if (!found) printf("Required resource id could not be found in the raylib Resource file!\n"); + if (!found) TraceLog(WARNING, "[%s] Required resource id [%i] could not be found in the raylib resource file", rresName, resId); return sound; } @@ -345,7 +365,7 @@ void PlaySound(Sound sound) { alSourcePlay(sound.source); // Play the sound - printf("Playing sound!\n"); + TraceLog(INFO, "Playing sound"); // Find the current position of the sound being played // NOTE: Only work when the entire file is in a single buffer @@ -390,7 +410,7 @@ void StopSound(Sound sound) } // Check if a sound is playing -bool IsPlaying(Sound sound) +bool SoundIsPlaying(Sound sound) { bool playing = false; ALint state; @@ -401,6 +421,16 @@ bool IsPlaying(Sound sound) return playing; } +// Check if music is playing +bool MusicIsPlaying(Music music) +{ + ALenum state; + + alGetSourcei(music.source, AL_SOURCE_STATE, &state); + + return (state == AL_PLAYING); +} + // Set volume for a sound void SetVolume(Sound sound, float volume) { @@ -450,61 +480,65 @@ static Wave LoadWAV(char *fileName) if (!wavFile) { - printf("Could not open WAV file.\n"); - exit(1); + TraceLog(WARNING, "[%s] Could not open WAV file", fileName); } - - // Read in the first chunk into the struct - fread(&riffHeader, sizeof(RiffHeader), 1, wavFile); - - // Check for RIFF and WAVE tags - if ((riffHeader.chunkID[0] != 'R' || - riffHeader.chunkID[1] != 'I' || - riffHeader.chunkID[2] != 'F' || - riffHeader.chunkID[3] != 'F') || - (riffHeader.format[0] != 'W' || - riffHeader.format[1] != 'A' || - riffHeader.format[2] != 'V' || - riffHeader.format[3] != 'E')) - printf("Invalid RIFF or WAVE Header"); - - // Read in the 2nd chunk for the wave info - fread(&waveFormat, sizeof(WaveFormat), 1, wavFile); - - // Check for fmt tag - if (waveFormat.subChunkID[0] != 'f' || - waveFormat.subChunkID[1] != 'm' || - waveFormat.subChunkID[2] != 't' || - waveFormat.subChunkID[3] != ' ') - printf("Invalid Wave Format"); - - // Check for extra parameters; - if (waveFormat.subChunkSize > 16) - fseek(wavFile, sizeof(short), SEEK_CUR); - - // Read in the the last byte of data before the sound file - fread(&waveData, sizeof(WaveData), 1, wavFile); - - // Check for data tag - if (waveData.subChunkID[0] != 'd' || - waveData.subChunkID[1] != 'a' || - waveData.subChunkID[2] != 't' || - waveData.subChunkID[3] != 'a') - printf("Invalid data header"); - - // Allocate memory for data - wave.data = (unsigned char *)malloc(sizeof(unsigned char) * waveData.subChunkSize); - - // Read in the sound data into the soundData variable - fread(wave.data, waveData.subChunkSize, 1, wavFile); - - // Now we set the variables that we need later - wave.dataSize = waveData.subChunkSize; - wave.sampleRate = waveFormat.sampleRate; - wave.channels = waveFormat.numChannels; - wave.bitsPerSample = waveFormat.bitsPerSample; + else + { + // Read in the first chunk into the struct + fread(&riffHeader, sizeof(RiffHeader), 1, wavFile); + + // Check for RIFF and WAVE tags + if (((riffHeader.chunkID[0] != 'R') || (riffHeader.chunkID[1] != 'I') || (riffHeader.chunkID[2] != 'F') || (riffHeader.chunkID[3] != 'F')) || + ((riffHeader.format[0] != 'W') || (riffHeader.format[1] != 'A') || (riffHeader.format[2] != 'V') || (riffHeader.format[3] != 'E'))) + { + TraceLog(WARNING, "[%s] Invalid RIFF or WAVE Header", fileName); + } + else + { + // Read in the 2nd chunk for the wave info + fread(&waveFormat, sizeof(WaveFormat), 1, wavFile); + + // Check for fmt tag + if ((waveFormat.subChunkID[0] != 'f') || (waveFormat.subChunkID[1] != 'm') || + (waveFormat.subChunkID[2] != 't') || (waveFormat.subChunkID[3] != ' ')) + { + TraceLog(WARNING, "[%s] Invalid Wave format", fileName); + } + else + { + // Check for extra parameters; + if (waveFormat.subChunkSize > 16) fseek(wavFile, sizeof(short), SEEK_CUR); + + // Read in the the last byte of data before the sound file + fread(&waveData, sizeof(WaveData), 1, wavFile); + + // Check for data tag + if ((waveData.subChunkID[0] != 'd') || (waveData.subChunkID[1] != 'a') || + (waveData.subChunkID[2] != 't') || (waveData.subChunkID[3] != 'a')) + { + TraceLog(WARNING, "[%s] Invalid data header", fileName); + } + else + { + // Allocate memory for data + wave.data = (unsigned char *)malloc(sizeof(unsigned char) * waveData.subChunkSize); + + // Read in the sound data into the soundData variable + fread(wave.data, waveData.subChunkSize, 1, wavFile); + + // Now we set the variables that we need later + wave.dataSize = waveData.subChunkSize; + wave.sampleRate = waveFormat.sampleRate; + wave.channels = waveFormat.numChannels; + wave.bitsPerSample = waveFormat.bitsPerSample; + + TraceLog(INFO, "[%s] Wave file loaded successfully", fileName); + } + } + } - fclose(wavFile); + fclose(wavFile); + } return wave; } @@ -516,5 +550,192 @@ static void UnloadWAV(Wave wave) } // TODO: Ogg data loading -//static Ogg LoadOGG(char *fileName) { } +Music LoadMusic(char *fileName) +{ + Music music; + + // Open audio stream + music.stream = stb_vorbis_open_filename(fileName, NULL, NULL); + + if (music.stream == NULL) TraceLog(WARNING, "Could not open ogg audio file"); + else + { + // Get file info + music.info = stb_vorbis_get_info(music.stream); + + printf("Ogg sample rate: %i\n", music.info.sample_rate); + printf("Ogg channels: %i\n", music.info.channels); + printf("Temp memory required: %i\n", music.info.temp_memory_required); + + if (music.info.channels == 2) music.format = AL_FORMAT_STEREO16; + else music.format = AL_FORMAT_MONO16; + + music.bufferSize = 4096*8; + music.loop = true; // We loop by default + + // Create an audio source + alGenSources(1, &music.source); // Generate pointer to audio source + + alSourcef(music.source, AL_PITCH, 1); + alSourcef(music.source, AL_GAIN, 1); + alSource3f(music.source, AL_POSITION, 0, 0, 0); + alSource3f(music.source, AL_VELOCITY, 0, 0, 0); + alSourcei(music.source, AL_LOOPING, AL_TRUE); // We loop by default + + // Convert loaded data to OpenAL buffers + alGenBuffers(2, music.buffers); + /* + if (!MusicStream(music, music.buffers[0])) exit(1); + if (!MusicStream(music, music.buffers[1])) exit(1); + + alSourceQueueBuffers(music.source, 2, music.buffers); + + PlayMusic(music); + */ + music.totalSamplesLeft = stb_vorbis_stream_length_in_samples(music.stream) * music.info.channels; + + currentMusic = &music; + } + + return music; +} + +void UnloadMusic(Music music) +{ + StopMusic(music); + + alDeleteSources(1, &music.source); + alDeleteBuffers(2, music.buffers); + + stb_vorbis_close(music.stream); +} + +void PlayMusic(Music music) +{ + //if (MusicIsPlaying(music)) return true; + + if (!MusicStream(music, music.buffers[0])) TraceLog(WARNING, "MusicStream returned 0"); + if (!MusicStream(music, music.buffers[1])) TraceLog(WARNING, "MusicStream returned 0"); + + alSourceQueueBuffers(music.source, 2, music.buffers); + alSourcePlay(music.source); + + TraceLog(INFO, "Playing music"); +} + +extern void PlayCurrentMusic() +{ + if (!MusicStream(*currentMusic, currentMusic->buffers[0])) TraceLog(WARNING, "MusicStream returned 0"); + if (!MusicStream(*currentMusic, currentMusic->buffers[1])) TraceLog(WARNING, "MusicStream returned 0"); + + alSourceQueueBuffers(currentMusic->source, 2, currentMusic->buffers); + alSourcePlay(currentMusic->source); +} + +// Stop reproducing music +void StopMusic(Music music) +{ + alSourceStop(music.source); + + musicIsPlaying = false; +} + +static bool MusicStream(Music music, ALuint buffer) +{ + //Uncomment this to avoid VLAs + //#define BUFFER_SIZE 4096*32 + #ifndef BUFFER_SIZE//VLAs ftw + #define BUFFER_SIZE (music.bufferSize) + #endif + ALshort pcm[BUFFER_SIZE]; + + int size = 0; + int result = 0; + + while (size < BUFFER_SIZE) + { + result = stb_vorbis_get_samples_short_interleaved(music.stream, music.info.channels, pcm+size, BUFFER_SIZE-size); + + if (result > 0) size += (result*music.info.channels); + else break; + } + + if (size == 0) return false; + + alBufferData(buffer, music.format, pcm, size*sizeof(ALshort), music.info.sample_rate); + + music.totalSamplesLeft -= size; + + #undef BUFFER_SIZE + + return true; +} +/* +extern bool MusicStreamUpdate() +{ + ALint processed = 0; + + alGetSourcei(currentMusic->source, AL_BUFFERS_PROCESSED, &processed); + + while (processed--) + { + ALuint buffer = 0; + + alSourceUnqueueBuffers(currentMusic->source, 1, &buffer); + + if (!MusicStream(*currentMusic, buffer)) + { + bool shouldExit = true; + + if (currentMusic->loop) + { + stb_vorbis_seek_start(currentMusic->stream); + currentMusic->totalSamplesLeft = stb_vorbis_stream_length_in_samples(currentMusic->stream) * currentMusic->info.channels; + + shouldExit = !MusicStream(*currentMusic, buffer); + } + + if (shouldExit) return false; + } + + alSourceQueueBuffers(currentMusic->source, 1, &buffer); + } + + return