| 1 | /********************************************************************************************** |
| 2 | * |
| 3 | * rlgl - raylib OpenGL abstraction layer |
| 4 | * |
| 5 | * rlgl is a wrapper for multiple OpenGL versions (1.1, 2.1, 3.3 Core, ES 2.0) to |
| 6 | * pseudo-OpenGL 1.1 style functions (rlVertex, rlTranslate, rlRotate...). |
| 7 | * |
| 8 | * When chosing an OpenGL version greater than OpenGL 1.1, rlgl stores vertex data on internal |
| 9 | * VBO buffers (and VAOs if available). It requires calling 3 functions: |
| 10 | * rlglInit() - Initialize internal buffers and auxiliar resources |
| 11 | * rlglDraw() - Process internal buffers and send required draw calls |
| 12 | * rlglClose() - De-initialize internal buffers data and other auxiliar resources |
| 13 | * |
| 14 | * CONFIGURATION: |
| 15 | * |
| 16 | * #define GRAPHICS_API_OPENGL_11 |
| 17 | * #define GRAPHICS_API_OPENGL_21 |
| 18 | * #define GRAPHICS_API_OPENGL_33 |
| 19 | * #define GRAPHICS_API_OPENGL_ES2 |
| 20 | * Use selected OpenGL graphics backend, should be supported by platform |
| 21 | * Those preprocessor defines are only used on rlgl module, if OpenGL version is |
| 22 | * required by any other module, use rlGetVersion() tocheck it |
| 23 | * |
| 24 | * #define RLGL_IMPLEMENTATION |
| 25 | * Generates the implementation of the library into the included file. |
| 26 | * If not defined, the library is in header only mode and can be included in other headers |
| 27 | * or source files without problems. But only ONE file should hold the implementation. |
| 28 | * |
| 29 | * #define RLGL_STANDALONE |
| 30 | * Use rlgl as standalone library (no raylib dependency) |
| 31 | * |
| 32 | * #define SUPPORT_VR_SIMULATOR |
| 33 | * Support VR simulation functionality (stereo rendering) |
| 34 | * |
| 35 | * DEPENDENCIES: |
| 36 | * raymath - 3D math functionality (Vector3, Matrix, Quaternion) |
| 37 | * GLAD - OpenGL extensions loading (OpenGL 3.3 Core only) |
| 38 | * |
| 39 | * |
| 40 | * LICENSE: zlib/libpng |
| 41 | * |
| 42 | * Copyright (c) 2014-2020 Ramon Santamaria (@raysan5) |
| 43 | * |
| 44 | * This software is provided "as-is", without any express or implied warranty. In no event |
| 45 | * will the authors be held liable for any damages arising from the use of this software. |
| 46 | * |
| 47 | * Permission is granted to anyone to use this software for any purpose, including commercial |
| 48 | * applications, and to alter it and redistribute it freely, subject to the following restrictions: |
| 49 | * |
| 50 | * 1. The origin of this software must not be misrepresented; you must not claim that you |
| 51 | * wrote the original software. If you use this software in a product, an acknowledgment |
| 52 | * in the product documentation would be appreciated but is not required. |
| 53 | * |
| 54 | * 2. Altered source versions must be plainly marked as such, and must not be misrepresented |
| 55 | * as being the original software. |
| 56 | * |
| 57 | * 3. This notice may not be removed or altered from any source distribution. |
| 58 | * |
| 59 | **********************************************************************************************/ |
| 60 | |
| 61 | #ifndef RLGL_H |
| 62 | #define RLGL_H |
| 63 | |
| 64 | #if defined(RLGL_STANDALONE) |
| 65 | #define RAYMATH_STANDALONE |
| 66 | #define RAYMATH_HEADER_ONLY |
| 67 | |
| 68 | #define RLAPI // We are building or using rlgl as a static library (or Linux shared library) |
| 69 | |
| 70 | #if defined(_WIN32) |
| 71 | #if defined(BUILD_LIBTYPE_SHARED) |
| 72 | #define RLAPI __declspec(dllexport) // We are building raylib as a Win32 shared library (.dll) |
| 73 | #elif defined(USE_LIBTYPE_SHARED) |
| 74 | #define RLAPI __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll) |
| 75 | #endif |
| 76 | #endif |
| 77 | |
| 78 | // Support TRACELOG macros |
| 79 | #if !defined(TRACELOG) |
| 80 | #define TRACELOG(level, ...) (void)0 |
| 81 | #define TRACELOGD(...) (void)0 |
| 82 | #endif |
| 83 | |
| 84 | // Allow custom memory allocators |
| 85 | #ifndef RL_MALLOC |
| 86 | #define RL_MALLOC(sz) malloc(sz) |
| 87 | #endif |
| 88 | #ifndef RL_CALLOC |
| 89 | #define RL_CALLOC(n,sz) calloc(n,sz) |
| 90 | #endif |
| 91 | #ifndef RL_REALLOC |
| 92 | #define RL_REALLOC(n,sz) realloc(n,sz) |
| 93 | #endif |
| 94 | #ifndef RL_FREE |
| 95 | #define RL_FREE(p) free(p) |
| 96 | #endif |
| 97 | #else |
| 98 | #include "raylib.h" // Required for: Model, Shader, Texture2D, TRACELOG() |
| 99 | #endif |
| 100 | |
| 101 | #include "raymath.h" // Required for: Vector3, Matrix |
| 102 | |
| 103 | // Security check in case no GRAPHICS_API_OPENGL_* defined |
| 104 | #if !defined(GRAPHICS_API_OPENGL_11) && \ |
| 105 | !defined(GRAPHICS_API_OPENGL_21) && \ |
| 106 | !defined(GRAPHICS_API_OPENGL_33) && \ |
| 107 | !defined(GRAPHICS_API_OPENGL_ES2) |
| 108 | #define GRAPHICS_API_OPENGL_33 |
| 109 | #endif |
| 110 | |
| 111 | // Security check in case multiple GRAPHICS_API_OPENGL_* defined |
| 112 | #if defined(GRAPHICS_API_OPENGL_11) |
| 113 | #if defined(GRAPHICS_API_OPENGL_21) |
| 114 | #undef GRAPHICS_API_OPENGL_21 |
| 115 | #endif |
| 116 | #if defined(GRAPHICS_API_OPENGL_33) |
| 117 | #undef GRAPHICS_API_OPENGL_33 |
| 118 | #endif |
| 119 | #if defined(GRAPHICS_API_OPENGL_ES2) |
| 120 | #undef GRAPHICS_API_OPENGL_ES2 |
| 121 | #endif |
| 122 | #endif |
| 123 | |
| 124 | #if defined(GRAPHICS_API_OPENGL_21) |
| 125 | #define GRAPHICS_API_OPENGL_33 |
| 126 | #endif |
| 127 | |
| 128 | //---------------------------------------------------------------------------------- |
| 129 | // Defines and Macros |
| 130 | //---------------------------------------------------------------------------------- |
| 131 | #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) |
| 132 | // This is the maximum amount of elements (quads) per batch |
| 133 | // NOTE: Be careful with text, every letter maps to a quad |
| 134 | #define MAX_BATCH_ELEMENTS 8192 |
| 135 | #elif defined(GRAPHICS_API_OPENGL_ES2) |
| 136 | // We reduce memory sizes for embedded systems (RPI and HTML5) |
| 137 | // NOTE: On HTML5 (emscripten) this is allocated on heap, by default it's only 16MB!...just take care... |
| 138 | #define MAX_BATCH_ELEMENTS 2048 |
| 139 | #endif |
| 140 | |
| 141 | #ifndef MAX_BATCH_BUFFERING |
| 142 | #define MAX_BATCH_BUFFERING 1 // Max number of buffers for batching (multi-buffering) |
| 143 | #endif |
| 144 | #define MAX_MATRIX_STACK_SIZE 32 // Max size of Matrix stack |
| 145 | #define MAX_DRAWCALL_REGISTERED 256 // Max draws by state changes (mode, texture) |
| 146 | |
| 147 | // Shader and material limits |
| 148 | #define MAX_SHADER_LOCATIONS 32 // Maximum number of predefined locations stored in shader struct |
| 149 | #define MAX_MATERIAL_MAPS 12 // Maximum number of texture maps stored in shader struct |
| 150 | |
| 151 | #ifndef RL_NEAR_CULL_DISTANCE |
| 152 | #define RL_NEAR_CULL_DISTANCE 0.01 // Default near cull distance |
| 153 | #endif |
| 154 | #ifndef RL_FAR_CULL_DISTANCE |
| 155 | #define RL_FAR_CULL_DISTANCE 1000.0 // Default far cull distance |
| 156 | #endif |
| 157 | |
| 158 | // Texture parameters (equivalent to OpenGL defines) |
| 159 | #define RL_TEXTURE_WRAP_S 0x2802 // GL_TEXTURE_WRAP_S |
| 160 | #define RL_TEXTURE_WRAP_T 0x2803 // GL_TEXTURE_WRAP_T |
| 161 | #define RL_TEXTURE_MAG_FILTER 0x2800 // GL_TEXTURE_MAG_FILTER |
| 162 | #define RL_TEXTURE_MIN_FILTER 0x2801 // GL_TEXTURE_MIN_FILTER |
| 163 | #define RL_TEXTURE_ANISOTROPIC_FILTER 0x3000 // Anisotropic filter (custom identifier) |
| 164 | |
| 165 | #define RL_FILTER_NEAREST 0x2600 // GL_NEAREST |
| 166 | #define RL_FILTER_LINEAR 0x2601 // GL_LINEAR |
| 167 | #define RL_FILTER_MIP_NEAREST 0x2700 // GL_NEAREST_MIPMAP_NEAREST |
| 168 | #define RL_FILTER_NEAREST_MIP_LINEAR 0x2702 // GL_NEAREST_MIPMAP_LINEAR |
| 169 | #define RL_FILTER_LINEAR_MIP_NEAREST 0x2701 // GL_LINEAR_MIPMAP_NEAREST |
| 170 | #define RL_FILTER_MIP_LINEAR 0x2703 // GL_LINEAR_MIPMAP_LINEAR |
| 171 | |
| 172 | #define RL_WRAP_REPEAT 0x2901 // GL_REPEAT |
| 173 | #define RL_WRAP_CLAMP 0x812F // GL_CLAMP_TO_EDGE |
| 174 | #define RL_WRAP_MIRROR_REPEAT 0x8370 // GL_MIRRORED_REPEAT |
| 175 | #define RL_WRAP_MIRROR_CLAMP 0x8742 // GL_MIRROR_CLAMP_EXT |
| 176 | |
| 177 | // Matrix modes (equivalent to OpenGL) |
| 178 | #define RL_MODELVIEW 0x1700 // GL_MODELVIEW |
| 179 | #define RL_PROJECTION 0x1701 // GL_PROJECTION |
| 180 | #define RL_TEXTURE 0x1702 // GL_TEXTURE |
| 181 | |
| 182 | // Primitive assembly draw modes |
| 183 | #define RL_LINES 0x0001 // GL_LINES |
| 184 | #define RL_TRIANGLES 0x0004 // GL_TRIANGLES |
| 185 | #define RL_QUADS 0x0007 // GL_QUADS |
| 186 | |
| 187 | //---------------------------------------------------------------------------------- |
| 188 | // Types and Structures Definition |
| 189 | //---------------------------------------------------------------------------------- |
| 190 | typedef enum { OPENGL_11 = 1, OPENGL_21, OPENGL_33, OPENGL_ES_20 } GlVersion; |
| 191 | |
| 192 | typedef unsigned char byte; |
| 193 | |
| 194 | #if defined(RLGL_STANDALONE) |
| 195 | #ifndef __cplusplus |
| 196 | // Boolean type |
| 197 | typedef enum { false, true } bool; |
| 198 | #endif |
| 199 | |
| 200 | // Color type, RGBA (32bit) |
| 201 | typedef struct Color { |
| 202 | unsigned char r; |
| 203 | unsigned char g; |
| 204 | unsigned char b; |
| 205 | unsigned char a; |
| 206 | } Color; |
| 207 | |
| 208 | // Rectangle type |
| 209 | typedef struct Rectangle { |
| 210 | float x; |
| 211 | float y; |
| 212 | float width; |
| 213 | float height; |
| 214 | } Rectangle; |
| 215 | |
| 216 | // Texture2D type |
| 217 | // NOTE: Data stored in GPU memory |
| 218 | typedef struct Texture2D { |
| 219 | unsigned int id; // OpenGL texture id |
| 220 | int width; // Texture base width |
| 221 | int height; // Texture base height |
| 222 | int mipmaps; // Mipmap levels, 1 by default |
| 223 | int format; // Data format (PixelFormat) |
| 224 | } Texture2D; |
| 225 | |
| 226 | // Texture type, same as Texture2D |
| 227 | typedef Texture2D Texture; |
| 228 | |
| 229 | // TextureCubemap type, actually, same as Texture2D |
| 230 | typedef Texture2D TextureCubemap; |
| 231 | |
| 232 | // RenderTexture2D type, for texture rendering |
| 233 | typedef struct RenderTexture2D { |
| 234 | unsigned int id; // OpenGL framebuffer (fbo) id |
| 235 | Texture2D texture; // Color buffer attachment texture |
| 236 | Texture2D depth; // Depth buffer attachment texture |
| 237 | bool depthTexture; // Track if depth attachment is a texture or renderbuffer |
| 238 | } RenderTexture2D; |
| 239 | |
| 240 | // RenderTexture type, same as RenderTexture2D |
| 241 | typedef RenderTexture2D RenderTexture; |
| 242 | |
| 243 | // Vertex data definning a mesh |
| 244 | typedef struct Mesh { |
| 245 | int vertexCount; // number of vertices stored in arrays |
| 246 | int triangleCount; // number of triangles stored (indexed or not) |
| 247 | float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0) |
| 248 | float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) |
| 249 | float *texcoords2; // vertex second texture coordinates (useful for lightmaps) (shader-location = 5) |
| 250 | float *normals; // vertex normals (XYZ - 3 components per vertex) (shader-location = 2) |
| 251 | float *tangents; // vertex tangents (XYZW - 4 components per vertex) (shader-location = 4) |
| 252 | unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3) |
| 253 | unsigned short *indices;// vertex indices (in case vertex data comes indexed) |
| 254 | |
| 255 | // Animation vertex data |
| 256 | float *animVertices; // Animated vertex positions (after bones transformations) |
| 257 | float *animNormals; // Animated normals (after bones transformations) |
| 258 | int *boneIds; // Vertex bone ids, up to 4 bones influence by vertex (skinning) |
| 259 | float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning) |
| 260 | |
| 261 | // OpenGL identifiers |
| 262 | unsigned int vaoId; // OpenGL Vertex Array Object id |
| 263 | unsigned int *vboId; // OpenGL Vertex Buffer Objects id (7 types of vertex data) |
| 264 | } Mesh; |
| 265 | |
| 266 | // Shader and material limits |
| 267 | #define MAX_SHADER_LOCATIONS 32 |
| 268 | #define MAX_MATERIAL_MAPS 12 |
| 269 | |
| 270 | // Shader type (generic) |
| 271 | typedef struct Shader { |
| 272 | unsigned int id; // Shader program id |
| 273 | int *locs; // Shader locations array (MAX_SHADER_LOCATIONS) |
| 274 | } Shader; |
| 275 | |
| 276 | // Material texture map |
| 277 | typedef struct MaterialMap { |
| 278 | Texture2D texture; // Material map texture |
| 279 | Color color; // Material map color |
| 280 | float value; // Material map value |
| 281 | } MaterialMap; |
| 282 | |
| 283 | // Material type (generic) |
| 284 | typedef struct Material { |
| 285 | Shader shader; // Material shader |
| 286 | MaterialMap *maps; // Material maps (MAX_MATERIAL_MAPS) |
| 287 | float *params; // Material generic parameters (if required) |
| 288 | } Material; |
| 289 | |
| 290 | // Camera type, defines a camera position/orientation in 3d space |
| 291 | typedef struct Camera { |
| 292 | Vector3 position; // Camera position |
| 293 | Vector3 target; // Camera target it looks-at |
| 294 | Vector3 up; // Camera up vector (rotation over its axis) |
| 295 | float fovy; // Camera field-of-view apperture in Y (degrees) |
| 296 | } Camera; |
| 297 | |
| 298 | // Head-Mounted-Display device parameters |
| 299 | typedef struct VrDeviceInfo { |
| 300 | int hResolution; // HMD horizontal resolution in pixels |
| 301 | int vResolution; // HMD vertical resolution in pixels |
| 302 | float hScreenSize; // HMD horizontal size in meters |
| 303 | float vScreenSize; // HMD vertical size in meters |
| 304 | float vScreenCenter; // HMD screen center in meters |
| 305 | float eyeToScreenDistance; // HMD distance between eye and display in meters |
| 306 | float lensSeparationDistance; // HMD lens separation distance in meters |
| 307 | float interpupillaryDistance; // HMD IPD (distance between pupils) in meters |
| 308 | float lensDistortionValues[4]; // HMD lens distortion constant parameters |
| 309 | float chromaAbCorrection[4]; // HMD chromatic aberration correction parameters |
| 310 | } VrDeviceInfo; |
| 311 | |
| 312 | // VR Stereo rendering configuration for simulator |
| 313 | typedef struct VrStereoConfig { |
| 314 | Shader distortionShader; // VR stereo rendering distortion shader |
| 315 | Matrix eyesProjection[2]; // VR stereo rendering eyes projection matrices |
| 316 | Matrix eyesViewOffset[2]; // VR stereo rendering eyes view offset matrices |
| 317 | int eyeViewportRight[4]; // VR stereo rendering right eye viewport [x, y, w, h] |
| 318 | int eyeViewportLeft[4]; // VR stereo rendering left eye viewport [x, y, w, h] |
| 319 | } VrStereoConfig; |
| 320 | |
| 321 | |
| 322 | // TraceLog message types |
| 323 | typedef enum { |
| 324 | LOG_ALL, |
| 325 | LOG_TRACE, |
| 326 | LOG_DEBUG, |
| 327 | LOG_INFO, |
| 328 | LOG_WARNING, |
| 329 | LOG_ERROR, |
| 330 | LOG_FATAL, |
| 331 | LOG_NONE |
| 332 | } TraceLogType; |
| 333 | |
| 334 | // Texture formats (support depends on OpenGL version) |
| 335 | typedef enum { |
| 336 | UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha) |
| 337 | UNCOMPRESSED_GRAY_ALPHA, |
| 338 | UNCOMPRESSED_R5G6B5, // 16 bpp |
| 339 | UNCOMPRESSED_R8G8B8, // 24 bpp |
| 340 | UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha) |
| 341 | UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha) |
| 342 | UNCOMPRESSED_R8G8B8A8, // 32 bpp |
| 343 | UNCOMPRESSED_R32, // 32 bpp (1 channel - float) |
| 344 | UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float) |
| 345 | UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float) |
| 346 | COMPRESSED_DXT1_RGB, // 4 bpp (no alpha) |
| 347 | COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha) |
| 348 | COMPRESSED_DXT3_RGBA, // 8 bpp |
| 349 | COMPRESSED_DXT5_RGBA, // 8 bpp |
| 350 | COMPRESSED_ETC1_RGB, // 4 bpp |
| 351 | COMPRESSED_ETC2_RGB, // 4 bpp |
| 352 | COMPRESSED_ETC2_EAC_RGBA, // 8 bpp |
| 353 | COMPRESSED_PVRT_RGB, // 4 bpp |
| 354 | COMPRESSED_PVRT_RGBA, // 4 bpp |
| 355 | COMPRESSED_ASTC_4x4_RGBA, // 8 bpp |
| 356 | COMPRESSED_ASTC_8x8_RGBA // 2 bpp |
| 357 | } PixelFormat; |
| 358 | |
| 359 | // Texture parameters: filter mode |
| 360 | // NOTE 1: Filtering considers mipmaps if available in the texture |
| 361 | // NOTE 2: Filter is accordingly set for minification and magnification |
| 362 | typedef enum { |
| 363 | FILTER_POINT = 0, // No filter, just pixel aproximation |
| 364 | FILTER_BILINEAR, // Linear filtering |
| 365 | FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps) |
| 366 | FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x |
| 367 | FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x |