true; +} +*/ +extern bool MusicStreamUpdate() +{ + int processed; + bool active = true; + + alGetSourcei(currentMusic->source, AL_BUFFERS_PROCESSED, &processed); + + printf("Data processed: %i\n", processed); + + while (processed--) + { + ALuint buffer = 0; + + alSourceUnqueueBuffers(currentMusic->source, 1, &buffer); + + active = MusicStream(*currentMusic, buffer); + + alSourceQueueBuffers(currentMusic->source, 1, &buffer); + } + + return active; +} +void MusicStreamEmpty() +{ + int queued; + + alGetSourcei(currentMusic->source, AL_BUFFERS_QUEUED, &queued); + + while(queued--) + { + ALuint buffer; + alSourceUnqueueBuffers(currentMusic->source, 1, &buffer); + } +} \ No newline at end of file diff --git a/src/core.c b/src/core.c index 0d18f57a..79866a2f 100644 --- a/src/core.c +++ b/src/core.c @@ -92,6 +92,9 @@ static Color background = { 0, 0, 0, 0 }; // Screen background color extern void LoadDefaultFont(); // [Module: text] Loads default font on InitWindow() extern void UnloadDefaultFont(); // [Module: text] Unloads default font from GPU memory +extern bool MusicStreamUpdate(); // [Module: audio] Updates buffers for music streamming +extern void PlayCurrentMusic(); // [Module: audio] Plays current music stream + //---------------------------------------------------------------------------------- // Module specific Functions Declaration //---------------------------------------------------------------------------------- @@ -117,7 +120,7 @@ void InitWindowEx(int width, int height, const char* title, bool resizable, cons { glfwSetErrorCallback(ErrorCallback); - if (!glfwInit()) exit(1); + if (!glfwInit()) TraceLog(ERROR, "Failed to initialize GLFW"); //glfwDefaultWindowHints() // Set default windows hints @@ -140,7 +143,7 @@ void InitWindowEx(int width, int height, const char* title, bool resizable, cons if (!window) { glfwTerminate(); - exit(1); + TraceLog(ERROR, "Failed to initialize Window"); } glfwSetWindowSizeCallback(window, WindowSizeCallback); @@ -154,7 +157,7 @@ void InitWindowEx(int width, int height, const char* title, bool resizable, cons // Framerate can be setup using SetTargetFPS() //------------------------------------------------------ -#ifdef USE_OPENGL_33 +#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2) rlglInit(); // Init rlgl #endif //------------------------------------------------------ @@ -183,7 +186,7 @@ void CloseWindow() UnloadDefaultFont(); //------------------------------------------------------ -#ifdef USE_OPENGL_33 +#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2) rlglClose(); // De-init rlgl #endif //------------------------------------------------------ @@ -230,13 +233,21 @@ void ToggleFullscreen() // TODO: WARNING! All loaded resources are lost, we loose Context! // NOTE: Window aspect ratio is always windowWidth / windowHeight - if (fullscreen) window = glfwCreateWindow(windowWidth, windowHeight, windowTitle, glfwGetPrimaryMonitor(), NULL); // Fullscreen mode + if (fullscreen) + { + // TODO: Get desktop window size and adapt aspect-ratio (?) + //const GLFWvidmode *mode = glfwGetVideoMode(glfwGetPrimaryMonitor()); + //windowWidth = mode->width; + //windowHeight = mode->height; + + window = glfwCreateWindow(windowWidth, windowHeight, windowTitle, glfwGetPrimaryMonitor(), NULL); // Fullscreen mode + } else window = glfwCreateWindow(windowWidth, windowHeight, windowTitle, NULL, NULL); - + if (!window) { glfwTerminate(); - exit(1); + TraceLog(ERROR, "Failed to initialize Window when switching fullscreen mode"); } glfwMakeContextCurrent(window); @@ -285,7 +296,7 @@ void EndDrawing() if (customCursor && cursorOnScreen) DrawTexture(cursor, GetMouseX(), GetMouseY(), WHITE); //------------------------------------------------------ -#ifdef USE_OPENGL_33 +#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2) rlglDraw(); // Draw Buffers #endif //------------------------------------------------------ @@ -293,6 +304,10 @@ void EndDrawing() glfwSwapBuffers(window); // Swap back and front buffers glfwPollEvents(); // Register keyboard/mouse events + //MusicStreamUpdate(); + //if (!MusicIsPlaying()) + //PlayCurrentMusic(); + currentTime = glfwGetTime(); drawTime = currentTime - previousTime; previousTime = currentTime; @@ -315,7 +330,7 @@ void EndDrawing() void Begin3dMode(Camera camera) { //------------------------------------------------------ -#ifdef USE_OPENGL_33 +#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2) rlglDraw(); // Draw Buffers #endif //------------------------------------------------------ @@ -344,7 +359,7 @@ void Begin3dMode(Camera camera) void End3dMode() { //------------------------------------------------------ -#ifdef USE_OPENGL_33 +#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2) rlglDraw(); // Draw Buffers #endif //------------------------------------------------------ @@ -363,7 +378,7 @@ void SetTargetFPS(int fps) { targetTime = 1 / (float)fps; - printf("TargetTime per Frame: %f seconds\n", (float)targetTime); + TraceLog(INFO, "Target time per frame: %02.03f milliseconds", (float)targetTime*1000); } // Returns current FPS @@ -431,18 +446,18 @@ Color Fade(Color color, float alpha) // Detect if a key has been pressed once bool IsKeyPressed(int key) { - bool ret = false; + bool pressed = false; currentKeyState[key] = IsKeyDown(key); if (currentKeyState[key] != previousKeyState[key]) { - if (currentKeyState[key]) ret = true; + if (currentKeyState[key]) pressed = true; previousKeyState[key] = currentKeyState[key]; } - else ret = false; + else pressed = false; - return ret; + return pressed; } // Detect if a key is being pressed (key held down) @@ -455,18 +470,18 @@ bool IsKeyDown(int key) // Detect if a key has been released once bool IsKeyReleased(int key) { - bool ret = false; + bool released = false; currentKeyState[key] = IsKeyUp(key); if (currentKeyState[key] != previousKeyState[key]) { - if (currentKeyState[key]) ret = true; + if (currentKeyState[key]) released = true; previousKeyState[key] = currentKeyState[key]; } - else ret = false; + else released = false; - return ret; + return released; } // Detect if a key is NOT being pressed (key not held down) @@ -479,18 +494,18 @@ bool IsKeyUp(int key) // Detect if a mouse button has been pressed once bool IsMouseButtonPressed(int button) { - bool ret = false; + bool pressed = false; currentMouseState[button] = IsMouseButtonDown(button); if (currentMouseState[button] != previousMouseState[button]) { - if (currentMouseState[button]) ret = true; + if (currentMouseState[button]) pressed = true; previousMouseState[button] = currentMouseState[button]; } - else ret = false; + else pressed = false; - return ret; + return pressed; } // Detect if a mouse button is being pressed @@ -503,18 +518,18 @@ bool IsMouseButtonDown(int button) // Detect if a mouse button has been released once bool IsMouseButtonReleased(int button) { - bool ret = false; + bool released = false; currentMouseState[button] = IsMouseButtonUp(button); if (currentMouseState[button] != previousMouseState[button]) { - if (currentMouseState[button]) ret = true; + if (currentMouseState[button]) released = true; previousMouseState[button] = currentMouseState[button]; } - else ret = false; + else released = false; - return ret; + return released; } // Detect if a mouse button is NOT being pressed @@ -603,18 +618,18 @@ Vector2 GetGamepadMovement(int gamepad) // Detect if a gamepad button is being pressed bool IsGamepadButtonPressed(int gamepad, int button) { - bool ret = false; + bool pressed = false; currentGamepadState[button] = IsGamepadButtonDown(gamepad, button); if (currentGamepadState[button] != previousGamepadState[button]) { - if (currentGamepadState[button]) ret = true; + if (currentGamepadState[button]) pressed = true; previousGamepadState[button] = currentGamepadState[button]; } - else ret = false; + else pressed = false; - return ret; + return pressed; } bool IsGamepadButtonDown(int gamepad, int button) @@ -634,18 +649,18 @@ bool IsGamepadButtonDown(int gamepad, int button) // Detect if a gamepad button is NOT being pressed bool IsGamepadButtonReleased(int gamepad, int button) { - bool ret = false; + bool released = false; currentGamepadState[button] = IsGamepadButtonUp(gamepad, button); if (currentGamepadState[button] != previousGamepadState[button]) { - if (currentGamepadState[button]) ret = true; + if (currentGamepadState[button]) released = true; previousGamepadState[button] = currentGamepadState[button]; } - else ret = false; + else released = false; - return ret; + return released; } bool IsGamepadButtonUp(int gamepad, int button) @@ -669,8 +684,7 @@ bool IsGamepadButtonUp(int gamepad, int button) // GLFW3 Error Callback, runs on GLFW3 error static void ErrorCallback(int error, const char *description) { - printf(description); - //fprintf(stderr, description); + TraceLog(WARNING, "GLFW3 Error: %s", description); } // GLFW3 Srolling Callback, runs on mouse wheel diff --git a/src/models.c b/src/models.c index fb8f114d..84ef43fa 100644 --- a/src/models.c +++ b/src/models.c @@ -568,53 +568,48 @@ void DrawGizmo(Vector3 position) rlPopMatrix(); } -void DrawGizmoEx(Vector3 position, Vector3 rotation, float scale, bool orbits) +void DrawGizmoEx(Vector3 position, Vector3 rot, float scale, bool orbits) { + static float rotation = 0; // NOTE: RGB = XYZ rlPushMatrix(); rlTranslatef(position.x, position.y, position.z); + rlRotatef(rotation, 0, 1, 0); rlScalef(scale, scale, scale); - - if(rotation.x) rlRotatef(rotation.x, 1, 0, 0); - if(rotation.y) rlRotatef(rotation.y, 0, 1, 0); - if(rotation.z) rlRotatef(rotation.z, 0, 0, 1); - + rlBegin(RL_LINES); // X Axis - rlColor4ub(200, 0, 0, 255); // RED - rlVertex3f(position.x, position.y, position.z); - rlVertex3f(position.x + 1, position.y, position.z); + rlColor4ub(200, 0, 0, 255); rlVertex3f(position.x, position.y, position.z); + rlColor4ub(200, 0, 0, 255); rlVertex3f(position.x + 1, position.y, position.z); // ArrowX - rlVertex3f(position.x + 1.1, position.y, position.z); - rlVertex3f(position.x + .9, position.y, position.z + .1); + rlColor4ub(200, 0, 0, 255); rlVertex3f(position.x + 1.1, position.y, position.z); + rlColor4ub(200, 0, 0, 255); rlVertex3f(position.x + .9, position.y, position.z + .1); - rlVertex3f(position.x + 1.1, position.y, position.z); - rlVertex3f(position.x + .9, position.y, position.z - .1); + rlColor4ub(200, 0, 0, 255); rlVertex3f(position.x + 1.1, position.y, position.z); + rlColor4ub(200, 0, 0, 255); rlVertex3f(position.x + .9, position.y, position.z - .1); // Y Axis - rlColor4ub(0, 200, 0, 255); // GREEN - rlVertex3f(position.x, position.y, position.z); - rlVertex3f(position.x, position.y + 1, position.z); + rlColor4ub(0, 200, 0, 255); rlVertex3f(position.x, position.y, position.z); + rlColor4ub(0, 200, 0, 255); rlVertex3f(position.x, position.y + 1, position.z); // ArrowY - rlVertex3f(position.x, position.y + 1.1, position.z); - rlVertex3f(position.x + .1, position.y + .9, position.z); + rlColor4ub(0, 200, 0, 255); rlVertex3f(position.x, position.y + 1.1, position.z); + rlColor4ub(0, 200, 0, 255); rlVertex3f(position.x + .1, position.y + .9, position.z); - rlVertex3f(position.x, position.y + 1.1, position.z); - rlVertex3f(position.x - .1, position.y + .9, position.z); + rlColor4ub(0, 200, 0, 255); rlVertex3f(position.x, position.y + 1.1, position.z); + rlColor4ub(0, 200, 0, 255); rlVertex3f(position.x - .1, position.y + .9, position.z); // Z Axis - rlColor4ub(0, 0, 200, 255); // BLUE - rlVertex3f(position.x, position.y, position.z); - rlVertex3f(position.x, position.y, position.z - 1); + rlColor4ub(0, 0, 200, 255); rlVertex3f(position.x, position.y, position.z); + rlColor4ub(0, 0, 200, 255); rlVertex3f(position.x, position.y, position.z - 1); // ArrowZ - rlVertex3f(position.x, position.y, position.z - 1.1); - rlVertex3f(position.x + .1, position.y, position.z - .9); + rlColor4ub(0, 0, 200, 255); rlVertex3f(position.x, position.y, position.z - 1.1); + rlColor4ub(0, 0, 200, 255); rlVertex3f(position.x + .1, position.y, position.z - .9); - rlVertex3f(position.x, position.y, position.z - 1.1); - rlVertex3f(position.x - .1, position.y, position.z - .9); + rlColor4ub(0, 0, 200, 255); rlVertex3f(position.x, position.y, position.z - 1.1); + rlColor4ub(0, 0, 200, 255); rlVertex3f(position.x - .1, position.y, position.z - .9); // Extra if(orbits) @@ -622,31 +617,30 @@ void DrawGizmoEx(Vector3 position, Vector3 rotation, float scale, bool orbits) int n = 3; // X Axis - rlColor4ub(200, 0, 0, 255); // RED - for (int i=0; i < 360; i++) + for (int i=0; i < 360; i += 6) { - rlVertex3f(0, position.x + sin(DEG2RAD*i) * scale/n, position.y + cos(DEG2RAD*i) * scale/n); - rlVertex3f(0,position.x + sin(DEG2RAD*(i+1)) * scale/n, position.y + cos(DEG2RAD*(i+1)) * scale/n); + rlColor4ub(200, 0, 0, 255); rlVertex3f(0, position.x + sin(DEG2RAD*i) * scale/n, position.y + cos(DEG2RAD*i) * scale/n); + rlColor4ub(200, 0, 0, 255); rlVertex3f(0, position.x + sin(DEG2RAD*(i+6)) * scale/n, position.y + cos(DEG2RAD*(i+6)) * scale/n); } // Y Axis - rlColor4ub(0, 200, 0, 255); // GREEN - for (int i=0; i < 360; i++) + for (int i=0; i < 360; i += 6) { - rlVertex3f(position.x + sin(DEG2RAD*i) * scale/n, 0, position.y + cos(DEG2RAD*i) * scale/n); - rlVertex3f(position.x + sin(DEG2RAD*(i+1)) * scale/n, 0, position.y + cos(DEG2RAD*(i+1)) * scale/n); + rlColor4ub(0, 200, 0, 255); rlVertex3f(position.x + sin(DEG2RAD*i) * scale/n, 0, position.y + cos(DEG2RAD*i) * scale/n); + rlColor4ub(0, 200, 0, 255); rlVertex3f(position.x + sin(DEG2RAD*(i+6)) * scale/n, 0, position.y + cos(DEG2RAD*(i+6)) * scale/n); } // Z Axis - rlColor4ub(0, 0, 200, 255); // BLUE - for (int i=0; i < 360; i++) + for (int i=0; i < 360; i += 6) { - rlVertex3f(position.x + sin(DEG2RAD*i) * scale/n, position.y + cos(DEG2RAD*i) * scale/n, 0); - rlVertex3f(position.x + sin(DEG2RAD*(i+1)) * scale/n, position.y + cos(DEG2RAD*(i+1)) * scale/n, 0); + rlColor4ub(0, 0, 200, 255); rlVertex3f(position.x + sin(DEG2RAD*i) * scale/n, position.y + cos(DEG2RAD*i) * scale/n, 0); + rlColor4ub(0, 0, 200, 255); rlVertex3f(position.x + sin(DEG2RAD*(i+6)) * scale/n, position.y + cos(DEG2RAD*(i+6)) * scale/n, 0); } } rlEnd(); rlPopMatrix(); + + rotation += 0.1f; } // Load a 3d model (.OBJ) @@ -696,7 +690,6 @@ Model LoadModel(const char *fileName) { fscanf(objFile, "%i", &numTexCoords); } - else printf("Ouch! Something was wrong..."); fgets(comments, 200, objFile); } @@ -715,7 +708,6 @@ Model LoadModel(const char *fileName) { fscanf(objFile, "%i", &numNormals); } - else printf("Ouch! Something was wrong..."); fgets(comments, 200, objFile); } @@ -734,7 +726,6 @@ Model LoadModel(const char *fileName) { fscanf(objFile, "%i", &numVertex); } - else printf("Ouch! Something was wrong..."); fgets(comments, 200, objFile); } @@ -754,7 +745,6 @@ Model LoadModel(const char *fileName) { fscanf(objFile, "%i", &numTriangles); } - else printf("Ouch! Something was wrong..."); fgets(comments, 200, objFile); @@ -1024,7 +1014,7 @@ void UnloadModel(Model model) free(model.data.normals); #endif -#ifdef USE_OPENGL_33 +#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2) rlDeleteVertexArrays(model.vaoId); #endif } @@ -1032,7 +1022,7 @@ void UnloadModel(Model model) // Draw a model void DrawModel(Model model, Vector3 position, float scale, Color color) { - rlglDrawModel(model, false); + rlglDrawModel(model, position, scale, false); } // Draw a textured model @@ -1048,7 +1038,7 @@ void DrawModelEx(Model model, Texture2D texture, Vector3 position, float scale, // Draw a model wires void DrawModelWires(Model model, Vector3 position, float scale, Color color) { - rlglDrawModel(model, true); + rlglDrawModel(model, position, scale, true); } // Draw a billboard diff --git a/src/raylib.h b/src/raylib.h index 450d2e6f..237f635d 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -54,6 +54,8 @@ #ifndef RAYLIB_H #define RAYLIB_H +#include "stb_vorbis.h" + //---------------------------------------------------------------------------------- // Some basic Defines //---------------------------------------------------------------------------------- @@ -153,6 +155,19 @@ // Boolean type typedef enum { false, true } bool; +// Vector2 type +typedef struct Vector2 { + float x; + float y; +} Vector2; + +// Vector3 type +typedef struct Vector3 { + float x; + float y; + float z; +} Vector3; + // Color type, RGBA (32bit) typedef struct Color { unsigned char r; @@ -185,45 +200,49 @@ typedef struct Texture2D { int height; } Texture2D; -// SpriteFont one Character (Glyph) data, defined in text module +// Camera type, defines a camera position/orientation in 3d space +typedef struct Camera { + Vector3 position; + Vector3 target; + Vector3 up; +} Camera; + typedef struct Character Character; -// SpriteFont type, includes texture and charSet array data +// SpriteFont type typedef struct SpriteFont { Texture2D texture; int numChars; Character *charSet; } SpriteFont; -// Vector2 type -typedef struct Vector2 { - float x; - float y; -} Vector2; - -// Vector3 type -typedef struct Vector3 { - float x; - float y; - float z; -} Vector3; - -// Camera type, defines a camera position/orientation in 3d space -typedef struct Camera { - Vector3 position; - Vector3 target; - Vector3 up; -} Camera; +// 3d Model type +// NOTE: If using OpenGL 1.1 loaded in CPU; if OpenGL 3.3+ loaded in GPU +typedef struct Model Model; // Defined in module: rlgl -// Basic 3d Model type -typedef struct Model Model; - -// Basic Sound source and buffer +// Sound source type typedef struct Sound { unsigned int source; unsigned int buffer; } Sound; +typedef struct OggStream OggStream; + +// Music