| 368 | FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x |
| 369 | } TextureFilterMode; |
| 370 | |
| 371 | // Color blending modes (pre-defined) |
| 372 | typedef enum { |
| 373 | BLEND_ALPHA = 0, |
| 374 | BLEND_ADDITIVE, |
| 375 | BLEND_MULTIPLIED |
| 376 | } BlendMode; |
| 377 | |
| 378 | // Shader location point type |
| 379 | typedef enum { |
| 380 | LOC_VERTEX_POSITION = 0, |
| 381 | LOC_VERTEX_TEXCOORD01, |
| 382 | LOC_VERTEX_TEXCOORD02, |
| 383 | LOC_VERTEX_NORMAL, |
| 384 | LOC_VERTEX_TANGENT, |
| 385 | LOC_VERTEX_COLOR, |
| 386 | LOC_MATRIX_MVP, |
| 387 | LOC_MATRIX_MODEL, |
| 388 | LOC_MATRIX_VIEW, |
| 389 | LOC_MATRIX_PROJECTION, |
| 390 | LOC_VECTOR_VIEW, |
| 391 | LOC_COLOR_DIFFUSE, |
| 392 | LOC_COLOR_SPECULAR, |
| 393 | LOC_COLOR_AMBIENT, |
| 394 | LOC_MAP_ALBEDO, // LOC_MAP_DIFFUSE |
| 395 | LOC_MAP_METALNESS, // LOC_MAP_SPECULAR |
| 396 | LOC_MAP_NORMAL, |
| 397 | LOC_MAP_ROUGHNESS, |
| 398 | LOC_MAP_OCCLUSION, |
| 399 | LOC_MAP_EMISSION, |
| 400 | LOC_MAP_HEIGHT, |
| 401 | LOC_MAP_CUBEMAP, |
| 402 | LOC_MAP_IRRADIANCE, |
| 403 | LOC_MAP_PREFILTER, |
| 404 | LOC_MAP_BRDF |
| 405 | } ShaderLocationIndex; |
| 406 | |
| 407 | // Shader uniform data types |
| 408 | typedef enum { |
| 409 | UNIFORM_FLOAT = 0, |
| 410 | UNIFORM_VEC2, |
| 411 | UNIFORM_VEC3, |
| 412 | UNIFORM_VEC4, |
| 413 | UNIFORM_INT, |
| 414 | UNIFORM_IVEC2, |
| 415 | UNIFORM_IVEC3, |
| 416 | UNIFORM_IVEC4, |
| 417 | UNIFORM_SAMPLER2D |
| 418 | } ShaderUniformDataType; |
| 419 | |
| 420 | #define LOC_MAP_DIFFUSE LOC_MAP_ALBEDO |
| 421 | #define LOC_MAP_SPECULAR LOC_MAP_METALNESS |
| 422 | |
| 423 | // Material map type |
| 424 | typedef enum { |
| 425 | MAP_ALBEDO = 0, // MAP_DIFFUSE |
| 426 | MAP_METALNESS = 1, // MAP_SPECULAR |
| 427 | MAP_NORMAL = 2, |
| 428 | MAP_ROUGHNESS = 3, |
| 429 | MAP_OCCLUSION, |
| 430 | MAP_EMISSION, |
| 431 | MAP_HEIGHT, |
| 432 | MAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP |
| 433 | MAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP |
| 434 | MAP_PREFILTER, // NOTE: Uses GL_TEXTURE_CUBE_MAP |
| 435 | MAP_BRDF |
| 436 | } MaterialMapType; |
| 437 | |
| 438 | #define MAP_DIFFUSE MAP_ALBEDO |
| 439 | #define MAP_SPECULAR MAP_METALNESS |
| 440 | #endif |
| 441 | |
| 442 | #if defined(__cplusplus) |
| 443 | extern "C" { // Prevents name mangling of functions |
| 444 | #endif |
| 445 | |
| 446 | //------------------------------------------------------------------------------------ |
| 447 | // Functions Declaration - Matrix operations |
| 448 | //------------------------------------------------------------------------------------ |
| 449 | RLAPI void rlMatrixMode(int mode); // Choose the current matrix to be transformed |
| 450 | RLAPI void rlPushMatrix(void); // Push the current matrix to stack |
| 451 | RLAPI void rlPopMatrix(void); // Pop lattest inserted matrix from stack |
| 452 | RLAPI void rlLoadIdentity(void); // Reset current matrix to identity matrix |
| 453 | RLAPI void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix |
| 454 | RLAPI void rlRotatef(float angleDeg, float x, float y, float z); // Multiply the current matrix by a rotation matrix |
| 455 | RLAPI void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix |
| 456 | RLAPI void rlMultMatrixf(float *matf); // Multiply the current matrix by another matrix |
| 457 | RLAPI void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar); |
| 458 | RLAPI void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar); |
| 459 | RLAPI void rlViewport(int x, int y, int width, int height); // Set the viewport area |
| 460 | |
| 461 | //------------------------------------------------------------------------------------ |
| 462 | // Functions Declaration - Vertex level operations |
| 463 | //------------------------------------------------------------------------------------ |
| 464 | RLAPI void rlBegin(int mode); // Initialize drawing mode (how to organize vertex) |
| 465 | RLAPI void rlEnd(void); // Finish vertex providing |
| 466 | RLAPI void rlVertex2i(int x, int y); // Define one vertex (position) - 2 int |
| 467 | RLAPI void rlVertex2f(float x, float y); // Define one vertex (position) - 2 float |
| 468 | RLAPI void rlVertex3f(float x, float y, float z); // Define one vertex (position) - 3 float |
| 469 | RLAPI void rlTexCoord2f(float x, float y); // Define one vertex (texture coordinate) - 2 float |
| 470 | RLAPI void rlNormal3f(float x, float y, float z); // Define one vertex (normal) - 3 float |
| 471 | RLAPI void rlColor4ub(byte r, byte g, byte b, byte a); // Define one vertex (color) - 4 byte |
| 472 | RLAPI void rlColor3f(float x, float y, float z); // Define one vertex (color) - 3 float |
| 473 | RLAPI void rlColor4f(float x, float y, float z, float w); // Define one vertex (color) - 4 float |
| 474 | |
| 475 | //------------------------------------------------------------------------------------ |
| 476 | // Functions Declaration - OpenGL equivalent functions (common to 1.1, 3.3+, ES2) |
| 477 | // NOTE: This functions are used to completely abstract raylib code from OpenGL layer |
| 478 | //------------------------------------------------------------------------------------ |
| 479 | RLAPI void rlEnableTexture(unsigned int id); // Enable texture usage |
| 480 | RLAPI void rlDisableTexture(void); // Disable texture usage |
| 481 | RLAPI void rlTextureParameters(unsigned int id, int param, int value); // Set texture parameters (filter, wrap) |
| 482 | RLAPI void rlEnableRenderTexture(unsigned int id); // Enable render texture (fbo) |
| 483 | RLAPI void rlDisableRenderTexture(void); // Disable render texture (fbo), return to default framebuffer |
| 484 | RLAPI void rlEnableDepthTest(void); // Enable depth test |
| 485 | RLAPI void rlDisableDepthTest(void); // Disable depth test |
| 486 | RLAPI void rlEnableBackfaceCulling(void); // Enable backface culling |
| 487 | RLAPI void rlDisableBackfaceCulling(void); // Disable backface culling |
| 488 | RLAPI void rlEnableScissorTest(void); // Enable scissor test |
| 489 | RLAPI void rlDisableScissorTest(void); // Disable scissor test |
| 490 | RLAPI void rlScissor(int x, int y, int width, int height); // Scissor test |
| 491 | RLAPI void rlEnableWireMode(void); // Enable wire mode |
| 492 | RLAPI void rlDisableWireMode(void); // Disable wire mode |
| 493 | RLAPI void rlDeleteTextures(unsigned int id); // Delete OpenGL texture from GPU |
| 494 | RLAPI void rlDeleteRenderTextures(RenderTexture2D target); // Delete render textures (fbo) from GPU |
| 495 | RLAPI void rlDeleteShader(unsigned int id); // Delete OpenGL shader program from GPU |
| 496 | RLAPI void rlDeleteVertexArrays(unsigned int id); // Unload vertex data (VAO) from GPU memory |
| 497 | RLAPI void rlDeleteBuffers(unsigned int id); // Unload vertex data (VBO) from GPU memory |
| 498 | RLAPI void rlClearColor(byte r, byte g, byte b, byte a); // Clear color buffer with color |
| 499 | RLAPI void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth) |
| 500 | RLAPI void rlUpdateBuffer(int bufferId, void *data, int dataSize); // Update GPU buffer with new data |
| 501 | RLAPI unsigned int rlLoadAttribBuffer(unsigned int vaoId, int shaderLoc, void *buffer, int size, bool dynamic); // Load a new attributes buffer |
| 502 | |
| 503 | //------------------------------------------------------------------------------------ |
| 504 | // Functions Declaration - rlgl functionality |
| 505 | //------------------------------------------------------------------------------------ |
| 506 | RLAPI void rlglInit(int width, int height); // Initialize rlgl (buffers, shaders, textures, states) |
| 507 | RLAPI void rlglClose(void); // De-inititialize rlgl (buffers, shaders, textures) |
| 508 | RLAPI void rlglDraw(void); // Update and draw default internal buffers |
| 509 | |
| 510 | RLAPI int rlGetVersion(void); // Returns current OpenGL version |
| 511 | RLAPI bool rlCheckBufferLimit(int vCount); // Check internal buffer overflow for a given number of vertex |
| 512 | RLAPI void rlSetDebugMarker(const char *text); // Set debug marker for analysis |
| 513 | RLAPI void rlLoadExtensions(void *loader); // Load OpenGL extensions |
| 514 | RLAPI Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coordinates from screen coordinates |
| 515 | |
| 516 | // Textures data management |
| 517 | RLAPI unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU |
| 518 | RLAPI unsigned int rlLoadTextureDepth(int width, int height, int bits, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo) |
| 519 | RLAPI unsigned int rlLoadTextureCubemap(void *data, int size, int format); // Load texture cubemap |
| 520 | RLAPI void rlUpdateTexture(unsigned int id, int width, int height, int format, const void *data); // Update GPU texture with new data |
| 521 | RLAPI void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType); // Get OpenGL internal formats |
| 522 | RLAPI void rlUnloadTexture(unsigned int id); // Unload texture from GPU memory |
| 523 | |
| 524 | RLAPI void rlGenerateMipmaps(Texture2D *texture); // Generate mipmap data for selected texture |
| 525 | RLAPI void *rlReadTexturePixels(Texture2D texture); // Read texture pixel data |
| 526 | RLAPI unsigned char *rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer) |
| 527 | |
| 528 | // Render texture management (fbo) |
| 529 | RLAPI RenderTexture2D rlLoadRenderTexture(int width, int height, int format, int depthBits, bool useDepthTexture); // Load a render texture (with color and depth attachments) |
| 530 | RLAPI void rlRenderTextureAttach(RenderTexture target, unsigned int id, int attachType); // Attach texture/renderbuffer to an fbo |
| 531 | RLAPI bool rlRenderTextureComplete(RenderTexture target); // Verify render texture is complete |
| 532 | |
| 533 | // Vertex data management |
| 534 | RLAPI void rlLoadMesh(Mesh *mesh, bool dynamic); // Upload vertex data into GPU and provided VAO/VBO ids |
| 535 | RLAPI void rlUpdateMesh(Mesh mesh, int buffer, int num); // Update vertex or index data on GPU (upload new data to one buffer) |
| 536 | RLAPI void rlUpdateMeshAt(Mesh mesh, int buffer, int num, int index); // Update vertex or index data on GPU, at index |
| 537 | RLAPI void rlDrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform |
| 538 | RLAPI void rlUnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU |
| 539 | |
| 540 | // NOTE: There is a set of shader related functions that are available to end user, |
| 541 | // to avoid creating function wrappers through core module, they have been directly declared in raylib.h |
| 542 | |
| 543 | #if defined(RLGL_STANDALONE) |
| 544 | //------------------------------------------------------------------------------------ |
| 545 | // Shaders System Functions (Module: rlgl) |
| 546 | // NOTE: This functions are useless when using OpenGL 1.1 |
| 547 | //------------------------------------------------------------------------------------ |
| 548 | // Shader loading/unloading functions |
| 549 | RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations |
| 550 | RLAPI Shader LoadShaderCode(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations |
| 551 | RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) |
| 552 | |
| 553 | RLAPI Shader GetShaderDefault(void); // Get default shader |
| 554 | RLAPI Texture2D GetTextureDefault(void); // Get default texture |
| 555 | RLAPI Texture2D GetShapesTexture(void); // Get texture to draw shapes |
| 556 | RLAPI Rectangle GetShapesTextureRec(void); // Get texture rectangle to draw shapes |
| 557 | |
| 558 | // Shader configuration functions |
| 559 | RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location |
| 560 | RLAPI void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType); // Set shader uniform value |
| 561 | RLAPI void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count); // Set shader uniform value vector |
| 562 | RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4) |
| 563 | RLAPI void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix) |
| 564 | RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix) |
| 565 | RLAPI Matrix GetMatrixModelview(void); // Get internal modelview matrix |
| 566 | |
| 567 | // Texture maps generation (PBR) |
| 568 | // NOTE: Required shaders should be provided |
| 569 | RLAPI Texture2D GenTextureCubemap(Shader shader, Texture2D map, int size); // Generate cubemap texture from HDR texture |
| 570 | RLAPI Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data |
| 571 | RLAPI Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data |
| 572 | RLAPI Texture2D GenTextureBRDF(Shader shader, int size); // Generate BRDF texture using cubemap data |
| 573 | |
| 574 | // Shading begin/end functions |
| 575 | RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing |
| 576 | RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader) |
| 577 | RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied) |
| 578 | RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending) |
| 579 | |
| 580 | // VR control functions |
| 581 | RLAPI void InitVrSimulator(void); // Init VR simulator for selected device parameters |
| 582 | RLAPI void CloseVrSimulator(void); // Close VR simulator for current device |
| 583 | RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera |
| 584 | RLAPI void SetVrConfiguration(VrDeviceInfo info, Shader distortion); // Set stereo rendering configuration parameters |
| 585 | RLAPI bool IsVrSimulatorReady(void); // Detect if VR simulator is ready |
| 586 | RLAPI void ToggleVrMode(void); // Enable/Disable VR experience |
| 587 | RLAPI void BeginVrDrawing(void); // Begin VR simulator stereo rendering |
| 588 | RLAPI void EndVrDrawing(void); // End VR simulator stereo rendering |
| 589 | |
| 590 | RLAPI char *LoadFileText(const char *fileName); // Load chars array from text file |
| 591 | RLAPI int GetPixelDataSize(int width, int height, int format);// Get pixel data size in bytes (image or texture) |
| 592 | #endif |
| 593 | |
| 594 | #if defined(__cplusplus) |
| 595 | } |
| 596 | #endif |
| 597 | |
| 598 | #endif // RLGL_H |
| 599 | |
| 600 | /*********************************************************************************** |
| 601 | * |
| 602 | * RLGL IMPLEMENTATION |
| 603 | * |
| 604 | ************************************************************************************/ |
| 605 | |
| 606 | #if defined(RLGL_IMPLEMENTATION) |
| 607 | |
| 608 | #if defined(RLGL_STANDALONE) |
| 609 | #include <stdio.h> // Required for: fopen(), fseek(), fread(), fclose() [LoadFileText] |
| 610 | #else |
| 611 | // Check if config flags have been externally provided on compilation line |
| 612 | #if !defined(EXTERNAL_CONFIG_FLAGS) |
| 613 | #include "config.h" // Defines module configuration flags |
| 614 | #endif |
| 615 | #include "raymath.h" // Required for: Vector3 and Matrix functions |
| 616 | #endif |
| 617 | |
| 618 | #include <stdlib.h> // Required for: malloc(), free() |
| 619 | #include <string.h> // Required for: strcmp(), strlen() [Used in rlglInit(), on extensions loading] |
| 620 | #include <math.h> // Required for: atan2f(), fabs() |
| 621 | |
| 622 | #if defined(GRAPHICS_API_OPENGL_11) |
| 623 | #if defined(__APPLE__) |
| 624 | #include <OpenGL/gl.h> // OpenGL 1.1 library for OSX |
| 625 | #include <OpenGL/glext.h> |
| 626 | #else |
| 627 | // APIENTRY for OpenGL function pointer declarations is required |
| 628 | #ifndef APIENTRY |
| 629 | #if defined(_WIN32) |
| 630 | #define APIENTRY __stdcall |
| 631 | #else |
| 632 | #define APIENTRY |
| 633 | #endif |
| 634 | #endif |
| 635 | // WINGDIAPI definition. Some Windows OpenGL headers need it |
| 636 | #if !defined(WINGDIAPI) && defined(_WIN32) |
| 637 | #define WINGDIAPI __declspec(dllimport) |
| 638 | #endif |
| 639 | |
| 640 | #include <GL/gl.h> // OpenGL 1.1 library |
| 641 | #endif |
| 642 | #endif |
| 643 | |
| 644 | #if defined(GRAPHICS_API_OPENGL_21) |
| 645 | #define GRAPHICS_API_OPENGL_33 // OpenGL 2.1 uses mostly OpenGL 3.3 Core functionality |
| 646 | #endif |
| 647 | |
| 648 | #if defined(GRAPHICS_API_OPENGL_33) |
| 649 | #if defined(__APPLE__) |
| 650 | #include <OpenGL/gl3.h> // OpenGL 3 library for OSX |
| 651 | #include <OpenGL/gl3ext.h> // OpenGL 3 extensions library for OSX |
| 652 | #else |
| 653 | #define GLAD_REALLOC RL_REALLOC |
| 654 | #define GLAD_FREE RL_FREE |
| 655 | |
| 656 | #define GLAD_IMPLEMENTATION |
| 657 | #if defined(RLGL_STANDALONE) |
| 658 | #include "glad.h" // GLAD extensions loading library, includes OpenGL headers |
| 659 | #else |
| 660 | #include "external/glad.h" // GLAD extensions loading library, includes OpenGL headers |
| 661 | #endif |
| 662 | #endif |
| 663 | #endif |
| 664 | |
| 665 | #if defined(GRAPHICS_API_OPENGL_ES2) |
| 666 | #include <EGL/egl.h> // EGL library |
| 667 | #include <GLES2/gl2.h> // OpenGL ES 2.0 library |
| 668 | #include <GLES2/gl2ext.h> // OpenGL ES 2.0 extensions library |
| 669 | #endif |
| 670 | |
| 671 | //---------------------------------------------------------------------------------- |
| 672 | // Defines and Macros |
| 673 | //---------------------------------------------------------------------------------- |
| 674 | #ifndef GL_SHADING_LANGUAGE_VERSION |
| 675 | #define GL_SHADING_LANGUAGE_VERSION 0x8B8C |
| 676 | #endif |
| 677 | |
| 678 | #ifndef GL_COMPRESSED_RGB_S3TC_DXT1_EXT |
| 679 | #define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0 |
| 680 | #endif |
| 681 | #ifndef GL_COMPRESSED_RGBA_S3TC_DXT1_EXT |
| 682 | #define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1 |
| 683 | #endif |
| 684 | #ifndef GL_COMPRESSED_RGBA_S3TC_DXT3_EXT |
| 685 | #define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2 |
| 686 | #endif |
| 687 | #ifndef GL_COMPRESSED_RGBA_S3TC_DXT5_EXT |
| 688 | #define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3 |
| 689 | #endif |
| 690 | #ifndef GL_ETC1_RGB8_OES |
| 691 | #define GL_ETC1_RGB8_OES 0x8D64 |
| 692 | #endif |
| 693 | #ifndef GL_COMPRESSED_RGB8_ETC2 |
| 694 | #define GL_COMPRESSED_RGB8_ETC2 0x9274 |
| 695 | #endif |
| 696 | #ifndef GL_COMPRESSED_RGBA8_ETC2_EAC |
| 697 | #define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278 |
| 698 | #endif |
| 699 | #ifndef GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG |
| 700 | #define GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00 |
| 701 | #endif |
| 702 | #ifndef GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG |
| 703 | #define GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02 |
| 704 | #endif |
| 705 | #ifndef GL_COMPRESSED_RGBA_ASTC_4x4_KHR |
| 706 | #define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93b0 |
| 707 | #endif |
| 708 | #ifndef GL_COMPRESSED_RGBA_ASTC_8x8_KHR |
| 709 | #define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93b7 |
| 710 | #endif |
| 711 | |
| 712 | #ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT |
| 713 | #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF |
| 714 | #endif |
| 715 | |
| 716 | #ifndef GL_TEXTURE_MAX_ANISOTROPY_EXT |
| 717 | #define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE |
| 718 | #endif |
| 719 | |
| 720 | #if defined(GRAPHICS_API_OPENGL_11) |
| 721 | #define GL_UNSIGNED_SHORT_5_6_5 0x8363 |
| 722 | #define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 |
| 723 | #define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 |
| 724 | #endif |
| 725 | |
| 726 | #if defined(GRAPHICS_API_OPENGL_21) |
| 727 | #define GL_LUMINANCE 0x1909 |
| 728 | #define GL_LUMINANCE_ALPHA 0x190A |
| 729 | #endif |
| 730 | |
| 731 | #if defined(GRAPHICS_API_OPENGL_ES2) |
| 732 | #define glClearDepth glClearDepthf |
| 733 | #define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER |
| 734 | #define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER |
| 735 | #endif |
| 736 | |
| 737 | // Default vertex attribute names on shader to set location points |
| 738 | #define DEFAULT_ATTRIB_POSITION_NAME "vertexPosition" // shader-location = 0 |
| 739 | #define DEFAULT_ATTRIB_TEXCOORD_NAME "vertexTexCoord" // shader-location = 1 |
| 740 | #define DEFAULT_ATTRIB_NORMAL_NAME "vertexNormal" // shader-location = 2 |
| 741 | #define DEFAULT_ATTRIB_COLOR_NAME "vertexColor" // shader-location = 3 |
| 742 | #define DEFAULT_ATTRIB_TANGENT_NAME "vertexTangent" // shader-location = 4 |
| 743 | #define DEFAULT_ATTRIB_TEXCOORD2_NAME "vertexTexCoord2" // shader-location = 5 |
| 744 | |
| 745 | //---------------------------------------------------------------------------------- |
| 746 | // Types and Structures Definition |
| 747 | //---------------------------------------------------------------------------------- |
| 748 | |
| 749 | // Dynamic vertex buffers (position + texcoords + colors + indices arrays) |
| 750 | typedef struct DynamicBuffer { |
| 751 | int vCounter; // vertex position counter to process (and draw) from full buffer |
| 752 | int tcCounter; // vertex texcoord counter to process (and draw) from full buffer |
| 753 | int cCounter; // vertex color counter to process (and draw) from full buffer |
| 754 | |
| 755 | float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0) |
| 756 | float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) |
| 757 | unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3) |
| 758 | #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) |
| 759 | unsigned int *indices; // vertex indices (in case vertex data comes indexed) (6 indices per quad) |
| 760 | #elif defined(GRAPHICS_API_OPENGL_ES2) |
| 761 | unsigned short *indices; // vertex indices (in case vertex data comes indexed) (6 indices per quad) |
| 762 | #endif |
| 763 | unsigned int vaoId; // OpenGL Vertex Array Object id |
| 764 | unsigned int vboId[4]; // OpenGL Vertex Buffer Objects id (4 types of vertex data) |
| 765 | } DynamicBuffer; |
| 766 | |
| 767 | // Draw call type |
| 768 | typedef struct DrawCall { |
| 769 | int mode; // Drawing mode: LINES, TRIANGLES, QUADS |
| 770 | int vertexCount; // Number of vertex of the draw |
| 771 | int vertexAlignment; // Number of vertex required for index alignment (LINES, TRIANGLES) |
| 772 | //unsigned int vaoId; // Vertex array id to be used on the draw |
| 773 | //unsigned int shaderId; // Shader id to be used on the draw |
| 774 | unsigned int textureId; // Texture id to be used on the draw |
| 775 | |
| 776 | //Matrix projection; // Projection matrix for this draw |
| 777 | //Matrix modelview; // Modelview matrix for this draw |
| 778 | } DrawCall; |
| 779 | |
| 780 | #if defined(SUPPORT_VR_SIMULATOR) |
| 781 | // VR Stereo rendering configuration for simulator |
| 782 | typedef struct VrStereoConfig { |
| 783 | Shader distortionShader; // VR stereo rendering distortion shader |
| 784 | Matrix eyesProjection[2]; // VR stereo rendering eyes projection matrices |
| 785 | Matrix eyesViewOffset[2]; // VR stereo rendering eyes view offset matrices |
| 786 | int eyeViewportRight[4]; // VR stereo rendering right eye viewport [x, y, w, h] |
| 787 | int eyeViewportLeft[4]; // VR stereo rendering left eye viewport [x, y, w, h] |
| 788 | } VrStereoConfig; |
| 789 | #endif |
| 790 | |
| 791 | #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
| 792 | typedef struct rlglData { |
| 793 | struct { |
| 794 | int currentMatrixMode; // Current matrix mode |
| 795 | Matrix *currentMatrix; // Current matrix pointer |
| 796 | Matrix modelview; // Default modelview matrix |
| 797 | Matrix projection; // Default projection matrix |
| 798 | Matrix transform; // Transform matrix to be used with rlTranslate, rlRotate, rlScale |
| 799 | bool doTransform; // Use transform matrix against vertex (if required) |
| 800 | Matrix stack[MAX_MATRIX_STACK_SIZE];// Matrix stack for push/pop |
| 801 | int stackCounter; // Matrix stack counter |
| 802 | |
| 803 | DynamicBuffer vertexData[MAX_BATCH_BUFFERING];// Default dynamic buffer for elements data |
| 804 | int currentBuffer; // Current buffer tracking, multi-buffering system is supported |
| 805 | DrawCall *draws; // Draw calls array |
| 806 | int drawsCounter; // Draw calls counter |
| 807 | |
| 808 | Texture2D shapesTexture; // Texture used on shapes drawing (usually a white) |
| 809 | Rectangle shapesTextureRec; // Texture source rectangle used on shapes drawing |
| 810 | unsigned int defaultTextureId; // Default texture used on shapes/poly drawing (required by shader) |
| 811 | unsigned int defaultVShaderId; // Default vertex shader id (used by default shader program) |
| 812 | unsigned int defaultFShaderId; // Default fragment shader Id (used by default shader program) |
| 813 | Shader defaultShader; // Basic shader, support vertex color and diffuse texture |
| 814 | Shader currentShader; // Shader to be used on rendering (by default, defaultShader) |
| 815 | float currentDepth; // Current depth value |
| 816 | |
| 817 | int framebufferWidth; // Default framebuffer width |
| 818 | int framebufferHeight; // Default framebuffer height |
| 819 | |
| 820 | } State; |
| 821 | struct { |
| 822 | bool vao; // VAO support (OpenGL ES2 could not support VAO extension) |
| 823 | bool texNPOT; // NPOT textures full support |
| 824 | bool texDepth; // Depth textures supported |
| 825 | bool texFloat32; // float textures support (32 bit per channel) |
| 826 | bool texCompDXT; // DDS texture compression support |
| 827 | bool texCompETC1; // ETC1 texture compression support |
| 828 | bool texCompETC2; // ETC2/EAC texture compression support |
| 829 | bool texCompPVRT; // PVR texture compression support |
| 830 | bool texCompASTC; // ASTC texture compression support |
| 831 | bool texMirrorClamp; // Clamp mirror wrap mode supported |
| 832 | bool texAnisoFilter; // Anisotropic texture filtering support |
| 833 | bool debugMarker; // Debug marker support |
| 834 | |
| 835 | float maxAnisotropicLevel; // Maximum anisotropy level supported (minimum is 2.0f) |
| 836 | int maxDepthBits; // Maximum bits for depth component |
| 837 | |
| 838 | } ExtSupported; // Extensions supported flags |
| 839 | #if defined(SUPPORT_VR_SIMULATOR) |
| 840 | struct { |
| 841 | VrStereoConfig config; // VR stereo configuration for simulator |
| 842 | RenderTexture2D stereoFbo; // VR stereo rendering framebuffer |
| 843 | bool simulatorReady; // VR simulator ready flag |
| 844 | bool stereoRender; // VR stereo rendering enabled/disabled flag |
| 845 | } Vr; |
| 846 | #endif // SUPPORT_VR_SIMULATOR |
| 847 | } rlglData; |
| 848 | #endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 |
| 849 | |
| 850 | //---------------------------------------------------------------------------------- |
| 851 | // Global Variables Definition |
| 852 | //---------------------------------------------------------------------------------- |
| 853 | #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
| 854 | static rlglData RLGL = { 0 }; |
| 855 | #endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 |
| 856 | |
| 857 | #if defined(GRAPHICS_API_OPENGL_ES2) |
| 858 | // NOTE: VAO functionality is exposed through extensions (OES) |
| 859 | static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays; // Entry point pointer to function glGenVertexArrays() |
| 860 | static PFNGLBINDVERTEXARRAYOESPROC glBindVertexArray; // Entry point pointer to function glBindVertexArray() |
| 861 | static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays; // Entry point pointer to function glDeleteVertexArrays() |
| 862 | #endif |
| 863 | |
| 864 | //---------------------------------------------------------------------------------- |
| 865 | // Module specific Functions Declaration |
| 866 | //---------------------------------------------------------------------------------- |
| 867 | #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
| 868 | static unsigned int CompileShader(const char *shaderStr, int type); // Compile custom shader and return shader id |
| 869 | static unsigned int LoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId); // Load custom shader program |
| 870 | |
| 871 | static Shader LoadShaderDefault(void); // Load default shader (just vertex positioning and texture coloring) |
| 872 | static void SetShaderDefaultLocations(Shader *shader); // Bind default shader locations (attributes and uniforms) |
| 873 | static void UnloadShaderDefault(void); // Unload default shader |
| 874 | |
| 875 | static void LoadBuffersDefault(void); // Load default internal buffers |
| 876 | static void UpdateBuffersDefault(void); // Update default internal buffers (VAOs/VBOs) with vertex data |
| 877 | static void DrawBuffersDefault(void); // Draw default internal buffers vertex data |
| 878 | static void UnloadBuffersDefault(void); // Unload default internal buffers vertex data from CPU and GPU |
| 879 | |
| 880 | static void GenDrawCube(void); // Generate and draw cube |
| 881 | static void GenDrawQuad(void); // Generate and draw quad |
| 882 | |
| 883 | #if defined(SUPPORT_VR_SIMULATOR) |
| 884 | static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView); // Set internal projection and modelview matrix depending on eye |
| 885 | #endif |
| 886 | |
| 887 | #endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 |
| 888 | |
| 889 | #if defined(GRAPHICS_API_OPENGL_11) |
| 890 | static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight); |
| 891 | static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight); |
| 892 | #endif |
| 893 | |
| 894 | //---------------------------------------------------------------------------------- |
| 895 | // Module Functions Definition - Matrix operations |
| 896 | //---------------------------------------------------------------------------------- |
| 897 | |
| 898 | #if defined(GRAPHICS_API_OPENGL_11) |
| 899 | |
| 900 | // Fallback to OpenGL 1.1 function calls |
| 901 | //--------------------------------------- |
| 902 | void rlMatrixMode(int mode) |
| 903 | { |
| 904 | switch (mode) |
| 905 | { |
| 906 | case RL_PROJECTION: glMatrixMode(GL_PROJECTION); break; |
| 907 | case RL_MODELVIEW: glMatrixMode(GL_MODELVIEW); break; |
| 908 | case RL_TEXTURE: glMatrixMode(GL_TEXTURE); break; |
| 909 | default: break; |
| 910 | } |
| 911 | } |
| 912 | |
| 913 | void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar) |
| 914 | { |
| 915 | glFrustum(left, right, bottom, top, znear, zfar); |
| 916 | } |
| 917 | |
| 918 | void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar) |
| 919 | { |
| 920 | glOrtho(left, right, bottom, top, znear, zfar); |
| 921 | } |
| 922 | |
| 923 | void rlPushMatrix(void) { glPushMatrix(); } |
| 924 | void rlPopMatrix(void) { glPopMatrix(); } |
| 925 | void rlLoadIdentity(void) { glLoadIdentity(); } |
| 926 | void rlTranslatef(float x, float y, float z) { glTranslatef(x, y, z); } |
| 927 | void rlRotatef(float angleDeg, float x, float y, float z) { glRotatef(angleDeg, x, y, z); } |
| 928 | void rlScalef(float x, float y, float z) { glScalef(x, y, z); } |
| 929 | void rlMultMatrixf(float *matf) { glMultMatrixf(matf); } |
| 930 | |
| 931 | #elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
| 932 | |
| 933 | // Choose the current matrix to be transformed |
| 934 | void rlMatrixMode(int mode) |
| 935 | { |
| 936 | if (mode == RL_PROJECTION) RLGL.State.currentMatrix = &RLGL.State.projection; |
| 937 | else if (mode == RL_MODELVIEW) RLGL.State.currentMatrix = &RLGL.State.modelview; |
| 938 | //else if (mode == RL_TEXTURE) // Not supported |
| 939 | |
| 940 | RLGL.State.currentMatrixMode = mode; |
| 941 | } |
| 942 | |
| 943 | // Push the current matrix into RLGL.State.stack |
| 944 | void rlPushMatrix(void) |
| 945 | { |
| 946 | if (RLGL.State.stackCounter >= MAX_MATRIX_STACK_SIZE) TRACELOG(LOG_ERROR, "RLGL: Matrix stack overflow (MAX_MATRIX_STACK_SIZE)" ); |
| 947 | |
| 948 | if (RLGL.State.currentMatrixMode == RL_MODELVIEW) |
| 949 | { |
| 950 | RLGL.State.doTransform = true; |
| 951 | RLGL.State.currentMatrix = &RLGL.State.transform; |
| 952 | } |
| 953 | |
| 954 | RLGL.State.stack[RLGL.State.stackCounter] = *RLGL.State.currentMatrix; |
| 955 | RLGL.State.stackCounter++; |
| 956 | } |
| 957 | |
| 958 | // Pop lattest inserted matrix from RLGL.State.stack |
| 959 | void rlPopMatrix(void) |
| 960 | { |
| 961 | if (RLGL.State.stackCounter > 0) |
| 962 | { |
| 963 | Matrix mat = RLGL.State.stack[RLGL.State.stackCounter - 1]; |
| 964 | *RLGL.State.currentMatrix = mat; |
| 965 | RLGL.State.stackCounter--; |
| 966 | } |
| 967 | |
| 968 | if ((RLGL.State.stackCounter == 0) && (RLGL.State.currentMatrixMode == RL_MODELVIEW)) |
| 969 | { |
| 970 | RLGL.State.currentMatrix = &RLGL.State.modelview; |
| 971 | RLGL.State.doTransform = false; |
| 972 | } |
| 973 | } |
| 974 | |
| 975 | // Reset current matrix to identity matrix |
| 976 | void rlLoadIdentity(void) |
| 977 | { |
| 978 | *RLGL.State.currentMatrix = MatrixIdentity(); |
| 979 | } |
| 980 | |
| 981 | // Multiply the current matrix by a translation matrix |
| 982 | void rlTranslatef(float x, float y, float z) |
| 983 | { |
| 984 | Matrix matTranslation = MatrixTranslate(x, y, z); |
| 985 | |
| 986 | // NOTE: We transpose matrix with multiplication order |
| 987 | *RLGL.State.currentMatrix = MatrixMultiply(matTranslation, *RLGL.State.currentMatrix); |
| 988 | } |
| 989 | |
| 990 | // Multiply the current matrix by a rotation matrix |
| 991 | void rlRotatef(float angleDeg, float x, float y, float z) |
| 992 | { |
| 993 | Matrix matRotation = MatrixIdentity(); |
| 994 | |
| 995 | Vector3 axis = (Vector3){ x, y, z }; |
| 996 | matRotation = MatrixRotate(Vector3Normalize(axis), angleDeg*DEG2RAD); |
| 997 | |
| 998 | // NOTE: We transpose matrix with multiplication order |
| 999 | *RLGL.State.currentMatrix = MatrixMultiply(matRotation, *RLGL.State.currentMatrix); |