type (streamming) +typedef struct Music { + stb_vorbis *stream; + stb_vorbis_info info; + + unsigned int source; + unsigned int buffers[2]; + + int format; + + int bufferSize; + int totalSamplesLeft; + bool loop; +} Music; + #ifdef __cplusplus extern "C" { // Prevents name mangling of functions #endif @@ -365,7 +384,7 @@ void DrawPlane(Vector3 centerPos, Vector2 size, Vector3 rotation, Color color); void DrawPlaneEx(Vector3 centerPos, Vector2 size, Vector3 rotation, int slicesX, int slicesZ, Color color); // Draw a plane with divisions void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) void DrawGizmo(Vector3 position); // Draw simple gizmo -void DrawGizmoEx(Vector3 position, Vector3 rotation, float scale, bool orbits); // Draw gizmo with extended parameters +void DrawGizmoEx(Vector3 position, Vector3 rot, float scale, bool orbits); // Draw gizmo with extended parameters //DrawTorus(), DrawTeapot() are useless... //------------------------------------------------------------------------------------ @@ -389,13 +408,18 @@ void CloseAudioDevice(); // Close the aud Sound LoadSound(char *fileName); // Load sound to memory Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource) void UnloadSound(Sound sound); // Unload sound +Music LoadMusic(char *fileName); +void UnloadMusic(Music music); void PlaySound(Sound sound); // Play a sound void PauseSound(Sound sound); // Pause a sound void StopSound(Sound sound); // Stop playing a sound -bool IsPlaying(Sound sound); // Check if a sound is currently playing +bool SoundIsPlaying(Sound sound); // Check if a sound is currently playing void SetVolume(Sound sound, float volume); // Set volume for a sound (1.0 is base level) void SetPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level) +void PlayMusic(Music music); +void StopMusic(Music music); +bool MusicIsPlaying(); #ifdef __cplusplus } diff --git a/src/rlgl.c b/src/rlgl.c index e25e72be..8a758a22 100644 --- a/src/rlgl.c +++ b/src/rlgl.c @@ -31,7 +31,7 @@ #include // Standard input / output lib #include // Declares malloc() and free() for memory management, rand() -#include "raymath.h" // Required for data type Matrix and Matrix functions +// TODO: Security check in case multiple USE_OPENGL_* defined #ifdef USE_OPENGL_11 #include // Extensions loading lib @@ -51,7 +51,7 @@ //---------------------------------------------------------------------------------- #define MATRIX_STACK_SIZE 16 // Matrix stack max size #define MAX_DRAWS_BY_TEXTURE 256 // Draws are organized by texture changes -#define TEMP_VERTEX_BUFFER_SIZE 1024 // Temporal Vertex Buffer (required for vertex-transformations) +#define TEMP_VERTEX_BUFFER_SIZE 4096 // Temporal Vertex Buffer (required for vertex-transformations) //---------------------------------------------------------------------------------- // Types and Structures Definition @@ -226,9 +226,7 @@ void rlPushMatrix() { if (stackCounter == MATRIX_STACK_SIZE - 1) { - printf("ERROR: Stack Buffer Overflow! (MAX 16 MATRIX)"); - - exit(1); + TraceLog(ERROR, "Stack Buffer Overflow (MAX %i Matrix)", MATRIX_STACK_SIZE); } stack[stackCounter] = *currentMatrix; @@ -667,17 +665,22 @@ void rlglInit() if (error != GLEW_OK) { - fprintf(stderr, "Failed to initialize GLEW - Error: %s\n", glewGetErrorString(error)); - exit(1); + TraceLog(ERROR, "Failed to initialize GLEW - Error Code: %s\n", glewGetErrorString(error)); } - if (glewIsSupported("GL_VERSION_3_3")) printf("OpenGL 3.3 initialized\n"); + if (glewIsSupported("GL_VERSION_3_3")) TraceLog(INFO, "OpenGL 3.3 initialized\n"); + + // Print OpenGL and GLSL version + TraceLog(INFO, "Vendor: %s", glGetString(GL_VENDOR)); + TraceLog(INFO, "Renderer: %s", glGetString(GL_RENDERER)); + TraceLog(INFO, "Version: %s", glGetString(GL_VERSION)); + TraceLog(INFO, "GLSL: %s\n", glGetString(0x8B8C)); //GL_SHADING_LANGUAGE_VERSION + /* // TODO: GLEW is a big library that loads ALL extensions, maybe using glad we can only load required ones... if (!gladLoadGL()) { - fprintf(stderr, printf("Failed to initialize glad.\n"); - exit(1); + TraceLog("ERROR: Failed to initialize glad\n"); } */ // Set default draw mode @@ -707,13 +710,7 @@ void rlglInit() // Get handles to GLSL uniform vars locations (fragment-shader) textureLoc = glGetUniformLocation(shaderProgram, "texture0"); - printf("Default shaders loaded\n\n"); - - // Print OpenGL and GLSL version - printf("Vendor: %s\n", glGetString(GL_VENDOR)); - printf("Renderer: %s\n", glGetString(GL_RENDERER)); - printf("Version: %s\n", glGetString(GL_VERSION)); - printf("GLSL: %s\n\n", glGetString(0x8B8C)); //GL_SHADING_LANGUAGE_VERSION + TraceLog(INFO, "Default shader loaded"); InitializeBuffers(); // Init vertex arrays InitializeVAOs(); // Init VBO and VAO @@ -726,7 +723,10 @@ void rlglInit() // Create default white texture for plain colors (required by shader) unsigned char pixels[4] = { 255, 255, 255, 255 }; // 1 pixel RGBA (4 bytes) - whiteTexture = rlglLoadTexture(1, 1, pixels); + whiteTexture = rlglLoadTexture(1, 1, pixels); + + if (whiteTexture != 0) TraceLog(INFO, "Base white texture successfully created, id: %i", whiteTexture); + else TraceLog(WARNING, "Base white texture could not be created"); // Init draw calls tracking system draws = (DrawCall *)malloc(sizeof(DrawCall)*MAX_DRAWS_BY_TEXTURE); @@ -836,16 +836,14 @@ void rlglDraw() glBindVertexArray(vaoQuads); } - //printf("\nRequired Draws: %i\n", drawsCounter); + //TraceLog(INFO, "Draws required per frame: %i", drawsCounter); for (int i = 0; i < drawsCounter; i++) { numQuads = draws[i].vCount/4; numIndicesToProcess = numQuads*6; // Get number of Quads * 6 index by Quad - //printf("Quads to render: %i - ", numQuads); - //printf("Vertex Count: %i - ", draws[i].vCount); - //printf("Binding texture: %i\n", draws[i].texId); + //TraceLog(INFO, "Quads to render: %i - Vertex Count: %i", numQuads, draws[i].vCount); glBindTexture(GL_TEXTURE_2D, draws[i].texId); @@ -882,7 +880,10 @@ void rlglDraw() #endif } -void rlglDrawModel(Model model, bool wires) +#endif // End for OpenGL 3.3+ and ES2 only functions + +// Draw a 3d model +void rlglDrawModel(Model model, Vector3 position, float scale, bool wires) { if (wires) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); @@ -892,19 +893,19 @@ void rlglDrawModel(Model model, bool wires) glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable texture coords array glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array - glVertexPointer(3, GL_FLOAT, 0, model.vertices); // Pointer to vertex coords array - glTexCoordPointer(2, GL_FLOAT, 0, model.texcoords); // Pointer to texture coords array - glNormalPointer(GL_FLOAT, 0, model.normals); // Pointer to normals array + glVertexPointer(3, GL_FLOAT, 0, model.data.vertices); // Pointer to vertex coords array + glTexCoordPointer(2, GL_FLOAT, 0, model.data.texcoords); // Pointer to texture coords array + glNormalPointer(GL_FLOAT, 0, model.data.normals); // Pointer to normals array //glColorPointer(4, GL_UNSIGNED_BYTE, 0, model.colors); // Pointer to colors array (NOT USED) rlPushMatrix(); rlTranslatef(position.x, position.y, position.z); - //glRotatef(rotation * GetFrameTime(), 0, 1, 0); + //rlRotatef(rotation * GetFrameTime(), 0, 1, 0); rlScalef(scale, scale, scale); - rlColor4ub(color.r, color.g, color.b, color.a); + rlColor4ub(1.0f, 1.0f, 1.0f, 1.0f); - glDrawArrays(GL_TRIANGLES, 0, model.numVertices); + glDrawArrays(GL_TRIANGLES, 0, model.data.numVertices); rlPopMatrix(); glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array @@ -912,7 +913,7 @@ void rlglDrawModel(Model model, bool wires) glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array #endif -#ifdef USE_OPENGL_33 +#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2) glUseProgram(shaderProgram); // Use our shader Matrix modelview2 = MatrixMultiply(model.transform, modelview); @@ -934,8 +935,6 @@ void rlglDrawModel(Model model, bool wires) if (wires) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } -#endif - // Initialize Graphics Device (OpenGL stuff) void rlglInitGraphicsDevice(int fbWidth, int fbHeight) { @@ -968,7 +967,7 @@ void rlglInitGraphicsDevice(int fbWidth, int fbHeight) rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix rlLoadIdentity(); // Reset current matrix (MODELVIEW) - // TODO: Review all shapes/models are drawn CCW and enable backface culling + // NOTE: All shapes/models triangles are drawn CCW glEnable(GL_CULL_FACE); // Enable backface culling (Disabled by default) //glCullFace(GL_BACK); // Cull the Back face (default) @@ -978,11 +977,13 @@ void rlglInitGraphicsDevice(int fbWidth, int fbHeight) glShadeModel(GL_SMOOTH); // Smooth shading between vertex (vertex colors interpolation) (Deprecated on OpenGL 3.3+) // Possible options: GL_SMOOTH (Color interpolation) or GL_FLAT (no interpolation) #endif + + TraceLog(INFO, "OpenGL graphics device initialized"); } // Convert image data to OpenGL texture (returns OpenGL valid Id) // NOTE: Image is not unloaded, it should be done manually... -unsigned int rlglLoadTexture(int width, int height, unsigned char *pixels) +unsigned int rlglLoadTexture(int width, int height, unsigned char *data) { glBindTexture(GL_TEXTURE_2D,0); // Free any old binding @@ -998,7 +999,7 @@ unsigned int rlglLoadTexture(int width, int height, unsigned char *pixels) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR -#ifdef USE_OPENGL_33 +#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2) // Trilinear filtering //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // Activate use of mipmaps (must be available) @@ -1008,20 +1009,84 @@ unsigned int rlglLoadTexture(int width, int height, unsigned char *pixels) // NOTE: Not using mipmappings (texture for 2D drawing) // At this point we have the image converted to texture and uploaded to GPU - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); // At this point we have the image converted to texture and uploaded to GPU // Unbind current texture glBindTexture(GL_TEXTURE_2D, 0); - printf("New texture created, id: %i (%i x %i)\n", id, width, height); + TraceLog(INFO, "New texture created, id: %i (%i x %i)", id, width, height); return id; } -#ifdef USE_OPENGL_33 -unsigned int rlglLoadModel(VertexData data) + +#ifdef USE_OPENGL_33 + +#define FOURCC_DXT1 0x31545844 // Equivalent to "DXT1" in ASCII +#define FOURCC_DXT3 0x33545844 // Equivalent to "DXT3" in ASCII +#define FOURCC_DXT5 0x35545844 // Equivalent to "DXT5" in ASCII + +// Convert image data to OpenGL texture (returns OpenGL valid Id) +// NOTE: Expected compressed data from DDS file +unsigned int rlglLoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int format) +{ + // Create one OpenGL texture + GLuint id; + int compFormat = 0; + + TraceLog(DEBUG, "Compressed texture width: %i", width); + TraceLog(DEBUG, "Compressed texture height: %i", height); + TraceLog(DEBUG, "Compressed texture mipmap levels: %i", mipmapCount); + TraceLog(DEBUG, "Compressed texture format: 0x%x", format); + + switch(format) + { + case FOURCC_DXT1: compFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break; + case FOURCC_DXT3: compFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break; + case FOURCC_DXT5: compFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break; + default: compFormat = -1; break; + } + + if (compFormat == -1) + { + TraceLog(WARNING, "Texture compressed format not recognized"); + id = 0; + } + else + { + glGenTextures(1, &id); + + // Bind the texture + glBindTexture(GL_TEXTURE_2D, id); + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + + unsigned int blockSize = (compFormat == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT) ? 8 : 16; + unsigned int offset = 0; + + // Load the mipmaps + for (int level = 0; level < mipmapCount && (width || height); level++) + { + unsigned int size = ((width+3)/4)*((height+3)/4)*blockSize; + + glCompressedTexImage2D(GL_TEXTURE_2D, level, compFormat, width, height, 0, size, data + offset); + + offset += size; + width /= 2; + height /= 2; + + // Security check for NPOT textures + if (width < 1) width = 1; + if (height < 1) height = 1; + } + } + + return id; +} + +// Load vertex data into a VAO +unsigned int rlglLoadModel(VertexData mesh) { GLuint vaoModel; // Vertex Array Objects (VAO) GLuint vertexBuffer[3]; // Vertex Buffer Objects (VBO) @@ -1035,17 +1100,17 @@ unsigned int rlglLoadModel(VertexData data) // Enable vertex attributes glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[0]); - glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*data.numVertices, data.vertices, GL_STATIC_DRAW); + glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh.numVertices, mesh.vertices, GL_STATIC_DRAW); glEnableVertexAttribArray(vertexLoc); glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0); glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[1]); - glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*data.numVertices, data.texcoords, GL_STATIC_DRAW); + glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh.numVertices, mesh.texcoords, GL_STATIC_DRAW); glEnableVertexAttribArray(texcoordLoc); glVertexAttribPointer(texcoordLoc, 2, GL_FLOAT, 0, 0, 0); glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[2]); - glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*data.numVertices, data.normals, GL_STATIC_DRAW); + glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh.numVertices, mesh.normals, GL_STATIC_DRAW); //glEnableVertexAttribArray(normalLoc); //glVertexAttribPointer(normalLoc, 3, GL_FLOAT, 0, 0, 0); @@ -1077,7 +1142,7 @@ unsigned char *rlglReadScreenPixels(int width, int height) return imgData; // NOTE: image data should be freed } -#ifdef USE_OPENGL_33 +#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2) void PrintProjectionMatrix() { @@ -1154,7 +1219,7 @@ static GLuint LoadDefaultShaders() glDeleteShader(vertexShader); glDeleteShader(fragmentShader); - return(program); + return program; } @@ -1191,14 +1256,14 @@ static GLuint LoadShaders(char *vertexFileName, char *fragmentFileName) glDeleteShader(vertexShader); glDeleteShader(fragmentShader); - return(program); + return program; } // Read shader text file static char *TextFileRead(char *fn) { FILE *fp; - char *content = NULL; + char *text = NULL; int count=0; @@ -1214,15 +1279,15 @@ static char *TextFileRead(char *fn) if (count > 0) { - content = (char *)malloc(sizeof(char) * (count+1)); - count = fread(content, sizeof(char), count, fp); - content[count] = '\0'; + text = (char *)malloc(sizeof(char) * (count+1)); + count = fread(text, sizeof(char), count, fp); + text[count] = '\0'; } fclose(fp); } } - return content; + return text; } // Allocate and initialize float array buffers to store vertex data (lines, triangles, quads) @@ -1377,10 +1442,10 @@ static void InitializeVAOs() glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quadsBufferB[3]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int)*6*MAX_QUADS_BATCH, quads.indices, GL_STATIC_DRAW); - printf("Using VBO double buffering\n"); + TraceLog(INFO, "Using VBO double buffering"); #endif - printf("Vertex buffers initialized (lines, triangles, quads)\n\n"); + TraceLog(INFO, "Vertex buffers successfully initialized (lines, triangles, quads)\n"); // Unbind the current VAO glBindVertexArray(0); @@ -1475,4 +1540,33 @@ static void UpdateBuffers() glBindVertexArray(0); } +#endif + +#ifdef RLGL_STANDALONE + +typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType; + +// Output a trace log message +// NOTE: Expected msgType: (0)Info, (1)Error, (2)Warning +void TraceLog(int msgType, const char *text, ...) +{ + va_list args; + va_start(args, text); + + switch(msgType) + { + case 0: fprintf(stdout, "INFO: "); break; + case 1: fprintf(stdout, "ERROR: "); break; + case 2: fprintf(stdout, "WARNING: "); break; + case 3: fprintf(logstream, "DEBUG: "); break; + default: break; + } + + vfprintf(stdout, text, args); + fprintf(stdout, "\n"); + + va_end(args); + + if (msgType == 1) exit(1); +} #endif \ No newline at end of file diff --git a/src/rlgl.h b/src/rlgl.h index 174310dd..0cd53661 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -33,17 +33,20 @@ #ifndef RLGL_STANDALONE #include "raylib.h" // Required for typedef: Model + #include "utils.h" // Required for function TraceLog() #endif +#include "raymath.h" // Required for data type Matrix and Matrix functions + // Select desired OpenGL version -#define USE_OPENGL_11 -//#define USE_OPENGL_33 +//#define USE_OPENGL_11 +#define USE_OPENGL_33 //#define USE_OPENGL_ES2 //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- -#define MAX_LINES_BATCH 1024 +#define MAX_LINES_BATCH 8192 // 1024 #define MAX_TRIANGLES_BATCH 2048 #define MAX_QUADS_BATCH 8192 @@ -57,7 +60,7 @@ typedef enum { RL_PROJECTION, RL_MODELVIEW, RL_TEXTURE } MatrixMode; typedef enum { RL_LINES, RL_TRIANGLES, RL_QUADS } DrawMode; #ifdef RLGL_STANDALONE - typedef struct Model Model; +typedef struct Model Model; #endif typedef struct { @@ -125,19 +128,20 @@ void rlClearScreenBuffers(); // Clear used screen buffers (color //------------------------------------------------------------------------------------ // Functions Declaration - rlgl functionality //------------------------------------------------------------------------------------ -#ifdef USE_OPENGL_33 +#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2) void rlglInit(); // Initialize rlgl (shaders, VAO, VBO...) void rlglClose(); // De-init rlgl void rlglDraw(); // Draw VAOs unsigned int rlglLoadModel(VertexData data); +unsigned int rlglLoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int format); #endif -void rlglDrawModel(Model model, bool