| 1000 | } |
| 1001 | |
| 1002 | // Multiply the current matrix by a scaling matrix |
| 1003 | void rlScalef(float x, float y, float z) |
| 1004 | { |
| 1005 | Matrix matScale = MatrixScale(x, y, z); |
| 1006 | |
| 1007 | // NOTE: We transpose matrix with multiplication order |
| 1008 | *RLGL.State.currentMatrix = MatrixMultiply(matScale, *RLGL.State.currentMatrix); |
| 1009 | } |
| 1010 | |
| 1011 | // Multiply the current matrix by another matrix |
| 1012 | void rlMultMatrixf(float *matf) |
| 1013 | { |
| 1014 | // Matrix creation from array |
| 1015 | Matrix mat = { matf[0], matf[4], matf[8], matf[12], |
| 1016 | matf[1], matf[5], matf[9], matf[13], |
| 1017 | matf[2], matf[6], matf[10], matf[14], |
| 1018 | matf[3], matf[7], matf[11], matf[15] }; |
| 1019 | |
| 1020 | *RLGL.State.currentMatrix = MatrixMultiply(*RLGL.State.currentMatrix, mat); |
| 1021 | } |
| 1022 | |
| 1023 | // Multiply the current matrix by a perspective matrix generated by parameters |
| 1024 | void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar) |
| 1025 | { |
| 1026 | Matrix matPerps = MatrixFrustum(left, right, bottom, top, znear, zfar); |
| 1027 | |
| 1028 | *RLGL.State.currentMatrix = MatrixMultiply(*RLGL.State.currentMatrix, matPerps); |
| 1029 | } |
| 1030 | |
| 1031 | // Multiply the current matrix by an orthographic matrix generated by parameters |
| 1032 | void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar) |
| 1033 | { |
| 1034 | Matrix matOrtho = MatrixOrtho(left, right, bottom, top, znear, zfar); |
| 1035 | |
| 1036 | *RLGL.State.currentMatrix = MatrixMultiply(*RLGL.State.currentMatrix, matOrtho); |
| 1037 | } |
| 1038 | |
| 1039 | #endif |
| 1040 | |
| 1041 | // Set the viewport area (transformation from normalized device coordinates to window coordinates) |
| 1042 | // NOTE: Updates global variables: RLGL.State.framebufferWidth, RLGL.State.framebufferHeight |
| 1043 | void rlViewport(int x, int y, int width, int height) |
| 1044 | { |
| 1045 | glViewport(x, y, width, height); |
| 1046 | } |
| 1047 | |
| 1048 | //---------------------------------------------------------------------------------- |
| 1049 | // Module Functions Definition - Vertex level operations |
| 1050 | //---------------------------------------------------------------------------------- |
| 1051 | #if defined(GRAPHICS_API_OPENGL_11) |
| 1052 | |
| 1053 | // Fallback to OpenGL 1.1 function calls |
| 1054 | //--------------------------------------- |
| 1055 | void rlBegin(int mode) |
| 1056 | { |
| 1057 | switch (mode) |
| 1058 | { |
| 1059 | case RL_LINES: glBegin(GL_LINES); break; |
| 1060 | case RL_TRIANGLES: glBegin(GL_TRIANGLES); break; |
| 1061 | case RL_QUADS: glBegin(GL_QUADS); break; |
| 1062 | default: break; |
| 1063 | } |
| 1064 | } |
| 1065 | |
| 1066 | void rlEnd() { glEnd(); } |
| 1067 | void rlVertex2i(int x, int y) { glVertex2i(x, y); } |
| 1068 | void rlVertex2f(float x, float y) { glVertex2f(x, y); } |
| 1069 | void rlVertex3f(float x, float y, float z) { glVertex3f(x, y, z); } |
| 1070 | void rlTexCoord2f(float x, float y) { glTexCoord2f(x, y); } |
| 1071 | void rlNormal3f(float x, float y, float z) { glNormal3f(x, y, z); } |
| 1072 | void rlColor4ub(byte r, byte g, byte b, byte a) { glColor4ub(r, g, b, a); } |
| 1073 | void rlColor3f(float x, float y, float z) { glColor3f(x, y, z); } |
| 1074 | void rlColor4f(float x, float y, float z, float w) { glColor4f(x, y, z, w); } |
| 1075 | |
| 1076 | #elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
| 1077 | |
| 1078 | // Initialize drawing mode (how to organize vertex) |
| 1079 | void rlBegin(int mode) |
| 1080 | { |
| 1081 | // Draw mode can be RL_LINES, RL_TRIANGLES and RL_QUADS |
| 1082 | // NOTE: In all three cases, vertex are accumulated over default internal vertex buffer |
| 1083 | if (RLGL.State.draws[RLGL.State.drawsCounter - 1].mode != mode) |
| 1084 | { |
| 1085 | if (RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexCount > 0) |
| 1086 | { |
| 1087 | // Make sure current RLGL.State.draws[i].vertexCount is aligned a multiple of 4, |
| 1088 | // that way, following QUADS drawing will keep aligned with index processing |
| 1089 | // It implies adding some extra alignment vertex at the end of the draw, |
| 1090 | // those vertex are not processed but they are considered as an additional offset |
| 1091 | // for the next set of vertex to be drawn |
| 1092 | if (RLGL.State.draws[RLGL.State.drawsCounter - 1].mode == RL_LINES) RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexAlignment = ((RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexCount < 4)? RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexCount : RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexCount%4); |
| 1093 | else if (RLGL.State.draws[RLGL.State.drawsCounter - 1].mode == RL_TRIANGLES) RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexAlignment = ((RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexCount%4))); |
| 1094 | |
| 1095 | else RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexAlignment = 0; |
| 1096 | |
| 1097 | if (rlCheckBufferLimit(RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexAlignment)) rlglDraw(); |
| 1098 | else |
| 1099 | { |
| 1100 | RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter += RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexAlignment; |
| 1101 | RLGL.State.vertexData[RLGL.State.currentBuffer].cCounter += RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexAlignment; |
| 1102 | RLGL.State.vertexData[RLGL.State.currentBuffer].tcCounter += RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexAlignment; |
| 1103 | |
| 1104 | RLGL.State.drawsCounter++; |
| 1105 | } |
| 1106 | } |
| 1107 | |
| 1108 | if (RLGL.State.drawsCounter >= MAX_DRAWCALL_REGISTERED) rlglDraw(); |
| 1109 | |
| 1110 | RLGL.State.draws[RLGL.State.drawsCounter - 1].mode = mode; |
| 1111 | RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexCount = 0; |
| 1112 | RLGL.State.draws[RLGL.State.drawsCounter - 1].textureId = RLGL.State.defaultTextureId; |
| 1113 | } |
| 1114 | } |
| 1115 | |
| 1116 | // Finish vertex providing |
| 1117 | void rlEnd(void) |
| 1118 | { |
| 1119 | // Make sure vertexCount is the same for vertices, texcoords, colors and normals |
| 1120 | // NOTE: In OpenGL 1.1, one glColor call can be made for all the subsequent glVertex calls |
| 1121 | |
| 1122 | // Make sure colors count match vertex count |
| 1123 | if (RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter != RLGL.State.vertexData[RLGL.State.currentBuffer].cCounter) |
| 1124 | { |
| 1125 | int addColors = RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter - RLGL.State.vertexData[RLGL.State.currentBuffer].cCounter; |
| 1126 | |
| 1127 | for (int i = 0; i < addColors; i++) |
| 1128 | { |
| 1129 | RLGL.State.vertexData[RLGL.State.currentBuffer].colors[4*RLGL.State.vertexData[RLGL.State.currentBuffer].cCounter] = RLGL.State.vertexData[RLGL.State.currentBuffer].colors[4*RLGL.State.vertexData[RLGL.State.currentBuffer].cCounter - 4]; |
| 1130 | RLGL.State.vertexData[RLGL.State.currentBuffer].colors[4*RLGL.State.vertexData[RLGL.State.currentBuffer].cCounter + 1] = RLGL.State.vertexData[RLGL.State.currentBuffer].colors[4*RLGL.State.vertexData[RLGL.State.currentBuffer].cCounter - 3]; |
| 1131 | RLGL.State.vertexData[RLGL.State.currentBuffer].colors[4*RLGL.State.vertexData[RLGL.State.currentBuffer].cCounter + 2] = RLGL.State.vertexData[RLGL.State.currentBuffer].colors[4*RLGL.State.vertexData[RLGL.State.currentBuffer].cCounter - 2]; |
| 1132 | RLGL.State.vertexData[RLGL.State.currentBuffer].colors[4*RLGL.State.vertexData[RLGL.State.currentBuffer].cCounter + 3] = RLGL.State.vertexData[RLGL.State.currentBuffer].colors[4*RLGL.State.vertexData[RLGL.State.currentBuffer].cCounter - 1]; |
| 1133 | RLGL.State.vertexData[RLGL.State.currentBuffer].cCounter++; |
| 1134 | } |
| 1135 | } |
| 1136 | |
| 1137 | // Make sure texcoords count match vertex count |
| 1138 | if (RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter != RLGL.State.vertexData[RLGL.State.currentBuffer].tcCounter) |
| 1139 | { |
| 1140 | int addTexCoords = RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter - RLGL.State.vertexData[RLGL.State.currentBuffer].tcCounter; |
| 1141 | |
| 1142 | for (int i = 0; i < addTexCoords; i++) |
| 1143 | { |
| 1144 | RLGL.State.vertexData[RLGL.State.currentBuffer].texcoords[2*RLGL.State.vertexData[RLGL.State.currentBuffer].tcCounter] = 0.0f; |
| 1145 | RLGL.State.vertexData[RLGL.State.currentBuffer].texcoords[2*RLGL.State.vertexData[RLGL.State.currentBuffer].tcCounter + 1] = 0.0f; |
| 1146 | RLGL.State.vertexData[RLGL.State.currentBuffer].tcCounter++; |
| 1147 | } |
| 1148 | } |
| 1149 | |
| 1150 | // TODO: Make sure normals count match vertex count... if normals support is added in a future... :P |
| 1151 | |
| 1152 | // NOTE: Depth increment is dependant on rlOrtho(): z-near and z-far values, |
| 1153 | // as well as depth buffer bit-depth (16bit or 24bit or 32bit) |
| 1154 | // Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits) |
| 1155 | RLGL.State.currentDepth += (1.0f/20000.0f); |
| 1156 | |
| 1157 | // Verify internal buffers limits |
| 1158 | // NOTE: This check is combined with usage of rlCheckBufferLimit() |
| 1159 | if ((RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter) >= (MAX_BATCH_ELEMENTS*4 - 4)) |
| 1160 | { |
| 1161 | // WARNING: If we are between rlPushMatrix() and rlPopMatrix() and we need to force a rlglDraw(), |
| 1162 | // we need to call rlPopMatrix() before to recover *RLGL.State.currentMatrix (RLGL.State.modelview) for the next forced draw call! |
| 1163 | // If we have multiple matrix pushed, it will require "RLGL.State.stackCounter" pops before launching the draw |
| 1164 | for (int i = RLGL.State.stackCounter; i >= 0; i--) rlPopMatrix(); |
| 1165 | rlglDraw(); |
| 1166 | } |
| 1167 | } |
| 1168 | |
| 1169 | // Define one vertex (position) |
| 1170 | // NOTE: Vertex position data is the basic information required for drawing |
| 1171 | void rlVertex3f(float x, float y, float z) |
| 1172 | { |
| 1173 | Vector3 vec = { x, y, z }; |
| 1174 | |
| 1175 | // Transform provided vector if required |
| 1176 | if (RLGL.State.doTransform) vec = Vector3Transform(vec, RLGL.State.transform); |
| 1177 | |
| 1178 | // Verify that MAX_BATCH_ELEMENTS limit not reached |
| 1179 | if (RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter < (MAX_BATCH_ELEMENTS*4)) |
| 1180 | { |
| 1181 | RLGL.State.vertexData[RLGL.State.currentBuffer].vertices[3*RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter] = vec.x; |
| 1182 | RLGL.State.vertexData[RLGL.State.currentBuffer].vertices[3*RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter + 1] = vec.y; |
| 1183 | RLGL.State.vertexData[RLGL.State.currentBuffer].vertices[3*RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter + 2] = vec.z; |
| 1184 | RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter++; |
| 1185 | |
| 1186 | RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexCount++; |
| 1187 | } |
| 1188 | else TRACELOG(LOG_ERROR, "RLGL: Batch elements overflow (MAX_BATCH_ELEMENTS)" ); |
| 1189 | } |
| 1190 | |
| 1191 | // Define one vertex (position) |
| 1192 | void rlVertex2f(float x, float y) |
| 1193 | { |
| 1194 | rlVertex3f(x, y, RLGL.State.currentDepth); |
| 1195 | } |
| 1196 | |
| 1197 | // Define one vertex (position) |
| 1198 | void rlVertex2i(int x, int y) |
| 1199 | { |
| 1200 | rlVertex3f((float)x, (float)y, RLGL.State.currentDepth); |
| 1201 | } |
| 1202 | |
| 1203 | // Define one vertex (texture coordinate) |
| 1204 | // NOTE: Texture coordinates are limited to QUADS only |
| 1205 | void rlTexCoord2f(float x, float y) |
| 1206 | { |
| 1207 | RLGL.State.vertexData[RLGL.State.currentBuffer].texcoords[2*RLGL.State.vertexData[RLGL.State.currentBuffer].tcCounter] = x; |
| 1208 | RLGL.State.vertexData[RLGL.State.currentBuffer].texcoords[2*RLGL.State.vertexData[RLGL.State.currentBuffer].tcCounter + 1] = y; |
| 1209 | RLGL.State.vertexData[RLGL.State.currentBuffer].tcCounter++; |
| 1210 | } |
| 1211 | |
| 1212 | // Define one vertex (normal) |
| 1213 | // NOTE: Normals limited to TRIANGLES only? |
| 1214 | void rlNormal3f(float x, float y, float z) |
| 1215 | { |
| 1216 | // TODO: Normals usage... |
| 1217 | } |
| 1218 | |
| 1219 | // Define one vertex (color) |
| 1220 | void rlColor4ub(byte x, byte y, byte z, byte w) |
| 1221 | { |
| 1222 | RLGL.State.vertexData[RLGL.State.currentBuffer].colors[4*RLGL.State.vertexData[RLGL.State.currentBuffer].cCounter] = x; |
| 1223 | RLGL.State.vertexData[RLGL.State.currentBuffer].colors[4*RLGL.State.vertexData[RLGL.State.currentBuffer].cCounter + 1] = y; |
| 1224 | RLGL.State.vertexData[RLGL.State.currentBuffer].colors[4*RLGL.State.vertexData[RLGL.State.currentBuffer].cCounter + 2] = z; |
| 1225 | RLGL.State.vertexData[RLGL.State.currentBuffer].colors[4*RLGL.State.vertexData[RLGL.State.currentBuffer].cCounter + 3] = w; |
| 1226 | RLGL.State.vertexData[RLGL.State.currentBuffer].cCounter++; |
| 1227 | } |
| 1228 | |
| 1229 | // Define one vertex (color) |
| 1230 | void rlColor4f(float r, float g, float b, float a) |
| 1231 | { |
| 1232 | rlColor4ub((byte)(r*255), (byte)(g*255), (byte)(b*255), (byte)(a*255)); |
| 1233 | } |
| 1234 | |
| 1235 | // Define one vertex (color) |
| 1236 | void rlColor3f(float x, float y, float z) |
| 1237 | { |
| 1238 | rlColor4ub((byte)(x*255), (byte)(y*255), (byte)(z*255), 255); |
| 1239 | } |
| 1240 | |
| 1241 | #endif |
| 1242 | |
| 1243 | //---------------------------------------------------------------------------------- |
| 1244 | // Module Functions Definition - OpenGL equivalent functions (common to 1.1, 3.3+, ES2) |
| 1245 | //---------------------------------------------------------------------------------- |
| 1246 | |
| 1247 | // Enable texture usage |
| 1248 | void rlEnableTexture(unsigned int id) |
| 1249 | { |
| 1250 | #if defined(GRAPHICS_API_OPENGL_11) |
| 1251 | glEnable(GL_TEXTURE_2D); |
| 1252 | glBindTexture(GL_TEXTURE_2D, id); |
| 1253 | #endif |
| 1254 | |
| 1255 | #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
| 1256 | if (RLGL.State.draws[RLGL.State.drawsCounter - 1].textureId != id) |
| 1257 | { |
| 1258 | if (RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexCount > 0) |
| 1259 | { |
| 1260 | // Make sure current RLGL.State.draws[i].vertexCount is aligned a multiple of 4, |
| 1261 | // that way, following QUADS drawing will keep aligned with index processing |
| 1262 | // It implies adding some extra alignment vertex at the end of the draw, |
| 1263 | // those vertex are not processed but they are considered as an additional offset |
| 1264 | // for the next set of vertex to be drawn |
| 1265 | if (RLGL.State.draws[RLGL.State.drawsCounter - 1].mode == RL_LINES) RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexAlignment = ((RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexCount < 4)? RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexCount : RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexCount%4); |
| 1266 | else if (RLGL.State.draws[RLGL.State.drawsCounter - 1].mode == RL_TRIANGLES) RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexAlignment = ((RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexCount%4))); |
| 1267 | |
| 1268 | else RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexAlignment = 0; |
| 1269 | |
| 1270 | if (rlCheckBufferLimit(RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexAlignment)) rlglDraw(); |
| 1271 | else |
| 1272 | { |
| 1273 | RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter += RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexAlignment; |
| 1274 | RLGL.State.vertexData[RLGL.State.currentBuffer].cCounter += RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexAlignment; |
| 1275 | RLGL.State.vertexData[RLGL.State.currentBuffer].tcCounter += RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexAlignment; |
| 1276 | |
| 1277 | RLGL.State.drawsCounter++; |
| 1278 | } |
| 1279 | } |
| 1280 | |
| 1281 | if (RLGL.State.drawsCounter >= MAX_DRAWCALL_REGISTERED) rlglDraw(); |
| 1282 | |
| 1283 | RLGL.State.draws[RLGL.State.drawsCounter - 1].textureId = id; |
| 1284 | RLGL.State.draws[RLGL.State.drawsCounter - 1].vertexCount = 0; |
| 1285 | } |
| 1286 | #endif |
| 1287 | } |
| 1288 | |
| 1289 | // Disable texture usage |
| 1290 | void rlDisableTexture(void) |
| 1291 | { |
| 1292 | #if defined(GRAPHICS_API_OPENGL_11) |
| 1293 | glDisable(GL_TEXTURE_2D); |
| 1294 | glBindTexture(GL_TEXTURE_2D, 0); |
| 1295 | #else |
| 1296 | // NOTE: If quads batch limit is reached, |
| 1297 | // we force a draw call and next batch starts |
| 1298 | if (RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter >= (MAX_BATCH_ELEMENTS*4)) rlglDraw(); |
| 1299 | #endif |
| 1300 | } |
| 1301 | |
| 1302 | // Set texture parameters (wrap mode/filter mode) |
| 1303 | void rlTextureParameters(unsigned int id, int param, int value) |
| 1304 | { |
| 1305 | glBindTexture(GL_TEXTURE_2D, id); |
| 1306 | |
| 1307 | switch (param) |
| 1308 | { |
| 1309 | case RL_TEXTURE_WRAP_S: |
| 1310 | case RL_TEXTURE_WRAP_T: |
| 1311 | { |
| 1312 | if (value == RL_WRAP_MIRROR_CLAMP) |
| 1313 | { |
| 1314 | #if !defined(GRAPHICS_API_OPENGL_11) |
| 1315 | if (RLGL.ExtSupported.texMirrorClamp) glTexParameteri(GL_TEXTURE_2D, param, value); |
| 1316 | else TRACELOG(LOG_WARNING, "GL: Clamp mirror wrap mode not supported (GL_MIRROR_CLAMP_EXT)" ); |
| 1317 | #endif |
| 1318 | } |
| 1319 | else glTexParameteri(GL_TEXTURE_2D, param, value); |
| 1320 | |
| 1321 | } break; |
| 1322 | case RL_TEXTURE_MAG_FILTER: |
| 1323 | case RL_TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_2D, param, value); break; |
| 1324 | case RL_TEXTURE_ANISOTROPIC_FILTER: |
| 1325 | { |
| 1326 | #if !defined(GRAPHICS_API_OPENGL_11) |
| 1327 | if (value <= RLGL.ExtSupported.maxAnisotropicLevel) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value); |
| 1328 | else if (RLGL.ExtSupported.maxAnisotropicLevel > 0.0f) |
| 1329 | { |
| 1330 | TRACELOG(LOG_WARNING, "GL: Maximum anisotropic filter level supported is %iX" , id, RLGL.ExtSupported.maxAnisotropicLevel); |
| 1331 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value); |
| 1332 | } |
| 1333 | else TRACELOG(LOG_WARNING, "GL: Anisotropic filtering not supported" ); |
| 1334 | #endif |
| 1335 | } break; |
| 1336 | default: break; |
| 1337 | } |
| 1338 | |
| 1339 | glBindTexture(GL_TEXTURE_2D, 0); |
| 1340 | } |
| 1341 | |
| 1342 | // Enable rendering to texture (fbo) |
| 1343 | void rlEnableRenderTexture(unsigned int id) |
| 1344 | { |
| 1345 | #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
| 1346 | glBindFramebuffer(GL_FRAMEBUFFER, id); |
| 1347 | |
| 1348 | //glDisable(GL_CULL_FACE); // Allow double side drawing for texture flipping |
| 1349 | //glCullFace(GL_FRONT); |
| 1350 | #endif |
| 1351 | } |
| 1352 | |
| 1353 | // Disable rendering to texture |
| 1354 | void rlDisableRenderTexture(void) |
| 1355 | { |
| 1356 | #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
| 1357 | glBindFramebuffer(GL_FRAMEBUFFER, 0); |
| 1358 | |
| 1359 | //glEnable(GL_CULL_FACE); |
| 1360 | //glCullFace(GL_BACK); |
| 1361 | #endif |
| 1362 | } |
| 1363 | |
| 1364 | // Enable depth test |
| 1365 | void rlEnableDepthTest(void) { glEnable(GL_DEPTH_TEST); } |
| 1366 | |
| 1367 | // Disable depth test |
| 1368 | void rlDisableDepthTest(void) { glDisable(GL_DEPTH_TEST); } |
| 1369 | |
| 1370 | // Enable backface culling |
| 1371 | void rlEnableBackfaceCulling(void) { glEnable(GL_CULL_FACE); } |
| 1372 | |
| 1373 | // Disable backface culling |
| 1374 | void rlDisableBackfaceCulling(void) { glDisable(GL_CULL_FACE); } |
| 1375 | |
| 1376 | // Enable scissor test |
| 1377 | RLAPI void rlEnableScissorTest(void) { glEnable(GL_SCISSOR_TEST); } |
| 1378 | |
| 1379 | // Disable scissor test |
| 1380 | RLAPI void rlDisableScissorTest(void) { glDisable(GL_SCISSOR_TEST); } |
| 1381 | |
| 1382 | // Scissor test |
| 1383 | RLAPI void rlScissor(int x, int y, int width, int height) { glScissor(x, y, width, height); } |
| 1384 | |
| 1385 | // Enable wire mode |
| 1386 | void rlEnableWireMode(void) |
| 1387 | { |
| 1388 | #if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) |
| 1389 | // NOTE: glPolygonMode() not available on OpenGL ES |
| 1390 | glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); |
| 1391 | #endif |
| 1392 | } |
| 1393 | |
| 1394 | // Disable wire mode |
| 1395 | void rlDisableWireMode(void) |
| 1396 | { |
| 1397 | #if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) |
| 1398 | // NOTE: glPolygonMode() not available on OpenGL ES |
| 1399 | glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); |
| 1400 | #endif |
| 1401 | } |
| 1402 | |
| 1403 | // Unload texture from GPU memory |
| 1404 | void rlDeleteTextures(unsigned int id) |
| 1405 | { |
| 1406 | if (id > 0) glDeleteTextures(1, &id); |
| 1407 | } |
| 1408 | |
| 1409 | // Unload render texture from GPU memory |
| 1410 | void rlDeleteRenderTextures(RenderTexture2D target) |
| 1411 | { |
| 1412 | #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
| 1413 | if (target.texture.id > 0) glDeleteTextures(1, &target.texture.id); |
| 1414 | if (target.depth.id > 0) |
| 1415 | { |
| 1416 | if (target.depthTexture) glDeleteTextures(1, &target.depth.id); |
| 1417 | else glDeleteRenderbuffers(1, &target.depth.id); |
| 1418 | } |
| 1419 | |
| 1420 | if (target.id > 0) glDeleteFramebuffers(1, &target.id); |
| 1421 | |
| 1422 | TRACELOG(LOG_INFO, "FBO: [ID %i] Unloaded render texture data from VRAM (GPU)" , target.id); |
| 1423 | #endif |
| 1424 | } |
| 1425 | |
| 1426 | // Unload shader from GPU memory |
| 1427 | void rlDeleteShader(unsigned int id) |
| 1428 | { |
| 1429 | #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
| 1430 | if (id != 0) glDeleteProgram(id); |
| 1431 | #endif |
| 1432 | } |
| 1433 | |
| 1434 | // Unload vertex data (VAO) from GPU memory |
| 1435 | void rlDeleteVertexArrays(unsigned int id) |
| 1436 | { |
| 1437 | #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
| 1438 | if (RLGL.ExtSupported.vao) |
| 1439 | { |
| 1440 | if (id != 0) glDeleteVertexArrays(1, &id); |
| 1441 | TRACELOG(LOG_INFO, "VAO: [ID %i] Unloaded vertex data from VRAM (GPU)" , id); |
| 1442 | } |
| 1443 | #endif |
| 1444 | } |
| 1445 | |
| 1446 | // Unload vertex data (VBO) from GPU memory |
| 1447 | void rlDeleteBuffers(unsigned int id) |
| 1448 | { |
| 1449 | #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
| 1450 | if (id != 0) |
| 1451 | { |
| 1452 | glDeleteBuffers(1, &id); |
| 1453 | if (!RLGL.ExtSupported.vao) TRACELOG(LOG_INFO, "VBO: [ID %i] Unloaded vertex data from VRAM (GPU)" , id); |
| 1454 | } |
| 1455 | #endif |
| 1456 | } |
| 1457 | |
| 1458 | // Clear color buffer with color |
| 1459 | void rlClearColor(byte r, byte g, byte b, byte a) |
| 1460 | { |
| 1461 | // Color values clamp to 0.0f(0) and 1.0f(255) |
| 1462 | float cr = (float)r/255; |
| 1463 | float cg = (float)g/255; |
| 1464 | float cb = (float)b/255; |
| 1465 | float ca = (float)a/255; |
| 1466 | |
| 1467 | glClearColor(cr, cg, cb, ca); |
| 1468 | } |
| 1469 | |
| 1470 | // Clear used screen buffers (color and depth) |
| 1471 | void rlClearScreenBuffers(void) |
| 1472 | { |
| 1473 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers: Color and Depth (Depth is used for 3D) |
| 1474 | //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Stencil buffer not used... |
| 1475 | } |
| 1476 | |
| 1477 | // Update GPU buffer with new data |
| 1478 | void rlUpdateBuffer(int bufferId, void *data, int dataSize) |
| 1479 | { |
| 1480 | #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
| 1481 | glBindBuffer(GL_ARRAY_BUFFER, bufferId); |
| 1482 | glBufferSubData(GL_ARRAY_BUFFER, 0, dataSize, data); |
| 1483 | #endif |
| 1484 | } |
| 1485 | |
| 1486 | //---------------------------------------------------------------------------------- |
| 1487 | // Module Functions Definition - rlgl Functions |
| 1488 | //---------------------------------------------------------------------------------- |
| 1489 | |
| 1490 | // Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states |
| 1491 | void rlglInit(int width, int height) |
| 1492 | { |
| 1493 | // Check OpenGL information and capabilities |
| 1494 | //------------------------------------------------------------------------------ |
| 1495 | // Print current OpenGL and GLSL version |
| 1496 | TRACELOG(LOG_INFO, "GL: OpenGL device information:" ); |
| 1497 | TRACELOG(LOG_INFO, " > Vendor: %s" , glGetString(GL_VENDOR)); |
| 1498 | TRACELOG(LOG_INFO, " > Renderer: %s" , glGetString(GL_RENDERER)); |
| 1499 | TRACELOG(LOG_INFO, " > Version: %s" , glGetString(GL_VERSION)); |
| 1500 | TRACELOG(LOG_INFO, " > GLSL: %s" , glGetString(GL_SHADING_LANGUAGE_VERSION)); |
| 1501 | |
| 1502 | // NOTE: We can get a bunch of extra information about GPU capabilities (glGet*) |
| 1503 | //int maxTexSize; |
| 1504 | //glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTexSize); |
| 1505 | //TRACELOG(LOG_INFO, "GL: Maximum texture size: %i", maxTexSize); |
| 1506 | |
| 1507 | //GL_MAX_TEXTURE_IMAGE_UNITS |
| 1508 | //GL_MAX_VIEWPORT_DIMS |
| 1509 | |
| 1510 | //int numAuxBuffers; |
| 1511 | //glGetIntegerv(GL_AUX_BUFFERS, &numAuxBuffers); |
| 1512 | //TRACELOG(LOG_INFO, "GL: Number of aixiliar buffers: %i", numAuxBuffers); |
| 1513 | |
| 1514 | //GLint numComp = 0; |
| 1515 | //GLint format[32] = { 0 }; |
| 1516 | //glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &numComp); |
| 1517 | //glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, format); |
| 1518 | //for (int i = 0; i < numComp; i++) TRACELOG(LOG_INFO, "GL: Supported compressed format: 0x%x", format[i]); |
| 1519 | |
| 1520 | // NOTE: We don't need that much data on screen... right now... |
| 1521 | |
| 1522 | // TODO: Automatize extensions loading using rlLoadExtensions() and GLAD |
| 1523 | // Actually, when rlglInit() is called in InitWindow() in core.c, |
| 1524 | // OpenGL required extensions have already been loaded (PLATFORM_DESKTOP) |
| 1525 | |
| 1526 | #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
| 1527 | // Get supported extensions list |
| 1528 | GLint numExt = 0; |
| 1529 | |
| 1530 | #if defined(GRAPHICS_API_OPENGL_33) |
| 1531 | // NOTE: On OpenGL 3.3 VAO and NPOT are supported by default |
| 1532 | RLGL.ExtSupported.vao = true; |
| 1533 | |
| 1534 | // Multiple texture extensions supported by default |
| 1535 | RLGL.ExtSupported.texNPOT = true; |
| 1536 | RLGL.ExtSupported.texFloat32 = true; |
| 1537 | RLGL.ExtSupported.texDepth = true; |
| 1538 | |
| 1539 | // We get a list of available extensions and we check for some of them (compressed textures) |
| 1540 | // NOTE: We don't need to check again supported extensions but we do (GLAD already dealt with that) |
| 1541 | glGetIntegerv(GL_NUM_EXTENSIONS, &numExt); |
| 1542 | |
| 1543 | // Allocate numExt strings pointers |
| 1544 | const char **extList = RL_MALLOC(sizeof(const char *)*numExt); |
| 1545 | |
| 1546 | // Get extensions strings |
| 1547 | for (int i = 0; i < numExt; i++) extList[i] = (const char *)glGetStringi(GL_EXTENSIONS, i); |
| 1548 | |
| 1549 | #elif defined(GRAPHICS_API_OPENGL_ES2) |
| 1550 | // Allocate 512 strings pointers (2 KB) |
| 1551 | const char **extList = RL_MALLOC(sizeof(const char *)*512); |
| 1552 | |
| 1553 | const char *extensions = (const char *)glGetString(GL_EXTENSIONS); // One big const string |
| 1554 | |
| 1555 | // NOTE: We have to duplicate string because glGetString() returns a const string |
| 1556 | int len = strlen(extensions) + 1; |
| 1557 | char *extensionsDup = (char *)RL_CALLOC(len, sizeof(char)); |
| 1558 | strcpy(extensionsDup, extensions); |
| 1559 | |
| 1560 | extList[numExt] = extensionsDup; |
| 1561 | |
| 1562 | for (int i = 0; i < len; i++) |
| 1563 | { |
| 1564 | if (extensionsDup[i] == ' ') |
| 1565 | { |
| 1566 | extensionsDup[i] = '\0'; |
| 1567 | |
| 1568 | numExt++; |
| 1569 | extList[numExt] = &extensionsDup[i + 1]; |
| 1570 | } |
| 1571 | } |
| 1572 | |
| 1573 | // NOTE: Duplicated string (extensionsDup) must be deallocated |
| 1574 | #endif |
| 1575 | |
| 1576 | TRACELOG(LOG_INFO, "GL: Supported extensions count: %i" , numExt); |
| 1577 | |
| 1578 | // Show supported extensions |
| 1579 | //for (int i = 0; i < numExt; i++) TRACELOG(LOG_INFO, "Supported extension: %s", extList[i]); |
| 1580 | |
| 1581 | // Check required extensions |
| 1582 | for (int i = 0; i < numExt; i++) |
| 1583 | { |
| 1584 | #if defined(GRAPHICS_API_OPENGL_ES2) |
| 1585 | // Check VAO support |
| 1586 | // NOTE: Only check on OpenGL ES, OpenGL 3.3 has VAO support as core feature |
| 1587 | if (strcmp(extList[i], (const char *)"GL_OES_vertex_array_object" ) == 0) |
| 1588 | { |
| 1589 | // The extension is supported by our hardware and driver, try to get related functions pointers |
| 1590 | // NOTE: emscripten does not support VAOs natively, it uses emulation and it reduces overall performance... |
| 1591 | glGenVertexArrays = (PFNGLGENVERTEXARRAYSOESPROC)eglGetProcAddress("glGenVertexArraysOES" ); |
| 1592 | glBindVertexArray = (PFNGLBINDVERTEXARRAYOESPROC)eglGetProcAddress("glBindVertexArrayOES" ); |
| 1593 | glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSOESPROC)eglGetProcAddress("glDeleteVertexArraysOES" ); |
| 1594 | //glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)eglGetProcAddress("glIsVertexArrayOES"); // NOTE: Fails in WebGL, omitted |
| 1595 | |
| 1596 | if ((glGenVertexArrays != NULL) && (glBindVertexArray != NULL) && (glDeleteVertexArrays != NULL)) RLGL.ExtSupported.vao = true; |
| 1597 | } |
| 1598 | |
| 1599 | // Check NPOT textures support |
| 1600 | // NOTE: Only check on OpenGL ES, OpenGL 3.3 has NPOT textures full support as core feature |
| 1601 | if (strcmp(extList[i], (const char *)"GL_OES_texture_npot" ) == 0) RLGL.ExtSupported.texNPOT = true; |
| 1602 | |
| 1603 | // Check texture float support |
| 1604 | if (strcmp(extList[i], (const char *)"GL_OES_texture_float" ) == 0) RLGL.ExtSupported.texFloat32 = true; |
| 1605 | |
| 1606 | // Check depth texture support |
| 1607 | if ((strcmp(extList[i], (const char *)"GL_OES_depth_texture" ) == 0) || |
| 1608 | (strcmp(extList[i], (const char *)"GL_WEBGL_depth_texture" ) == 0)) RLGL.ExtSupported.texDepth = true; |
| 1609 | |
| 1610 | if (strcmp(extList[i], (const char *)"GL_OES_depth24" ) == 0) RLGL.ExtSupported.maxDepthBits = 24; |
| 1611 | if (strcmp(extList[i], (const char *)"GL_OES_depth32" ) == 0) RLGL.ExtSupported.maxDepthBits = 32; |
| 1612 | #endif |
| 1613 | // DDS texture compression support |
| 1614 | if ((strcmp(extList[i], (const char *)"GL_EXT_texture_compression_s3tc" ) == 0) || |
| 1615 | (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_s3tc" ) == 0) || |
| 1616 | (strcmp(extList[i], (const char *)"GL_WEBKIT_WEBGL_compressed_texture_s3tc" ) == 0)) RLGL.ExtSupported.texCompDXT = true; |
| 1617 | |
| 1618 | // ETC1 texture compression support |
| 1619 | if ((strcmp(extList[i], (const char *)"GL_OES_compressed_ETC1_RGB8_texture" ) == 0) || |
| 1620 | (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_etc1" ) == 0)) RLGL.ExtSupported.texCompETC1 = true; |
| 1621 | |
| 1622 | // ETC2/EAC texture compression support |
| 1623 | if (strcmp(extList[i], (const char *)"GL_ARB_ES3_compatibility" ) == 0) RLGL.ExtSupported.texCompETC2 = true; |
| 1624 | |
| 1625 | // PVR texture compression support |
| 1626 | if (strcmp(extList[i], (const char *)"GL_IMG_texture_compression_pvrtc" ) == 0) RLGL.ExtSupported.texCompPVRT = true; |
| 1627 | |
| 1628 | // ASTC texture compression support |
| 1629 | if (strcmp(extList[i], (const char *)"GL_KHR_texture_compression_astc_hdr" ) == 0) RLGL.ExtSupported.texCompASTC = true; |
| 1630 | |
| 1631 | // Anisotropic texture filter support |
| 1632 | if (strcmp(extList[i], (const char *)"GL_EXT_texture_filter_anisotropic" ) == 0) |
| 1633 | { |
| 1634 | RLGL.ExtSupported.texAnisoFilter = true; |
| 1635 | glGetFloatv(0x84FF, &RLGL.ExtSupported.maxAnisotropicLevel); // GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT |
| 1636 | } |
| 1637 | |
| 1638 | // Clamp mirror wrap mode supported |
| 1639 | if (strcmp(extList[i], (const char *)"GL_EXT_texture_mirror_clamp" ) == 0) RLGL.ExtSupported.texMirrorClamp = true; |
| 1640 | |
| 1641 | // Debug marker support |
| 1642 | if (strcmp(extList[i], (const char *)"GL_EXT_debug_marker" ) == 0) RLGL.ExtSupported.debugMarker = true; |
| 1643 | } |
| 1644 | |
| 1645 | // Free extensions pointers |
| 1646 | RL_FREE(extList); |
| 1647 | |
| 1648 | #if defined(GRAPHICS_API_OPENGL_ES2) |
| 1649 | RL_FREE(extensionsDup); // Duplicated string must be deallocated |
| 1650 | |
| 1651 | if (RLGL.ExtSupported.vao) TRACELOG(LOG_INFO, "GL: VAO extension detected, VAO functions initialized successfully" ); |
| 1652 | else TRACELOG(LOG_WARNING, "GL: VAO extension not found, VAO usage not supported" ); |
| 1653 | |
| 1654 | if (RLGL.ExtSupported.texNPOT) TRACELOG(LOG_INFO, "GL: NPOT textures extension detected, full NPOT textures supported" ); |
| 1655 | else TRACELOG(LOG_WARNING, "GL: NPOT textures extension not found, limited NPOT support (no-mipmaps, no-repeat)" ); |
| 1656 | #endif |
| 1657 | |
| 1658 | if (RLGL.ExtSupported.texCompDXT) TRACELOG(LOG_INFO, "GL: DXT compressed textures supported" ); |
| 1659 | if (RLGL.ExtSupported.texCompETC1) TRACELOG(LOG_INFO, "GL: ETC1 compressed textures supported" ); |
| 1660 | if (RLGL.ExtSupported.texCompETC2) TRACELOG(LOG_INFO, "GL: ETC2/EAC compressed textures supported" ); |
| 1661 | if (RLGL.ExtSupported.texCompPVRT) TRACELOG(LOG_INFO, "GL: PVRT compressed textures supported" ); |