wires); // Draw model +void rlglDrawModel(Model model, Vector3 position, float scale, bool wires); // Draw model void rlglInitGraphicsDevice(int fbWidth, int fbHeight); // Initialize Graphics Device (OpenGL stuff) unsigned int rlglLoadTexture(int width, int height, unsigned char *pixels); // Load in GPU OpenGL texture byte *rlglReadScreenPixels(int width, int height); // Read screen pixel data (color buffer) -#ifdef USE_OPENGL_33 +#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2) void PrintProjectionMatrix(); // DEBUG: Print projection matrix void PrintModelviewMatrix(); // DEBUG: Print modelview matrix #endif diff --git a/src/stb_vorbis.c b/src/stb_vorbis.c index cf7ad1d4..a88b2a77 100644 --- a/src/stb_vorbis.c +++ b/src/stb_vorbis.c @@ -11,6 +11,7 @@ // Get the latest version and other information at: // http://nothings.org/stb_vorbis/ + // Todo: // // - seeking (note you can seek yourself using the pushdata API) @@ -25,6 +26,9 @@ // // All of these limitations may be removed in future versions. + +#include "stb_vorbis.h" + #ifndef STB_VORBIS_HEADER_ONLY // global configuration settings (e.g. set these in the project/makefile), diff --git a/src/stb_vorbis.h b/src/stb_vorbis.h index 98c1209a..2d7b61e5 100644 --- a/src/stb_vorbis.h +++ b/src/stb_vorbis.h @@ -11,6 +11,7 @@ // Get the latest version and other information at: // http://nothings.org/stb_vorbis/ + // Todo: // // - seeking (note you can seek yourself using the pushdata API) @@ -25,12 +26,6 @@ // // All of these limitations may be removed in future versions. - -////////////////////////////////////////////////////////////////////////////// -// -// HEADER BEGINS HERE -// - #ifndef STB_VORBIS_INCLUDE_STB_VORBIS_H #define STB_VORBIS_INCLUDE_STB_VORBIS_H @@ -349,4 +344,4 @@ enum STBVorbisError } #endif -#endif // STB_VORBIS_INCLUDE_STB_VORBIS_H +#endif // STB_VORBIS_INCLUDE_STB_VORBIS_H \ No newline at end of file diff --git a/src/text.c b/src/text.c index 2d75a6d9..4cc36baf 100644 --- a/src/text.c +++ b/src/text.c @@ -50,13 +50,22 @@ typedef unsigned char byte; // SpriteFont one Character (Glyph) data -struct Character { +typedef struct Character { int value; //char value = ' '; (int)value = 32; int x; int y; int w; int h; +} Character; + +// SpriteFont type, includes texture and charSet array data +/* +struct SpriteFont { + Texture2D texture; + int numChars; + Character *charSet; }; +*/ //---------------------------------------------------------------------------------- // Global variables @@ -177,6 +186,8 @@ extern void LoadDefaultFont() } else currentPosX = testPosX; } + + TraceLog(INFO, "Default font loaded successfully"); } extern void UnloadDefaultFont() @@ -232,8 +243,8 @@ SpriteFont LoadSpriteFont(const char* fileName) // spriteFont.charSet data is filled inside the function and memory is allocated! int numChars = ParseImageData(imgDataPixel, imgWidth, imgHeight, &spriteFont.charSet); - fprintf(stderr, "SpriteFont data parsed correctly!\n"); - fprintf(stderr, "SpriteFont num chars: %i\n", numChars); + TraceLog(INFO, "[%s] SpriteFont data parsed correctly", fileName); + TraceLog(INFO, "[%s] SpriteFont num chars detected: %i", numChars); spriteFont.numChars = numChars; @@ -257,7 +268,7 @@ SpriteFont LoadSpriteFont(const char* fileName) } } - fprintf(stderr, "SpriteFont texture converted to POT: %i %i\n", potWidth, potHeight); + TraceLog(WARNING, "SpriteFont texture converted to POT: %ix%i", potWidth, potHeight); } free(imgDataPixel); @@ -347,7 +358,7 @@ const char *FormatText(const char *text, ...) va_list args; va_start(args, text); - vsprintf(buffer, text, args); // NOTE: We use vsprintf() defined in + vsprintf(buffer, text, args); va_end(args); return buffer; @@ -547,7 +558,7 @@ static SpriteFont LoadRBMF(const char *fileName) fread(&rbmfHeader, sizeof(rbmfInfoHeader), 1, rbmfFile); - //printf("rBMF info: %i %i %i %i\n", rbmfHeader.imgWidth, rbmfHeader.imgHeight, rbmfHeader.numChars, rbmfHeader.charHeight); + TraceLog(INFO, "[%s] Loading rBMF file, size: %ix%i, numChars: %i, charHeight: %i", fileName, rbmfHeader.imgWidth, rbmfHeader.imgHeight, rbmfHeader.numChars, rbmfHeader.charHeight); spriteFont.numChars = (int)rbmfHeader.numChars; @@ -564,8 +575,6 @@ static SpriteFont LoadRBMF(const char *fileName) for(int i = 0; i < spriteFont.numChars; i++) fread(&rbmfCharWidthData[i], sizeof(unsigned char), 1, rbmfFile); - printf("Just read image data and width data... Starting image reconstruction..."); - // Re-construct image from rbmfFileData //----------------------------------------- image.pixels = (Color *)malloc(image.width * image.height * sizeof(Color)); @@ -585,13 +594,13 @@ static SpriteFont LoadRBMF(const char *fileName) counter++; } - printf("Image reconstructed correctly... now converting it to texture..."); + TraceLog(INFO, "[%s] Image reconstructed correctly, now converting it to texture", fileName); spriteFont.texture = CreateTexture(image); UnloadImage(image); // Unload image data - printf("Starting charSet reconstruction...\n"); + TraceLog(INFO, "[%s] Starting charSet reconstruction", fileName); // Reconstruct charSet using rbmfCharWidthData, rbmfHeader.charHeight, charsDivisor, rbmfHeader.numChars spriteFont.charSet = (Character *)malloc(spriteFont.numChars * sizeof(Character)); // Allocate space for our character data @@ -620,11 +629,9 @@ static SpriteFont LoadRBMF(const char *fileName) spriteFont.charSet[i].y = charsDivisor + currentLine * (rbmfHeader.charHeight + charsDivisor); } else currentPosX = testPosX; - - //printf("Char %i data: %i %i %i %i\n", spriteFont.charSet[i].value, spriteFont.charSet[i].x, spriteFont.charSet[i].y, spriteFont.charSet[i].w, spriteFont.charSet[i].h); } - printf("CharSet reconstructed correctly... Data should be ready...\n"); + TraceLog(INFO, "[%s] rBMF file loaded correctly as SpriteFont", fileName); fclose(rbmfFile); @@ -634,6 +641,7 @@ static SpriteFont LoadRBMF(const char *fileName) return spriteFont; } +// Get the extension for a filename static const char *GetExtension(const char *fileName) { const char *dot = strrchr(fileName, '.'); diff --git a/src/textures.c b/src/textures.c index 75300eac..7d4a0fb4 100644 --- a/src/textures.c +++ b/src/textures.c @@ -29,8 +29,8 @@ #include "raylib.h" #include // Declares malloc() and free() for memory management +#include // Required for strcmp(), strrchr(), strncmp() #include "stb_image.h" // Used to read image data (multiple formats support) - #include "utils.h" // rRES data decompression utility function #include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2 @@ -45,6 +45,14 @@ //---------------------------------------------------------------------------------- typedef unsigned char byte; +typedef struct { + unsigned char *data; + int width; + int height; + int mipmaps; + int format; +} ImageDDS; + //---------------------------------------------------------------------------------- // Global Variables Definition //---------------------------------------------------------------------------------- @@ -58,7 +66,8 @@ typedef unsigned char byte; //---------------------------------------------------------------------------------- // Module specific Functions Declaration //---------------------------------------------------------------------------------- -// No private (static) functions in this module (.c file) +static const char *GetExtension(const char *fileName); +static ImageDDS LoadDDS(const char *fileName); //---------------------------------------------------------------------------------- // Module Functions Definition @@ -69,32 +78,44 @@ Image LoadImage(const char *fileName) { Image image; - int imgWidth; - int imgHeight; - int imgBpp; - - // NOTE: Using stb_image to load images (Supports: BMP, TGA, PNG, JPG, ...) - // Force loading to 4 components (RGBA) - byte *imgData = stbi_load(fileName, &imgWidth, &imgHeight, &imgBpp, 4); - - // Convert array to pixel array for working convenience - image.pixels = (Color *)malloc(imgWidth * imgHeight * sizeof(Color)); - - int pix = 0; - - for (int i = 0; i < (imgWidth * imgHeight * 4); i += 4) - { - image.pixels[pix].r = imgData[i]; - image.pixels[pix].g = imgData[i+1]; - image.pixels[pix].b = imgData[i+2]; - image.pixels[pix].a = imgData[i+3]; - pix++; + if ((strcmp(GetExtension(fileName),"png") == 0) || + (strcmp(GetExtension(fileName),"bmp") == 0) || + (strcmp(GetExtension(fileName),"tga") == 0) || + (strcmp(GetExtension(fileName),"jpg") == 0) || + (strcmp(GetExtension(fileName),"gif") == 0) || + (strcmp(GetExtension(fileName),"psd") == 0) || + (strcmp(GetExtension(fileName),"pic") == 0)) + { + int imgWidth; + int imgHeight; + int imgBpp; + + // NOTE: Using stb_image to load images (Supports: BMP, TGA, PNG, JPG, ...) + // Force loading to 4 components (RGBA) + byte *imgData = stbi_load(fileName, &imgWidth, &imgHeight, &imgBpp, 