| 1662 | if (RLGL.ExtSupported.texCompASTC) TRACELOG(LOG_INFO, "GL: ASTC compressed textures supported" ); |
| 1663 | |
| 1664 | if (RLGL.ExtSupported.texAnisoFilter) TRACELOG(LOG_INFO, "GL: Anisotropic textures filtering supported (max: %.0fX)" , RLGL.ExtSupported.maxAnisotropicLevel); |
| 1665 | if (RLGL.ExtSupported.texMirrorClamp) TRACELOG(LOG_INFO, "GL: Mirror clamp wrap texture mode supported" ); |
| 1666 | |
| 1667 | if (RLGL.ExtSupported.debugMarker) TRACELOG(LOG_INFO, "GL: Debug Marker supported" ); |
| 1668 | |
| 1669 | // Initialize buffers, default shaders and default textures |
| 1670 | //---------------------------------------------------------- |
| 1671 | // Init default white texture |
| 1672 | unsigned char pixels[4] = { 255, 255, 255, 255 }; // 1 pixel RGBA (4 bytes) |
| 1673 | RLGL.State.defaultTextureId = rlLoadTexture(pixels, 1, 1, UNCOMPRESSED_R8G8B8A8, 1); |
| 1674 | |
| 1675 | if (RLGL.State.defaultTextureId != 0) TRACELOG(LOG_INFO, "TEXTURE: [ID %i] Default texture loaded successfully" , RLGL.State.defaultTextureId); |
| 1676 | else TRACELOG(LOG_WARNING, "TEXTURE: Failed to load default texture" ); |
| 1677 | |
| 1678 | // Init default Shader (customized for GL 3.3 and ES2) |
| 1679 | RLGL.State.defaultShader = LoadShaderDefault(); |
| 1680 | RLGL.State.currentShader = RLGL.State.defaultShader; |
| 1681 | |
| 1682 | // Init default vertex arrays buffers |
| 1683 | LoadBuffersDefault(); |
| 1684 | |
| 1685 | // Init transformations matrix accumulator |
| 1686 | RLGL.State.transform = MatrixIdentity(); |
| 1687 | |
| 1688 | // Init draw calls tracking system |
| 1689 | RLGL.State.draws = (DrawCall *)RL_MALLOC(sizeof(DrawCall)*MAX_DRAWCALL_REGISTERED); |
| 1690 | |
| 1691 | for (int i = 0; i < MAX_DRAWCALL_REGISTERED; i++) |
| 1692 | { |
| 1693 | RLGL.State.draws[i].mode = RL_QUADS; |
| 1694 | RLGL.State.draws[i].vertexCount = 0; |
| 1695 | RLGL.State.draws[i].vertexAlignment = 0; |
| 1696 | //RLGL.State.draws[i].vaoId = 0; |
| 1697 | //RLGL.State.draws[i].shaderId = 0; |
| 1698 | RLGL.State.draws[i].textureId = RLGL.State.defaultTextureId; |
| 1699 | //RLGL.State.draws[i].RLGL.State.projection = MatrixIdentity(); |
| 1700 | //RLGL.State.draws[i].RLGL.State.modelview = MatrixIdentity(); |
| 1701 | } |
| 1702 | |
| 1703 | RLGL.State.drawsCounter = 1; // Reset draws counter |
| 1704 | RLGL.State.currentDepth = -1.0f; // Reset depth value |
| 1705 | |
| 1706 | // Init RLGL.State.stack matrices (emulating OpenGL 1.1) |
| 1707 | for (int i = 0; i < MAX_MATRIX_STACK_SIZE; i++) RLGL.State.stack[i] = MatrixIdentity(); |
| 1708 | |
| 1709 | // Init RLGL.State.projection and RLGL.State.modelview matrices |
| 1710 | RLGL.State.projection = MatrixIdentity(); |
| 1711 | RLGL.State.modelview = MatrixIdentity(); |
| 1712 | RLGL.State.currentMatrix = &RLGL.State.modelview; |
| 1713 | |
| 1714 | #endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 |
| 1715 | |
| 1716 | // Initialize OpenGL default states |
| 1717 | //---------------------------------------------------------- |
| 1718 | // Init state: Depth test |
| 1719 | glDepthFunc(GL_LEQUAL); // Type of depth testing to apply |
| 1720 | glDisable(GL_DEPTH_TEST); // Disable depth testing for 2D (only used for 3D) |
| 1721 | |
| 1722 | // Init state: Blending mode |
| 1723 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Color blending function (how colors are mixed) |
| 1724 | glEnable(GL_BLEND); // Enable color blending (required to work with transparencies) |
| 1725 | |
| 1726 | // Init state: Culling |
| 1727 | // NOTE: All shapes/models triangles are drawn CCW |
| 1728 | glCullFace(GL_BACK); // Cull the back face (default) |
| 1729 | glFrontFace(GL_CCW); // Front face are defined counter clockwise (default) |
| 1730 | glEnable(GL_CULL_FACE); // Enable backface culling |
| 1731 | |
| 1732 | #if defined(GRAPHICS_API_OPENGL_11) |
| 1733 | // Init state: Color hints (deprecated in OpenGL 3.0+) |
| 1734 | glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Improve quality of color and texture coordinate interpolation |
| 1735 | glShadeModel(GL_SMOOTH); // Smooth shading between vertex (vertex colors interpolation) |
| 1736 | #endif |
| 1737 | |
| 1738 | // Init state: Color/Depth buffers clear |
| 1739 | glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color (black) |
| 1740 | glClearDepth(1.0f); // Set clear depth value (default) |
| 1741 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers (depth buffer required for 3D) |
| 1742 | |
| 1743 | // Store screen size into global variables |
| 1744 | RLGL.State.framebufferWidth = width; |
| 1745 | RLGL.State.framebufferHeight = height; |
| 1746 | |
| 1747 | // Init texture and rectangle used on basic shapes drawing |
| 1748 | RLGL.State.shapesTexture = GetTextureDefault(); |
| 1749 | RLGL.State.shapesTextureRec = (Rectangle){ 0.0f, 0.0f, 1.0f, 1.0f }; |
| 1750 | |
| 1751 | TRACELOG(LOG_INFO, "RLGL: Default state initialized successfully" ); |
| 1752 | } |
| 1753 | |
| 1754 | // Vertex Buffer Object deinitialization (memory free) |
| 1755 | void rlglClose(void) |
| 1756 | { |
| 1757 | #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
| 1758 | UnloadShaderDefault(); // Unload default shader |
| 1759 | UnloadBuffersDefault(); // Unload default buffers |
| 1760 | glDeleteTextures(1, &RLGL.State.defaultTextureId); // Unload default texture |
| 1761 | |
| 1762 | TRACELOG(LOG_INFO, "TEXTURE: [ID %i] Unloaded default texture data from VRAM (GPU)" , RLGL.State.defaultTextureId); |
| 1763 | |
| 1764 | RL_FREE(RLGL.State.draws); |
| 1765 | #endif |
| 1766 | } |
| 1767 | |
| 1768 | // Update and draw internal buffers |
| 1769 | void rlglDraw(void) |
| 1770 | { |
| 1771 | #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
| 1772 | // Only process data if we have data to process |
| 1773 | if (RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter > 0) |
| 1774 | { |
| 1775 | UpdateBuffersDefault(); |
| 1776 | DrawBuffersDefault(); // NOTE: Stereo rendering is checked inside |
| 1777 | } |
| 1778 | #endif |
| 1779 | } |
| 1780 | |
| 1781 | // Returns current OpenGL version |
| 1782 | int rlGetVersion(void) |
| 1783 | { |
| 1784 | #if defined(GRAPHICS_API_OPENGL_11) |
| 1785 | return OPENGL_11; |
| 1786 | #elif defined(GRAPHICS_API_OPENGL_21) |
| 1787 | #if defined(__APPLE__) |
| 1788 | return OPENGL_33; // NOTE: Force OpenGL 3.3 on OSX |
| 1789 | #else |
| 1790 | return OPENGL_21; |
| 1791 | #endif |
| 1792 | #elif defined(GRAPHICS_API_OPENGL_33) |
| 1793 | return OPENGL_33; |
| 1794 | #elif defined(GRAPHICS_API_OPENGL_ES2) |
| 1795 | return OPENGL_ES_20; |
| 1796 | #endif |
| 1797 | } |
| 1798 | |
| 1799 | // Check internal buffer overflow for a given number of vertex |
| 1800 | bool rlCheckBufferLimit(int vCount) |
| 1801 | { |
| 1802 | bool overflow = false; |
| 1803 | #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
| 1804 | if ((RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter + vCount) >= (MAX_BATCH_ELEMENTS*4)) overflow = true; |
| 1805 | #endif |
| 1806 | return overflow; |
| 1807 | } |
| 1808 | |
| 1809 | // Set debug marker |
| 1810 | void rlSetDebugMarker(const char *text) |
| 1811 | { |
| 1812 | #if defined(GRAPHICS_API_OPENGL_33) |
| 1813 | if (RLGL.ExtSupported.debugMarker) glInsertEventMarkerEXT(0, text); |
| 1814 | #endif |
| 1815 | } |
| 1816 | |
| 1817 | // Load OpenGL extensions |
| 1818 | // NOTE: External loader function could be passed as a pointer |
| 1819 | void rlLoadExtensions(void *loader) |
| 1820 | { |
| 1821 | #if defined(GRAPHICS_API_OPENGL_33) |
| 1822 | // NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions) |
| 1823 | #if !defined(__APPLE__) |
| 1824 | if (!gladLoadGLLoader((GLADloadproc)loader)) TRACELOG(LOG_WARNING, "GLAD: Cannot load OpenGL extensions" ); |
| 1825 | else TRACELOG(LOG_INFO, "GLAD: OpenGL extensions loaded successfully" ); |
| 1826 | |
| 1827 | #if defined(GRAPHICS_API_OPENGL_21) |
| 1828 | if (GLAD_GL_VERSION_2_1) TRACELOG(LOG_INFO, "GL: OpenGL 2.1 profile supported" ); |
| 1829 | #elif defined(GRAPHICS_API_OPENGL_33) |
| 1830 | if (GLAD_GL_VERSION_3_3) TRACELOG(LOG_INFO, "GL: OpenGL 3.3 Core profile supported" ); |
| 1831 | else TRACELOG(LOG_ERROR, "GL: OpenGL 3.3 Core profile not supported" ); |
| 1832 | #endif |
| 1833 | #endif |
| 1834 | |
| 1835 | // With GLAD, we can check if an extension is supported using the GLAD_GL_xxx booleans |
| 1836 | //if (GLAD_GL_ARB_vertex_array_object) // Use GL_ARB_vertex_array_object |
| 1837 | #endif |
| 1838 | } |
| 1839 | |
| 1840 | // Get world coordinates from screen coordinates |
| 1841 | Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view) |
| 1842 | { |
| 1843 | Vector3 result = { 0.0f, 0.0f, 0.0f }; |
| 1844 | |
| 1845 | // Calculate unproject matrix (multiply view patrix by projection matrix) and invert it |
| 1846 | Matrix matViewProj = MatrixMultiply(view, proj); |
| 1847 | matViewProj = MatrixInvert(matViewProj); |
| 1848 | |
| 1849 | // Create quaternion from source point |
| 1850 | Quaternion quat = { source.x, source.y, source.z, 1.0f }; |
| 1851 | |
| 1852 | // Multiply quat point by unproject matrix |
| 1853 | quat = QuaternionTransform(quat, matViewProj); |
| 1854 | |
| 1855 | // Normalized world points in vectors |
| 1856 | result.x = quat.x/quat.w; |
| 1857 | result.y = quat.y/quat.w; |
| 1858 | result.z = quat.z/quat.w; |
| 1859 | |
| 1860 | return result; |
| 1861 | } |
| 1862 | |
| 1863 | // Convert image data to OpenGL texture (returns OpenGL valid Id) |
| 1864 | unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount) |
| 1865 | { |
| 1866 | glBindTexture(GL_TEXTURE_2D, 0); // Free any old binding |
| 1867 | |
| 1868 | unsigned int id = 0; |
| 1869 | |
| 1870 | // Check texture format support by OpenGL 1.1 (compressed textures not supported) |
| 1871 | #if defined(GRAPHICS_API_OPENGL_11) |
| 1872 | if (format >= COMPRESSED_DXT1_RGB) |
| 1873 | { |
| 1874 | TRACELOG(LOG_WARNING, "GL: OpenGL 1.1 does not support GPU compressed texture formats" ); |
| 1875 | return id; |
| 1876 | } |
| 1877 | #else |
| 1878 | if ((!RLGL.ExtSupported.texCompDXT) && ((format == COMPRESSED_DXT1_RGB) || (format == COMPRESSED_DXT1_RGBA) || |
| 1879 | (format == COMPRESSED_DXT3_RGBA) || (format == COMPRESSED_DXT5_RGBA))) |
| 1880 | { |
| 1881 | TRACELOG(LOG_WARNING, "GL: DXT compressed texture format not supported" ); |
| 1882 | return id; |
| 1883 | } |
| 1884 | #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
| 1885 | if ((!RLGL.ExtSupported.texCompETC1) && (format == COMPRESSED_ETC1_RGB)) |
| 1886 | { |
| 1887 | TRACELOG(LOG_WARNING, "GL: ETC1 compressed texture format not supported" ); |
| 1888 | return id; |
| 1889 | } |
| 1890 | |
| 1891 | if ((!RLGL.ExtSupported.texCompETC2) && ((format == COMPRESSED_ETC2_RGB) || (format == COMPRESSED_ETC2_EAC_RGBA))) |
| 1892 | { |
| 1893 | TRACELOG(LOG_WARNING, "GL: ETC2 compressed texture format not supported" ); |
| 1894 | return id; |
| 1895 | } |
| 1896 | |
| 1897 | if ((!RLGL.ExtSupported.texCompPVRT) && ((format == COMPRESSED_PVRT_RGB) || (format == COMPRESSED_PVRT_RGBA))) |
| 1898 | { |
| 1899 | TRACELOG(LOG_WARNING, "GL: PVRT compressed texture format not supported" ); |
| 1900 | return id; |
| 1901 | } |
| 1902 | |
| 1903 | if ((!RLGL.ExtSupported.texCompASTC) && ((format == COMPRESSED_ASTC_4x4_RGBA) || (format == COMPRESSED_ASTC_8x8_RGBA))) |
| 1904 | { |
| 1905 | TRACELOG(LOG_WARNING, "GL: ASTC compressed texture format not supported" ); |
| 1906 | return id; |
| 1907 | } |
| 1908 | #endif |
| 1909 | #endif // GRAPHICS_API_OPENGL_11 |
| 1910 | |
| 1911 | glPixelStorei(GL_UNPACK_ALIGNMENT, 1); |
| 1912 | |
| 1913 | glGenTextures(1, &id); // Generate texture id |
| 1914 | |
| 1915 | #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
| 1916 | //glActiveTexture(GL_TEXTURE0); // If not defined, using GL_TEXTURE0 by default (shader texture) |
| 1917 | #endif |
| 1918 | |
| 1919 | glBindTexture(GL_TEXTURE_2D, id); |
| 1920 | |
| 1921 | int mipWidth = width; |
| 1922 | int mipHeight = height; |
| 1923 | int mipOffset = 0; // Mipmap data offset |
| 1924 | |
| 1925 | TRACELOGD("TEXTURE: Load texture from data memory address: 0x%x" , data); |
| 1926 | |
| 1927 | // Load the different mipmap levels |
| 1928 | for (int i = 0; i < mipmapCount; i++) |
| 1929 | { |
| 1930 | unsigned int mipSize = GetPixelDataSize(mipWidth, mipHeight, format); |
| 1931 | |
| 1932 | unsigned int glInternalFormat, glFormat, glType; |
| 1933 | rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType); |
| 1934 | |
| 1935 | TRACELOGD("TEXTURE: Load mipmap level %i (%i x %i), size: %i, offset: %i" , i, mipWidth, mipHeight, mipSize, mipOffset); |
| 1936 | |
| 1937 | if (glInternalFormat != -1) |
| 1938 | { |
| 1939 | if (format < COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, glFormat, glType, (unsigned char *)data + mipOffset); |
| 1940 | #if !defined(GRAPHICS_API_OPENGL_11) |
| 1941 | else glCompressedTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, mipSize, (unsigned char *)data + mipOffset); |
| 1942 | #endif |
| 1943 | |
| 1944 | #if defined(GRAPHICS_API_OPENGL_33) |
| 1945 | if (format == UNCOMPRESSED_GRAYSCALE) |
| 1946 | { |
| 1947 | GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE }; |
| 1948 | glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask); |
| 1949 | } |
| 1950 | else if (format == UNCOMPRESSED_GRAY_ALPHA) |
| 1951 | { |
| 1952 | #if defined(GRAPHICS_API_OPENGL_21) |
| 1953 | GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA }; |
| 1954 | #elif defined(GRAPHICS_API_OPENGL_33) |
| 1955 | GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN }; |
| 1956 | #endif |
| 1957 | glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask); |
| 1958 | } |
| 1959 | #endif |
| 1960 | } |
| 1961 | |
| 1962 | mipWidth /= 2; |
| 1963 | mipHeight /= 2; |
| 1964 | mipOffset += mipSize; |
| 1965 | |
| 1966 | // Security check for NPOT textures |
| 1967 | if (mipWidth < 1) mipWidth = 1; |
| 1968 | if (mipHeight < 1) mipHeight = 1; |
| 1969 | } |
| 1970 | |
| 1971 | // Texture parameters configuration |
| 1972 | // NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used |
| 1973 | #if defined(GRAPHICS_API_OPENGL_ES2) |
| 1974 | // NOTE: OpenGL ES 2.0 with no GL_OES_texture_npot support (i.e. WebGL) has limited NPOT support, so CLAMP_TO_EDGE must be used |
| 1975 | if (RLGL.ExtSupported.texNPOT) |
| 1976 | { |
| 1977 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repeat on x-axis |
| 1978 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repeat on y-axis |
| 1979 | } |
| 1980 | else |
| 1981 | { |
| 1982 | // NOTE: If using negative texture coordinates (LoadOBJ()), it does not work! |
| 1983 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // Set texture to clamp on x-axis |
| 1984 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Set texture to clamp on y-axis |
| 1985 | } |
| 1986 | #else |
| 1987 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repeat on x-axis |
| 1988 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repeat on y-axis |
| 1989 | #endif |
| 1990 | |
| 1991 | // Magnification and minification filters |
| 1992 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Alternative: GL_LINEAR |
| 1993 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Alternative: GL_LINEAR |
| 1994 | |
| 1995 | #if defined(GRAPHICS_API_OPENGL_33) |
| 1996 | if (mipmapCount > 1) |
| 1997 | { |
| 1998 | // Activate Trilinear filtering if mipmaps are available |
| 1999 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| 2000 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
| 2001 | } |
| 2002 | #endif |
| 2003 | |
| 2004 | // At this point we have the texture loaded in GPU and texture parameters configured |
| 2005 | |
| 2006 | // NOTE: If mipmaps were not in data, they are not generated automatically |
| 2007 | |
| 2008 | // Unbind current texture |
| 2009 | glBindTexture(GL_TEXTURE_2D, 0); |
| 2010 | |
| 2011 | if (id > 0) TRACELOG(LOG_INFO, "TEXTURE: [ID %i] Texture created successfully (%ix%i - %i mipmaps)" , id, width, height, mipmapCount); |
| 2012 | else TRACELOG(LOG_WARNING, "TEXTURE: Failed to load texture" ); |
| 2013 | |
| 2014 | return id; |
| 2015 | } |
| 2016 | |
| 2017 | // Load depth texture/renderbuffer (to be attached to fbo) |
| 2018 | // WARNING: OpenGL ES 2.0 requires GL_OES_depth_texture/WEBGL_depth_texture extensions |
| 2019 | unsigned int rlLoadTextureDepth(int width, int height, int bits, bool useRenderBuffer) |
| 2020 | { |
| 2021 | unsigned int id = 0; |
| 2022 | |
| 2023 | #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
| 2024 | unsigned int glInternalFormat = GL_DEPTH_COMPONENT16; |
| 2025 | |
| 2026 | if ((bits != 16) && (bits != 24) && (bits != 32)) bits = 16; |
| 2027 | |
| 2028 | if (bits == 24) |
| 2029 | { |
| 2030 | #if defined(GRAPHICS_API_OPENGL_33) |
| 2031 | glInternalFormat = GL_DEPTH_COMPONENT24; |
| 2032 | #elif defined(GRAPHICS_API_OPENGL_ES2) |
| 2033 | if (RLGL.ExtSupported.maxDepthBits >= 24) glInternalFormat = GL_DEPTH_COMPONENT24_OES; |
| 2034 | #endif |
| 2035 | } |
| 2036 | |
| 2037 | if (bits == 32) |
| 2038 | { |
| 2039 | #if defined(GRAPHICS_API_OPENGL_33) |
| 2040 | glInternalFormat = GL_DEPTH_COMPONENT32; |
| 2041 | #elif defined(GRAPHICS_API_OPENGL_ES2) |
| 2042 | if (RLGL.ExtSupported.maxDepthBits == 32) glInternalFormat = GL_DEPTH_COMPONENT32_OES; |
| 2043 | #endif |
| 2044 | } |
| 2045 | |
| 2046 | if (!useRenderBuffer && RLGL.ExtSupported.texDepth) |
| 2047 | { |
| 2048 | glGenTextures(1, &id); |
| 2049 | glBindTexture(GL_TEXTURE_2D, id); |
| 2050 | glTexImage2D(GL_TEXTURE_2D, 0, glInternalFormat, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); |
| 2051 | |
| 2052 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| 2053 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| 2054 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| 2055 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| 2056 | |
| 2057 | glBindTexture(GL_TEXTURE_2D, 0); |
| 2058 | } |
| 2059 | else |
| 2060 | { |
| 2061 | // Create the renderbuffer that will serve as the depth attachment for the framebuffer |
| 2062 | // NOTE: A renderbuffer is simpler than a texture and could offer better performance on embedded devices |
| 2063 | glGenRenderbuffers(1, &id); |
| 2064 | glBindRenderbuffer(GL_RENDERBUFFER, id); |
| 2065 | glRenderbufferStorage(GL_RENDERBUFFER, glInternalFormat, width, height); |
| 2066 | |
| 2067 | glBindRenderbuffer(GL_RENDERBUFFER, 0); |
| 2068 | } |
| 2069 | #endif |
| 2070 | |
| 2071 | return id; |
| 2072 | } |
| 2073 | |
| 2074 | // Load texture cubemap |
| 2075 | // NOTE: Cubemap data is expected to be 6 images in a single column, |
| 2076 | // expected the following convention: +X, -X, +Y, -Y, +Z, -Z |
| 2077 | unsigned int rlLoadTextureCubemap(void *data, int size, int format) |
| 2078 | { |
| 2079 | unsigned int cubemapId = 0; |
| 2080 | |
| 2081 | #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
| 2082 | unsigned int dataSize = GetPixelDataSize(size, size, format); |
| 2083 | |
| 2084 | glGenTextures(1, &cubemapId); |
| 2085 | glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapId); |
| 2086 | |
| 2087 | unsigned int glInternalFormat, glFormat, glType; |
| 2088 | rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType); |
| 2089 | |
| 2090 | if (glInternalFormat != -1) |
| 2091 | { |
| 2092 | // Load cubemap faces |
| 2093 | for (unsigned int i = 0; i < 6; i++) |
| 2094 | { |
| 2095 | if (format < COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, glFormat, glType, (unsigned char *)data + i*dataSize); |
| 2096 | else glCompressedTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, dataSize, (unsigned char *)data + i*dataSize); |
| 2097 | |
| 2098 | #if defined(GRAPHICS_API_OPENGL_33) |
| 2099 | if (format == UNCOMPRESSED_GRAYSCALE) |
| 2100 | { |
| 2101 | GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE }; |
| 2102 | glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask); |
| 2103 | } |
| 2104 | else if (format == UNCOMPRESSED_GRAY_ALPHA) |
| 2105 | { |
| 2106 | #if defined(GRAPHICS_API_OPENGL_21) |
| 2107 | GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA }; |
| 2108 | #elif defined(GRAPHICS_API_OPENGL_33) |
| 2109 | GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN }; |
| 2110 | #endif |
| 2111 | glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask); |
| 2112 | } |
| 2113 | #endif |
| 2114 | } |
| 2115 | } |
| 2116 | |
| 2117 | // Set cubemap texture sampling parameters |
| 2118 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| 2119 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| 2120 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| 2121 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| 2122 | #if defined(GRAPHICS_API_OPENGL_33) |
| 2123 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); // Flag not supported on OpenGL ES 2.0 |
| 2124 | #endif |
| 2125 | |
| 2126 | glBindTexture(GL_TEXTURE_CUBE_MAP, 0); |
| 2127 | #endif |
| 2128 | |
| 2129 | return cubemapId; |
| 2130 | } |
| 2131 | |
| 2132 | // Update already loaded texture in GPU with new data |
| 2133 | // NOTE: We don't know safely if internal texture format is the expected one... |
| 2134 | void rlUpdateTexture(unsigned int id, int width, int height, int format, const void *data) |
| 2135 | { |
| 2136 | glBindTexture(GL_TEXTURE_2D, id); |
| 2137 | |
| 2138 | unsigned int glInternalFormat, glFormat, glType; |
| 2139 | rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType); |
| 2140 | |
| 2141 | if ((glInternalFormat != -1) && (format < COMPRESSED_DXT1_RGB)) |
| 2142 | { |
| 2143 | glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, glFormat, glType, (unsigned char *)data); |
| 2144 | } |
| 2145 | else TRACELOG(LOG_WARNING, "TEXTURE: [ID %i] Failed to update for current texture format (%i)" , id, format); |
| 2146 | } |
| 2147 | |
| 2148 | // Get OpenGL internal formats and data type from raylib PixelFormat |
| 2149 | void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType) |
| 2150 | { |
| 2151 | *glInternalFormat = -1; |
| 2152 | *glFormat = -1; |
| 2153 | *glType = -1; |
| 2154 | |
| 2155 | switch (format) |
| 2156 | { |
| 2157 | #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_ES2) |
| 2158 | // NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA |
| 2159 | case UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_UNSIGNED_BYTE; break; |
| 2160 | case UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_LUMINANCE_ALPHA; *glFormat = GL_LUMINANCE_ALPHA; *glType = GL_UNSIGNED_BYTE; break; |
| 2161 | case UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break; |
| 2162 | case UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break; |
| 2163 | case UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break; |
| 2164 | case UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break; |
| 2165 | case UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break; |
| 2166 | #if !defined(GRAPHICS_API_OPENGL_11) |
| 2167 | case UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float |
| 2168 | case UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float |
| 2169 | case UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float |
| 2170 | #endif |
| 2171 | #elif defined(GRAPHICS_API_OPENGL_33) |
| 2172 | case UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_R8; *glFormat = GL_RED; *glType = GL_UNSIGNED_BYTE; break; |
| 2173 | case UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_RG8; *glFormat = GL_RG; *glType = GL_UNSIGNED_BYTE; break; |
| 2174 | case UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB565; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break; |
| 2175 | case UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB8; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break; |
| 2176 | case UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGB5_A1; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break; |
| 2177 | case UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA4; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break; |
| 2178 | case UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA8; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break; |
| 2179 | case UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_R32F; *glFormat = GL_RED; *glType = GL_FLOAT; break; |
| 2180 | case UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB32F; *glFormat = GL_RGB; *glType = GL_FLOAT; break; |
| 2181 | case UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA32F; *glFormat = GL_RGBA; *glType = GL_FLOAT; break; |
| 2182 | #endif |
| 2183 | #if !defined(GRAPHICS_API_OPENGL_11) |
| 2184 | case COMPRESSED_DXT1_RGB: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break; |
| 2185 | case COMPRESSED_DXT1_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break; |
| 2186 | case COMPRESSED_DXT3_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break; |
| 2187 | case COMPRESSED_DXT5_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break; |
| 2188 | case COMPRESSED_ETC1_RGB: if (RLGL.ExtSupported.texCompETC1) *glInternalFormat = GL_ETC1_RGB8_OES; break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3 |
| 2189 | case COMPRESSED_ETC2_RGB: if (RLGL.ExtSupported.texCompETC2) *glInternalFormat = GL_COMPRESSED_RGB8_ETC2; break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3 |
| 2190 | case COMPRESSED_ETC2_EAC_RGBA: if (RLGL.ExtSupported.texCompETC2) *glInternalFormat = GL_COMPRESSED_RGBA8_ETC2_EAC; break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3 |
| 2191 | case COMPRESSED_PVRT_RGB: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU |
| 2192 | case COMPRESSED_PVRT_RGBA: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU |
| 2193 | case COMPRESSED_ASTC_4x4_RGBA: if (RLGL.ExtSupported.texCompASTC) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_4x4_KHR; break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3 |
| 2194 | case COMPRESSED_ASTC_8x8_RGBA: if (RLGL.ExtSupported.texCompASTC) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_8x8_KHR; break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3 |
| 2195 | #endif |
| 2196 | default: TRACELOG(LOG_WARNING, "TEXTURE: Current format not supported (%i)" , format); break; |
| 2197 | } |
| 2198 | } |
| 2199 | |
| 2200 | // Unload texture from GPU memory |
| 2201 | void rlUnloadTexture(unsigned int id) |
| 2202 | { |
| 2203 | if (id > 0) glDeleteTextures(1, &id); |
| 2204 | } |
| 2205 | |
| 2206 | // Load a texture to be used for rendering (fbo with default color and depth attachments) |
| 2207 | // NOTE: If colorFormat or depthBits are no supported, no attachment is done |
| 2208 | RenderTexture2D rlLoadRenderTexture(int width, int height, int format, int depthBits, bool useDepthTexture) |
| 2209 | { |
| 2210 | RenderTexture2D target = { 0 }; |
| 2211 | |
| 2212 | #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
| 2213 | if (useDepthTexture && RLGL.ExtSupported.texDepth) target.depthTexture = true; |
| 2214 | |
| 2215 | // Create the framebuffer object |
| 2216 | glGenFramebuffers(1, &target.id); |
| 2217 | glBindFramebuffer(GL_FRAMEBUFFER, target.id); |
| 2218 | |
| 2219 | // Create fbo color texture attachment |
| 2220 | //----------------------------------------------------------------------------------------------------- |
| 2221 | if ((format != -1) && (format < COMPRESSED_DXT1_RGB)) |
| 2222 | { |
| 2223 | // WARNING: Some texture formats are not supported for fbo color attachment |
| 2224 | target.texture.id = rlLoadTexture(NULL, width, height, format, 1); |
| 2225 | target.texture.width = width; |
| 2226 | target.texture.height = height; |
| 2227 | target.texture.format = format; |
| 2228 | target.texture.mipmaps = 1; |
| 2229 | } |
| 2230 | //----------------------------------------------------------------------------------------------------- |
| 2231 | |
| 2232 | // Create fbo depth renderbuffer/texture |
| 2233 | //----------------------------------------------------------------------------------------------------- |
| 2234 | if (depthBits > 0) |
| 2235 | { |
| 2236 | target.depth.id = rlLoadTextureDepth(width, height, depthBits, !useDepthTexture); |
| 2237 | target.depth.width = width; |
| 2238 | target.depth.height = height; |
| 2239 | target.depth.format = 19; //DEPTH_COMPONENT_24BIT? |
| 2240 | target.depth.mipmaps = 1; |
| 2241 | } |
| 2242 | //----------------------------------------------------------------------------------------------------- |
| 2243 | |
| 2244 | // Attach color texture and depth renderbuffer to FBO |
| 2245 | //----------------------------------------------------------------------------------------------------- |
| 2246 | rlRenderTextureAttach(target, target.texture.id, 0); // COLOR attachment |
| 2247 | rlRenderTextureAttach(target, target.depth.id, 1); // DEPTH attachment |
| 2248 | //----------------------------------------------------------------------------------------------------- |
| 2249 | |
| 2250 | // Check if fbo is complete with attachments (valid) |
| 2251 | //----------------------------------------------------------------------------------------------------- |
| 2252 | if (rlRenderTextureComplete(target)) TRACELOG(LOG_INFO, "FBO: [ID %i] Framebuffer object created successfully" , target.id); |
| 2253 | //----------------------------------------------------------------------------------------------------- |
| 2254 | |
| 2255 | glBindFramebuffer(GL_FRAMEBUFFER, 0); |
| 2256 | #endif |
| 2257 | |
| 2258 | return target; |
| 2259 | } |
| 2260 | |
| 2261 | // Attach color buffer texture to an fbo (unloads previous attachment) |
| 2262 | // NOTE: Attach type: 0-Color, 1-Depth renderbuffer, 2-Depth texture |
| 2263 | void rlRenderTextureAttach(RenderTexture2D target, unsigned int id, int attachType) |
| 2264 | { |
| 2265 | #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
| 2266 | glBindFramebuffer(GL_FRAMEBUFFER, target.id); |
| 2267 | |
| 2268 | if (attachType == 0) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, id, 0); |
| 2269 | else if (attachType == 1) |
| 2270 | { |
| 2271 | if (target.depthTexture) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, id, 0); |
| 2272 | else glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, id); |
| 2273 | } |
| 2274 | |
| 2275 | glBindFramebuffer(GL_FRAMEBUFFER, 0); |
| 2276 | #endif |
| 2277 | } |
| 2278 | |
| 2279 | // Verify render texture is complete |
| 2280 | bool rlRenderTextureComplete(RenderTexture target) |
| 2281 | { |
| 2282 | bool result = false; |
| 2283 | |
| 2284 | #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
| 2285 | glBindFramebuffer(GL_FRAMEBUFFER, target.id); |
| 2286 | |
| 2287 | GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); |
| 2288 | |
| 2289 | if (status != GL_FRAMEBUFFER_COMPLETE) |
| 2290 | { |
| 2291 | switch (status) |
| 2292 | { |
| 2293 | case GL_FRAMEBUFFER_UNSUPPORTED: TRACELOG(LOG_WARNING, "FBO: [ID %i] Framebuffer is unsupported" , target.id); break; |
| 2294 | case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TRACELOG(LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete attachment" , target.id); break; |
| 2295 | #if defined(GRAPHICS_API_OPENGL_ES2) |
| 2296 | case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: TRACELOG(LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete dimensions" , target.id); break; |
| 2297 | #endif |
| 2298 | case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TRACELOG(LOG_WARNING, "FBO: [ID %i] Framebuffer has a missing attachment" , target.id); break; |
| 2299 | default: break; |
| 2300 | } |
| 2301 | } |
| 2302 | |
| 2303 | glBindFramebuffer(GL_FRAMEBUFFER, 0); |
| 2304 | |
| 2305 | result = (status == GL_FRAMEBUFFER_COMPLETE); |
| 2306 | #endif |
| 2307 | |
| 2308 | return result; |
| 2309 | } |
| 2310 | |
| 2311 | // Generate mipmap data for selected texture |
| 2312 | void rlGenerateMipmaps(Texture2D *texture) |
| 2313 | { |
| 2314 | glBindTexture(GL_TEXTURE_2D, texture->id); |
| 2315 | |
| 2316 | // Check if texture is power-of-two (POT) |
| 2317 | bool texIsPOT = false; |
| 2318 | |
| 2319 | if (((texture->width > 0) && ((texture->width & (texture->width - 1)) == 0)) && |
| 2320 | ((texture->height > 0) && ((texture->height & (texture->height - 1)) == 0))) texIsPOT = true; |
| 2321 | |
| 2322 | #if defined(GRAPHICS_API_OPENGL_11) |
| 2323 | if (texIsPOT) |
| 2324 | { |
| 2325 | // WARNING: Manual mipmap generation only works for RGBA 32bit textures! |
| 2326 | if (texture->format == UNCOMPRESSED_R8G8B8A8) |
| 2327 | { |
| 2328 | // Retrieve texture data from VRAM |
| 2329 | void *data = rlReadTexturePixels(*texture); |
| 2330 | |
| 2331 | // NOTE: data size is reallocated to fit mipmaps data |
| 2332 | // NOTE: CPU mipmap generation only supports RGBA 32bit data |
| 2333 | int mipmapCount = GenerateMipmaps(data, texture->width, texture->height); |
| 2334 | |
| 2335 | int size = texture->width*texture->height*4; |
| 2336 | int offset = size; |
| 2337 | |
| 2338 | int mipWidth = texture->width/2; |
| 2339 | int mipHeight = texture->height/2; |
| 2340 | |
| 2341 | // Load the mipmaps |
| 2342 | for (int level = 1; level < mipmapCount; level++) |
| 2343 | { |
| 2344 | glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA8, mipWidth, mipHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data + offset); |
| 2345 | |
| 2346 | size = mipWidth*mipHeight*4; |
| 2347 | offset += size; |
| 2348 | |
| 2349 | mipWidth /= 2; |
| 2350 | mipHeight /= 2; |
| 2351 | } |
| 2352 | |
| 2353 | texture->mipmaps = mipmapCount + 1; |