4); + + // Convert array to pixel array for working convenience + image.pixels = (Color *)malloc(imgWidth * imgHeight * sizeof(Color)); + + int pix = 0; + + for (int i = 0; i < (imgWidth * imgHeight * 4); i += 4) + { + image.pixels[pix].r = imgData[i]; + image.pixels[pix].g = imgData[i+1]; + image.pixels[pix].b = imgData[i+2]; + image.pixels[pix].a = imgData[i+3]; + pix++; + } + + stbi_image_free(imgData); + + image.width = imgWidth; + image.height = imgHeight; + + TraceLog(INFO, "[%s] Image loaded successfully", fileName); } - - stbi_image_free(imgData); - - image.width = imgWidth; - image.height = imgHeight; + else TraceLog(WARNING, "[%s] Image extension not recognized, it can't be loaded", fileName); // ALTERNATIVE: We can load pixel data directly into Color struct pixels array, // to do that struct data alignment should be the right one (4 byte); it is. @@ -119,103 +140,104 @@ Image LoadImageFromRES(const char *rresName, int resId) FILE *rresFile = fopen(rresName, "rb"); - if (!rresFile) printf("Error opening raylib Resource file\n"); - - // Read rres file (basic file check - id) - fread(&id[0], sizeof(char), 1, rresFile); - fread(&id[1], sizeof(char), 1, rresFile); - fread(&id[2], sizeof(char), 1, rresFile); - fread(&id[3], sizeof(char), 1, rresFile); - fread(&version, sizeof(char), 1, rresFile); - fread(&useless, sizeof(char), 1, rresFile); - - if ((id[0] != 'r') && (id[1] != 'R') && (id[2] != 'E') &&(id[3] != 'S')) - { - printf("This is not a valid raylib Resource file!\n"); - exit(1); - } - - // Read number of resources embedded - fread(&numRes, sizeof(short), 1, rresFile); - - for (int i = 0; i < numRes; i++) + if (!rresFile) TraceLog(WARNING, "[%s] Could not open raylib resource file", rresName); + else { - fread(&infoHeader, sizeof(ResInfoHeader), 1, rresFile); + // Read rres file (basic file check - id) + fread(&id[0], sizeof(char), 1, rresFile); + fread(&id[1], sizeof(char), 1, rresFile); + fread(&id[2], sizeof(char), 1, rresFile); + fread(&id[3], sizeof(char), 1, rresFile); + fread(&version, sizeof(char), 1, rresFile); + fread(&useless, sizeof(char), 1, rresFile); - if (infoHeader.id == resId) + if ((id[0] != 'r') && (id[1] != 'R') && (id[2] != 'E') &&(id[3] != 'S')) + { + TraceLog(WARNING, "[%s] This is not a valid raylib resource file", rresName); + } + else { - found = true; + // Read number of resources embedded + fread(&numRes, sizeof(short), 1, rresFile); - // Check data is of valid IMAGE type - if (infoHeader.type == 0) // IMAGE data type + for (int i = 0; i < numRes; i++) { - // TODO: Check data compression type - - // NOTE: We suppose compression type 2 (DEFLATE - default) - short imgWidth, imgHeight; - char colorFormat, mipmaps; - - fread(&imgWidth, sizeof(short), 1, rresFile); // Image width - fread(&imgHeight, sizeof(short), 1, rresFile); // Image height - fread(&colorFormat, 1, 1, rresFile); // Image data color format (default: RGBA 32 bit) - fread(&mipmaps, 1, 1, rresFile); // Mipmap images included (default: 0) - - printf("Image width: %i\n", (int)imgWidth); - printf("Image height: %i\n", (int)imgHeight); + fread(&infoHeader, sizeof(ResInfoHeader), 1, rresFile); - image.width = (int)imgWidth; - image.height = (int)imgHeight; + if (infoHeader.id == resId) + { + found = true; + + // Check data is of valid IMAGE type + if (infoHeader.type == 0) // IMAGE data type + { + // TODO: Check data compression type + + // NOTE: We suppose compression type 2 (DEFLATE - default) + short imgWidth, imgHeight; + char colorFormat, mipmaps; + + fread(&imgWidth, sizeof(short), 1, rresFile); // Image width + fread(&imgHeight, sizeof(short), 1, rresFile); // Image height + fread(&colorFormat, 1, 1, rresFile); // Image data color format (default: RGBA 32 bit) + fread(&mipmaps, 1, 1, rresFile); // Mipmap images included (default: 0) - unsigned char *data = malloc(infoHeader.size); + image.width = (int)imgWidth; + image.height = (int)imgHeight; + + unsigned char *data = malloc(infoHeader.size); - fread(data, infoHeader.size, 1, rresFile); - - unsigned char *imgData = DecompressData(data, infoHeader.size, infoHeader.srcSize); - - image.pixels = (Color *)malloc(sizeof(Color)*imgWidth*imgHeight); - - int pix = 0; - - for (int i = 0; i < (imgWidth*imgHeight*4); i += 4) + fread(data, infoHeader.size, 1, rresFile); + + unsigned char *imgData = DecompressData(data, infoHeader.size, infoHeader.srcSize); + + image.pixels = (Color *)malloc(sizeof(Color)*imgWidth*imgHeight); + + int pix = 0; + + for (int i = 0; i < (imgWidth*imgHeight*4); i += 4) + { + image.pixels[pix].r = imgData[i]; + image.pixels[pix].g = imgData[i+1]; + image.pixels[pix].b = imgData[i+2]; + image.pixels[pix].a = imgData[i+3]; + pix++; + } + + free(imgData); + + free(data); + + TraceLog(INFO, "[%s] Image loaded successfully from resource, size: %ix%i", rresName, image.width, image.height); + } + else + { + TraceLog(WARNING, "[%s] Required resource do not seem to be a valid IMAGE resource", rresName); + } + } + else { - image.pixels[pix].r = imgData[i]; - image.pixels[pix].g = imgData[i+1]; - image.pixels[pix].b = imgData[i+2]; - image.pixels[pix].a = imgData[i+3]; - pix++; + // Depending on type, skip the right amount of parameters + switch (infoHeader.type) + { + case 0: fseek(rresFile, 6, SEEK_CUR); break; // IMAGE: Jump 6 bytes of parameters + case 1: fseek(rresFile, 6, SEEK_CUR); break; // SOUND: Jump 6 bytes of parameters + case 2: fseek(rresFile, 5, SEEK_CUR); break; // MODEL: Jump 5 bytes of parameters (TODO: Review) + case 3: break; // TEXT: No parameters + case 4: break; // RAW: No parameters + default: break; + } + + // Jump DATA to read next infoHeader + fseek(rresFile, infoHeader.size, SEEK_CUR); } - - free(imgData); - - free(data); - } - else - { - printf("Required resource do not seem to be a valid IMAGE resource\n"); - exit(2); } } - else - { - // Depending on type, skip the right amount of parameters - switch (infoHeader.type) - { - case 0: fseek(rresFile, 6, SEEK_CUR); break; // IMAGE: Jump 6 bytes of parameters - case 1: fseek(rresFile, 6, SEEK_CUR); break; // SOUND: Jump 6 bytes of parameters - case 2: fseek(rresFile, 5, SEEK_CUR); break; // MODEL: Jump 5 bytes of parameters (TODO: Review) - case 3: break; // TEXT: No parameters - case 4: break; // RAW: No parameters - default: break; - } - - // Jump DATA to read next infoHeader - fseek(rresFile, infoHeader.size, SEEK_CUR); - } + + fclose(rresFile); } - fclose(rresFile); - - if (!found) printf("Required resource id could not be found in the raylib Resource file!\n"); + if (!found) TraceLog(WARNING, "[%s] Required resource id [%i] could not be found in the raylib resource file", rresName, resId); return image; } @@ -224,11 +246,33 @@ Image LoadImageFromRES(const char *rresName, int resId) Texture2D LoadTexture(const char *fileName) { Texture2D texture; - Image image; - - image = LoadImage(fileName); - texture = CreateTexture(image); - UnloadImage(image); + + if (strcmp(GetExtension(fileName),"dds") == 0) + { +#ifdef USE_OPENGL_11 + TraceLog(WARNING, "[%s] DDS file loading requires OpenGL 3.2+ or ES 2.0", fileName); +#else + ImageDDS image = LoadDDS(fileName); + + texture.glId = rlglLoadCompressedTexture(image.data, image.width, image.height, image.mipmaps, image.format); + + texture.width = image.width; + texture.height = image.height; + + if (texture.glId == 0) TraceLog(WARNING, "Compressed texture could not be loaded"); + else TraceLog(INFO, "Compressed texture loaded succesfully"); +#endif + } + else + { + Image image = LoadImage(fileName); + + if (image.pixels != NULL) + { + texture = CreateTexture(image); + UnloadImage(image); + } + } return texture; } @@ -259,7 +303,7 @@ void UnloadTexture(Texture2D texture) // Draw a Texture2D void DrawTexture(Texture2D texture, int posX, int posY, Color tint) { - DrawTextureEx(texture, (Vector2){ (float)posX, (float)posY}, 0, 1.0f, tint); + DrawTextureEx(texture, (Vector2){ (float)posX, (float)posY }, 0, 1.0f, tint); } // Draw a Texture2D with position defined as Vector2 @@ -276,9 +320,9 @@ void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float sc // NOTE: Rotation is applied before translation and scaling, even being called in inverse order... // NOTE: Rotation point is upper-left corner rlPushMatrix(); - rlTranslatef(position.x, position.y, 0.0); - rlScalef(scale, scale, 1.0f); + //rlTranslatef(position.x, position.y, 0.0); rlRotatef(rotation, 0, 0, 1); + rlScalef(scale, scale, 1.0f); rlBegin(RL_QUADS); rlColor4ub(tint.r, tint.g, tint.b, tint.a); @@ -390,7 +434,114 @@ Texture2D CreateTexture(Image image) texture.width = image.width; texture.height = image.height; + TraceLog(INFO, "Texture created succesfully"); + free(img); return texture; +} + +// Get the extension for a filename +static const char *GetExtension(const char *fileName) +{ + const char *dot = strrchr(fileName, '.'); + if(!dot || dot == fileName) return ""; + return (dot + 1); +} + +// Loading DDS image compressed data +ImageDDS LoadDDS(const char *fileName) +{ + // TODO: Review and expand DDS file loading to support uncompressed formats and new formats + + // DDS Pixel Format + typedef struct { + unsigned int size; + unsigned int flags; + unsigned int fourCC; + unsigned int rgbBitCount; + unsigned int rBitMask; + unsigned int gBitMask; + unsigned int bitMask; + unsigned int aBitMask; + } ddsPixelFormat; + + // DDS Header (124 bytes) + typedef struct { + unsigned int size; + unsigned int flags; + unsigned int height; + unsigned int width; + unsigned int pitchOrLinearSize; + unsigned int depth; + unsigned int mipMapCount; + unsigned int reserved1[11]; + ddsPixelFormat ddspf; + unsigned int caps; + unsigned int caps2; + unsigned int caps3; + unsigned int caps4; + unsigned int reserved2; + } ddsHeader; + + ImageDDS image; + ddsHeader header; + + FILE *ddsFile = fopen(fileName, "rb"); + + if (ddsFile == NULL) + { + TraceLog(WARNING, "DDS File could not be opened"); + } + else + { + // Verify the type of file + char filecode[4]; + + fread(filecode, 1, 4, ddsFile); + + if (strncmp(filecode, "DDS ", 4) != 0) + { + TraceLog(WARNING, "DDS File does not seem to be valid"); + fclose(ddsFile); + } + else + { + // Get the surface descriptor + fread(&header, sizeof(ddsHeader), 1, ddsFile); + + int height = header.height; + int width = header.width; + int linearSize = header.pitchOrLinearSize; + int mipMapCount = header.mipMapCount; + int fourCC = header.ddspf.fourCC; + + TraceLog(DEBUG, "[%s] DDS file header size: %i", fileName, sizeof(ddsHeader)); + + TraceLog(DEBUG, "[%s] DDS file pixel format size: %i", fileName, header.ddspf.size); + TraceLog(DEBUG, "[%s] DDS file pixel format flags: 0x%x", fileName, header.ddspf.flags); + TraceLog(DEBUG, "[%s] DDS file format: 0x%x", fileName, fourCC); + + int bufsize; + + // Calculate data size, including all mipmaps + bufsize = mipMapCount > 1 ? linearSize * 2 : linearSize; + + image.data = (unsigned char*)malloc(bufsize * sizeof(unsigned char)); + + fread(image.data, 1, bufsize, ddsFile); + + // Close file pointer + fclose(ddsFile); + + //int components = (fourCC == FOURCC_DXT1) ? 3 : 4; // Not required + + image.width = width; + image.height = height; + image.mipmaps = mipMapCount; + image.format = fourCC; + } + } + + return image; } \ No newline at end of file diff --git a/src/utils.c b/src/utils.c index 8c5d7240..6d2a4f30 100644 --- a/src/utils.c +++ b/src/utils.c @@ -29,7 +29,8 @@ #include "utils.h" #include // malloc(), free() -#include // printf() +#include // printf(), fprintf() +#include // Used for functions with variable number of parameters (TraceLog()) //#include // String management functions: strlen(), strrchr(), strcmp() #define STB_IMAGE_WRITE_IMPLEMENTATION @@ -37,6 +38,15 @@ #include "stb_image_write.h" // Create PNG file #include "tinfl.c" +//---------------------------------------------------------------------------------- +// Global Variables Definition +//---------------------------------------------------------------------------------- +static FILE *logstream = NULL; + +//---------------------------------------------------------------------------------- +// Module Functions Definition - Utilities +//---------------------------------------------------------------------------------- + // Data decompression function // NOTE: Allocated data MUST be freed! unsigned char *DecompressData(const unsigned char *data, unsigned long compSize, int uncompSize) @@ -50,28 +60,28 @@ unsigned char *DecompressData(const unsigned char *data, unsigned long compSize, // Check correct memory allocation if (!pUncomp) { - printf("Out of memory!\n"); - return NULL; + TraceLog(WARNING, "Out of memory while decompressing data"); } - - // Decompress data - tempUncompSize = tinfl_decompress_mem_to_mem(pUncomp, (size_t)uncompSize, data, compSize, 1); - - if (tempUncompSize == -1) + else { - printf("Decompression failed!\n"); - free(pUncomp); - return NULL; - } - - if (uncompSize != (int)tempUncompSize) - { - printf("WARNING! Expected uncompressed size do not match! Data may be corrupted!\n"); - printf(" -- Expected uncompressed size: %i\n", uncompSize); - printf(" -- Returned uncompressed size: %i\n", tempUncompSize); - } + // Decompress data + tempUncompSize = tinfl_decompress_mem_to_mem(pUncomp, (size_t)uncompSize, data, compSize, 1); + + if (tempUncompSize == -1) + { + TraceLog(WARNING, "Data decompression failed"); + free(pUncomp); + } + + if (uncompSize != (int)tempUncompSize) + { + TraceLog(WARNING, "Expected uncompressed size do not match, data may be corrupted"); + TraceLog(WARNING, " -- Expected uncompressed size: %i", uncompSize); + TraceLog(WARNING, " -- Returned uncompressed size: %i", tempUncompSize); + } - printf("Decompressed from %u bytes to %u bytes\n", (mz_uint32)compSize, (mz_uint32)tempUncompSize); + TraceLog(INFO, "Data decompressed successfully from %u bytes to %u bytes", (mz_uint32)compSize, (mz_uint32)tempUncompSize); + } return pUncomp; } @@ -124,4 +134,100 @@ void WriteBitmap(const char *fileName, unsigned char *imgData, int width, int he void WritePNG(const char *fileName, unsigned char *imgData, int width, int height) { stbi_write_png(fileName, width, height, 4, imgData, width*4); // It WORKS!!! -} \ No newline at end of file +} + +// Outputs a trace log message (INFO, ERROR, WARNING) +// NOTE: If a file has been init, output log is written there +void TraceLog(int msgType, const char *text, ...) +{ + // TODO: This function requires some refactoring... + + // NOTE: If trace log file has been set, stdout is being redirected to a file + va_list args; + int traceDebugMsgs = 1; + +#ifdef DO_NOT_TRACE_DEBUG_MSGS + traceDebugMsgs = 0; +#endif + + if (logstream != NULL) + { + switch(msgType) + { + case 0: fprintf(logstream, "INFO: "); break; + case 1: fprintf(logstream, "ERROR: "); break; + case 2: fprintf(logstream, "WARNING: "); break; + case 3: if (traceDebugMsgs) fprintf(logstream, "DEBUG: "); break; + default: break; + } + + if (msgType == 3) + { + if (traceDebugMsgs) + { + va_start(args, text); + vfprintf(logstream, text, args); + va_end(args); + + fprintf(logstream, "\n"); + } + } + else + { + va_start(args, text); + vfprintf(logstream, text, args); + va_end(args); + + fprintf(logstream, "\n"); + } + } + else + { + switch(msgType) + { + case 0: fprintf(stdout, "INFO: "); break; + case 1: fprintf(stdout, "ERROR: "); break; + case 2: fprintf(stdout, "WARNING: "); break; + case 3: if (traceDebugMsgs) fprintf(stdout, "DEBUG: "); break; + default: break; + } + + if (msgType == 3) + { + if (traceDebugMsgs) + { + va_start(args, text); + vfprintf(stdout, text, args); + va_end(args); + + fprintf(stdout, "\n"); + } + } + else + { + va_start(args, text); + vfprintf(stdout, text, args); + va_end(args); + + fprintf(stdout, "\n"); + } + } + + if (msgType == 1) exit(1); // If ERROR message, exit program +} + +// Inits a trace log file +void InitTraceLogFile(const char *logFileName) +{ + // stdout redirected to stream file + FILE *logstream = fopen(logFileName, "w"); + + if (logstream == NULL) TraceLog(WARNING, "Unable to open log file"); +} + +// Closes the trace log file +void CloseTraceLogFile() +{ + if (logstream != NULL) fclose(logstream); +} + diff --git a/src/utils.h b/src/utils.h index 53241aff..a887beef 100644 --- a/src/utils.h +++ b/src/utils.h @@ -32,13 +32,15 @@ //---------------------------------------------------------------------------------- // Some basic Defines //---------------------------------------------------------------------------------- -//... +//#define DO_NOT_TRACE_DEBUG_MSGS // Use this define to avoid DEBUG tracing //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- typedef enum { IMAGE, SOUND, MODEL, TEXT, RAW } DataType; +typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType; + // One resource info header, every resource includes this header (8 byte) typedef struct { unsigned short id; // Resource unique identifier (2 byte) @@ -61,9 +63,14 @@ extern "C" { // Prevents name mangling of functions // Module Functions Declaration //---------------------------------------------------------------------------------- unsigned char *DecompressData(const unsigned char *data, unsigned long compSize, int uncompSize); + void WriteBitmap(const char *fileName, unsigned char *imgData, int width, int height); void WritePNG(const char *fileName, unsigned char *imgData, int width, int height); +void TraceLog(int msgType, const char *text, ...); // Outputs a trace log message +void InitTraceLogFile(const char *logFileName); // Inits a trace log file +void CloseTraceLogFile(); // Closes the trace log file + #ifdef __cplusplus } #endif -- cgit v1.2.3