| 2354 | RL_FREE(data); // Once mipmaps have been generated and data has been uploaded to GPU VRAM, we can discard RAM data |
| 2355 | |
| 2356 | TRACELOG(LOG_WARNING, "TEXTURE: [ID %i] Mipmaps generated manually on CPU side, total: %i" , texture->id, texture->mipmaps); |
| 2357 | } |
| 2358 | else TRACELOG(LOG_WARNING, "TEXTURE: [ID %i] Failed to generate mipmaps for provided texture format" , texture->id); |
| 2359 | } |
| 2360 | #elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
| 2361 | if ((texIsPOT) || (RLGL.ExtSupported.texNPOT)) |
| 2362 | { |
| 2363 | //glHint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE); // Hint for mipmaps generation algorythm: GL_FASTEST, GL_NICEST, GL_DONT_CARE |
| 2364 | glGenerateMipmap(GL_TEXTURE_2D); // Generate mipmaps automatically |
| 2365 | |
| 2366 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| 2367 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // Activate Trilinear filtering for mipmaps |
| 2368 | |
| 2369 | #define MIN(a,b) (((a)<(b))?(a):(b)) |
| 2370 | #define MAX(a,b) (((a)>(b))?(a):(b)) |
| 2371 | |
| 2372 | texture->mipmaps = 1 + (int)floor(log(MAX(texture->width, texture->height))/log(2)); |
| 2373 | TRACELOG(LOG_INFO, "TEXTURE: [ID %i] Mipmaps generated automatically, total: %i" , texture->id, texture->mipmaps); |
| 2374 | } |
| 2375 | #endif |
| 2376 | else TRACELOG(LOG_WARNING, "TEXTURE: [ID %i] Failed to generate mipmaps" , texture->id); |
| 2377 | |
| 2378 | glBindTexture(GL_TEXTURE_2D, 0); |
| 2379 | } |
| 2380 | |
| 2381 | // Upload vertex data into a VAO (if supported) and VBO |
| 2382 | void rlLoadMesh(Mesh *mesh, bool dynamic) |
| 2383 | { |
| 2384 | if (mesh->vaoId > 0) |
| 2385 | { |
| 2386 | // Check if mesh has already been loaded in GPU |
| 2387 | TRACELOG(LOG_WARNING, "VAO: [ID %i] Trying to re-load an already loaded mesh" , mesh->vaoId); |
| 2388 | return; |
| 2389 | } |
| 2390 | |
| 2391 | mesh->vaoId = 0; // Vertex Array Object |
| 2392 | mesh->vboId[0] = 0; // Vertex positions VBO |
| 2393 | mesh->vboId[1] = 0; // Vertex texcoords VBO |
| 2394 | mesh->vboId[2] = 0; // Vertex normals VBO |
| 2395 | mesh->vboId[3] = 0; // Vertex colors VBO |
| 2396 | mesh->vboId[4] = 0; // Vertex tangents VBO |
| 2397 | mesh->vboId[5] = 0; // Vertex texcoords2 VBO |
| 2398 | mesh->vboId[6] = 0; // Vertex indices VBO |
| 2399 | |
| 2400 | #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
| 2401 | int drawHint = GL_STATIC_DRAW; |
| 2402 | if (dynamic) drawHint = GL_DYNAMIC_DRAW; |
| 2403 | |
| 2404 | if (RLGL.ExtSupported.vao) |
| 2405 | { |
| 2406 | // Initialize Quads VAO (Buffer A) |
| 2407 | glGenVertexArrays(1, &mesh->vaoId); |
| 2408 | glBindVertexArray(mesh->vaoId); |
| 2409 | } |
| 2410 | |
| 2411 | // NOTE: Attributes must be uploaded considering default locations points |
| 2412 | |
| 2413 | // Enable vertex attributes: position (shader-location = 0) |
| 2414 | glGenBuffers(1, &mesh->vboId[0]); |
| 2415 | glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[0]); |
| 2416 | glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->vertices, drawHint); |
| 2417 | glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0); |
| 2418 | glEnableVertexAttribArray(0); |
| 2419 | |
| 2420 | // Enable vertex attributes: texcoords (shader-location = 1) |
| 2421 | glGenBuffers(1, &mesh->vboId[1]); |
| 2422 | glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[1]); |
| 2423 | glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords, drawHint); |
| 2424 | glVertexAttribPointer(1, 2, GL_FLOAT, 0, 0, 0); |
| 2425 | glEnableVertexAttribArray(1); |
| 2426 | |
| 2427 | // Enable vertex attributes: normals (shader-location = 2) |
| 2428 | if (mesh->normals != NULL) |
| 2429 | { |
| 2430 | glGenBuffers(1, &mesh->vboId[2]); |
| 2431 | glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[2]); |
| 2432 | glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->normals, drawHint); |
| 2433 | glVertexAttribPointer(2, 3, GL_FLOAT, 0, 0, 0); |
| 2434 | glEnableVertexAttribArray(2); |
| 2435 | } |
| 2436 | else |
| 2437 | { |
| 2438 | // Default color vertex attribute set to WHITE |
| 2439 | glVertexAttrib3f(2, 1.0f, 1.0f, 1.0f); |
| 2440 | glDisableVertexAttribArray(2); |
| 2441 | } |
| 2442 | |
| 2443 | // Default color vertex attribute (shader-location = 3) |
| 2444 | if (mesh->colors != NULL) |
| 2445 | { |
| 2446 | glGenBuffers(1, &mesh->vboId[3]); |
| 2447 | glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[3]); |
| 2448 | glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*mesh->vertexCount, mesh->colors, drawHint); |
| 2449 | glVertexAttribPointer(3, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); |
| 2450 | glEnableVertexAttribArray(3); |
| 2451 | } |
| 2452 | else |
| 2453 | { |
| 2454 | // Default color vertex attribute set to WHITE |
| 2455 | glVertexAttrib4f(3, 1.0f, 1.0f, 1.0f, 1.0f); |
| 2456 | glDisableVertexAttribArray(3); |
| 2457 | } |
| 2458 | |
| 2459 | // Default tangent vertex attribute (shader-location = 4) |
| 2460 | if (mesh->tangents != NULL) |
| 2461 | { |
| 2462 | glGenBuffers(1, &mesh->vboId[4]); |
| 2463 | glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[4]); |
| 2464 | glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*mesh->vertexCount, mesh->tangents, drawHint); |
| 2465 | glVertexAttribPointer(4, 4, GL_FLOAT, 0, 0, 0); |
| 2466 | glEnableVertexAttribArray(4); |
| 2467 | } |
| 2468 | else |
| 2469 | { |
| 2470 | // Default tangents vertex attribute |
| 2471 | glVertexAttrib4f(4, 0.0f, 0.0f, 0.0f, 0.0f); |
| 2472 | glDisableVertexAttribArray(4); |
| 2473 | } |
| 2474 | |
| 2475 | // Default texcoord2 vertex attribute (shader-location = 5) |
| 2476 | if (mesh->texcoords2 != NULL) |
| 2477 | { |
| 2478 | glGenBuffers(1, &mesh->vboId[5]); |
| 2479 | glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[5]); |
| 2480 | glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords2, drawHint); |
| 2481 | glVertexAttribPointer(5, 2, GL_FLOAT, 0, 0, 0); |
| 2482 | glEnableVertexAttribArray(5); |
| 2483 | } |
| 2484 | else |
| 2485 | { |
| 2486 | // Default texcoord2 vertex attribute |
| 2487 | glVertexAttrib2f(5, 0.0f, 0.0f); |
| 2488 | glDisableVertexAttribArray(5); |
| 2489 | } |
| 2490 | |
| 2491 | if (mesh->indices != NULL) |
| 2492 | { |
| 2493 | glGenBuffers(1, &mesh->vboId[6]); |
| 2494 | glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh->vboId[6]); |
| 2495 | glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned short)*mesh->triangleCount*3, mesh->indices, drawHint); |
| 2496 | } |
| 2497 | |
| 2498 | if (RLGL.ExtSupported.vao) |
| 2499 | { |
| 2500 | if (mesh->vaoId > 0) TRACELOG(LOG_INFO, "VAO: [ID %i] Mesh uploaded successfully to VRAM (GPU)" , mesh->vaoId); |
| 2501 | else TRACELOG(LOG_WARNING, "VAO: Failed to load mesh to VRAM (GPU)" ); |
| 2502 | } |
| 2503 | else |
| 2504 | { |
| 2505 | TRACELOG(LOG_INFO, "VBO: Mesh uploaded successfully to VRAM (GPU)" ); |
| 2506 | } |
| 2507 | #endif |
| 2508 | } |
| 2509 | |
| 2510 | // Load a new attributes buffer |
| 2511 | unsigned int rlLoadAttribBuffer(unsigned int vaoId, int shaderLoc, void *buffer, int size, bool dynamic) |
| 2512 | { |
| 2513 | unsigned int id = 0; |
| 2514 | |
| 2515 | #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
| 2516 | int drawHint = GL_STATIC_DRAW; |
| 2517 | if (dynamic) drawHint = GL_DYNAMIC_DRAW; |
| 2518 | |
| 2519 | if (RLGL.ExtSupported.vao) glBindVertexArray(vaoId); |
| 2520 | |
| 2521 | glGenBuffers(1, &id); |
| 2522 | glBindBuffer(GL_ARRAY_BUFFER, id); |
| 2523 | glBufferData(GL_ARRAY_BUFFER, size, buffer, drawHint); |
| 2524 | glVertexAttribPointer(shaderLoc, 2, GL_FLOAT, 0, 0, 0); |
| 2525 | glEnableVertexAttribArray(shaderLoc); |
| 2526 | |
| 2527 | if (RLGL.ExtSupported.vao) glBindVertexArray(0); |
| 2528 | #endif |
| 2529 | |
| 2530 | return id; |
| 2531 | } |
| 2532 | |
| 2533 | // Update vertex or index data on GPU (upload new data to one buffer) |
| 2534 | void rlUpdateMesh(Mesh mesh, int buffer, int num) |
| 2535 | { |
| 2536 | rlUpdateMeshAt(mesh, buffer, num, 0); |
| 2537 | } |
| 2538 | |
| 2539 | // Update vertex or index data on GPU, at index |
| 2540 | // WARNING: error checking is in place that will cause the data to not be |
| 2541 | // updated if offset + size exceeds what the buffer can hold |
| 2542 | void rlUpdateMeshAt(Mesh mesh, int buffer, int num, int index) |
| 2543 | { |
| 2544 | #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
| 2545 | // Activate mesh VAO |
| 2546 | if (RLGL.ExtSupported.vao) glBindVertexArray(mesh.vaoId); |
| 2547 | |
| 2548 | switch (buffer) |
| 2549 | { |
| 2550 | case 0: // Update vertices (vertex position) |
| 2551 | { |
| 2552 | glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]); |
| 2553 | if (index == 0 && num >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*num, mesh.vertices, GL_DYNAMIC_DRAW); |
| 2554 | else if (index + num >= mesh.vertexCount) break; |
| 2555 | else glBufferSubData(GL_ARRAY_BUFFER, sizeof(float)*3*index, sizeof(float)*3*num, mesh.vertices); |
| 2556 | |
| 2557 | } break; |
| 2558 | case 1: // Update texcoords (vertex texture coordinates) |
| 2559 | { |
| 2560 | glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]); |
| 2561 | if (index == 0 && num >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*num, mesh.texcoords, GL_DYNAMIC_DRAW); |
| 2562 | else if (index + num >= mesh.vertexCount) break; |
| 2563 | else glBufferSubData(GL_ARRAY_BUFFER, sizeof(float)*2*index, sizeof(float)*2*num, mesh.texcoords); |
| 2564 | |
| 2565 | } break; |
| 2566 | case 2: // Update normals (vertex normals) |
| 2567 | { |
| 2568 | glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]); |
| 2569 | if (index == 0 && num >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*num, mesh.normals, GL_DYNAMIC_DRAW); |
| 2570 | else if (index + num >= mesh.vertexCount) break; |
| 2571 | else glBufferSubData(GL_ARRAY_BUFFER, sizeof(float)*3*index, sizeof(float)*3*num, mesh.normals); |
| 2572 | |
| 2573 | } break; |
| 2574 | case 3: // Update colors (vertex colors) |
| 2575 | { |
| 2576 | glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]); |
| 2577 | if (index == 0 && num >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*num, mesh.colors, GL_DYNAMIC_DRAW); |
| 2578 | else if (index + num >= mesh.vertexCount) break; |
| 2579 | else glBufferSubData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*index, sizeof(unsigned char)*4*num, mesh.colors); |
| 2580 | |
| 2581 | } break; |
| 2582 | case 4: // Update tangents (vertex tangents) |
| 2583 | { |
| 2584 | glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]); |
| 2585 | if (index == 0 && num >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*num, mesh.tangents, GL_DYNAMIC_DRAW); |
| 2586 | else if (index + num >= mesh.vertexCount) break; |
| 2587 | else glBufferSubData(GL_ARRAY_BUFFER, sizeof(float)*4*index, sizeof(float)*4*num, mesh.tangents); |
| 2588 | } break; |
| 2589 | case 5: // Update texcoords2 (vertex second texture coordinates) |
| 2590 | { |
| 2591 | glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]); |
| 2592 | if (index == 0 && num >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*num, mesh.texcoords2, GL_DYNAMIC_DRAW); |
| 2593 | else if (index + num >= mesh.vertexCount) break; |
| 2594 | else glBufferSubData(GL_ARRAY_BUFFER, sizeof(float)*2*index, sizeof(float)*2*num, mesh.texcoords2); |
| 2595 | } break; |
| 2596 | case 6: // Update indices (triangle index buffer) |
| 2597 | { |
| 2598 | // the * 3 is because each triangle has 3 indices |
| 2599 | unsigned short *indices = mesh.indices; |
| 2600 | glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.vboId[6]); |
| 2601 | if (index == 0 && num >= mesh.triangleCount) |
| 2602 | glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(*indices)*num*3, indices, GL_DYNAMIC_DRAW); |
| 2603 | else if (index + num >= mesh.triangleCount) |
| 2604 | break; |
| 2605 | else |
| 2606 | glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, sizeof(*indices)*index*3, sizeof(*indices)*num*3, indices); |
| 2607 | } break; |
| 2608 | default: break; |
| 2609 | } |
| 2610 | |
| 2611 | // Unbind the current VAO |
| 2612 | if (RLGL.ExtSupported.vao) glBindVertexArray(0); |
| 2613 | |
| 2614 | // Another option would be using buffer mapping... |
| 2615 | //mesh.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE); |
| 2616 | // Now we can modify vertices |
| 2617 | //glUnmapBuffer(GL_ARRAY_BUFFER); |
| 2618 | #endif |
| 2619 | } |
| 2620 | |
| 2621 | // Draw a 3d mesh with material and transform |
| 2622 | void rlDrawMesh(Mesh mesh, Material material, Matrix transform) |
| 2623 | { |
| 2624 | #if defined(GRAPHICS_API_OPENGL_11) |
| 2625 | glEnable(GL_TEXTURE_2D); |
| 2626 | glBindTexture(GL_TEXTURE_2D, material.maps[MAP_DIFFUSE].texture.id); |
| 2627 | |
| 2628 | // NOTE: On OpenGL 1.1 we use Vertex Arrays to draw model |
| 2629 | glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array |
| 2630 | glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable texture coords array |
| 2631 | if (mesh.normals != NULL) glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array |
| 2632 | if (mesh.colors != NULL) glEnableClientState(GL_COLOR_ARRAY); // Enable colors array |
| 2633 | |
| 2634 | glVertexPointer(3, GL_FLOAT, 0, mesh.vertices); // Pointer to vertex coords array |
| 2635 | glTexCoordPointer(2, GL_FLOAT, 0, mesh.texcoords); // Pointer to texture coords array |
| 2636 | if (mesh.normals != NULL) glNormalPointer(GL_FLOAT, 0, mesh.normals); // Pointer to normals array |
| 2637 | if (mesh.colors != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh.colors); // Pointer to colors array |
| 2638 | |
| 2639 | rlPushMatrix(); |
| 2640 | rlMultMatrixf(MatrixToFloat(transform)); |
| 2641 | rlColor4ub(material.maps[MAP_DIFFUSE].color.r, material.maps[MAP_DIFFUSE].color.g, material.maps[MAP_DIFFUSE].color.b, material.maps[MAP_DIFFUSE].color.a); |
| 2642 | |
| 2643 | if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, mesh.indices); |
| 2644 | else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount); |
| 2645 | rlPopMatrix(); |
| 2646 | |
| 2647 | glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array |
| 2648 | glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array |
| 2649 | if (mesh.normals != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array |
| 2650 | if (mesh.colors != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable colors array |
| 2651 | |
| 2652 | glDisable(GL_TEXTURE_2D); |
| 2653 | glBindTexture(GL_TEXTURE_2D, 0); |
| 2654 | #endif |
| 2655 | |
| 2656 | #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
| 2657 | // Bind shader program |
| 2658 | glUseProgram(material.shader.id); |
| 2659 | |
| 2660 | // Matrices and other values required by shader |
| 2661 | //----------------------------------------------------- |
| 2662 | // Calculate and send to shader model matrix (used by PBR shader) |
| 2663 | if (material.shader.locs[LOC_MATRIX_MODEL] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_MODEL], transform); |
| 2664 | |
| 2665 | // Upload to shader material.colDiffuse |
| 2666 | if (material.shader.locs[LOC_COLOR_DIFFUSE] != -1) |
| 2667 | glUniform4f(material.shader.locs[LOC_COLOR_DIFFUSE], (float)material.maps[MAP_DIFFUSE].color.r/255.0f, |
| 2668 | (float)material.maps[MAP_DIFFUSE].color.g/255.0f, |
| 2669 | (float)material.maps[MAP_DIFFUSE].color.b/255.0f, |
| 2670 | (float)material.maps[MAP_DIFFUSE].color.a/255.0f); |
| 2671 | |
| 2672 | // Upload to shader material.colSpecular (if available) |
| 2673 | if (material.shader.locs[LOC_COLOR_SPECULAR] != -1) |
| 2674 | glUniform4f(material.shader.locs[LOC_COLOR_SPECULAR], (float)material.maps[MAP_SPECULAR].color.r/255.0f, |
| 2675 | (float)material.maps[MAP_SPECULAR].color.g/255.0f, |
| 2676 | (float)material.maps[MAP_SPECULAR].color.b/255.0f, |
| 2677 | (float)material.maps[MAP_SPECULAR].color.a/255.0f); |
| 2678 | |
| 2679 | if (material.shader.locs[LOC_MATRIX_VIEW] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_VIEW], RLGL.State.modelview); |
| 2680 | if (material.shader.locs[LOC_MATRIX_PROJECTION] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_PROJECTION], RLGL.State.projection); |
| 2681 | |
| 2682 | // At this point the modelview matrix just contains the view matrix (camera) |
| 2683 | // That's because BeginMode3D() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix() |
| 2684 | Matrix matView = RLGL.State.modelview; // View matrix (camera) |
| 2685 | Matrix matProjection = RLGL.State.projection; // Projection matrix (perspective) |
| 2686 | |
| 2687 | // TODO: Consider possible transform matrices in the RLGL.State.stack |
| 2688 | // Is this the right order? or should we start with the first stored matrix instead of the last one? |
| 2689 | //Matrix matStackTransform = MatrixIdentity(); |
| 2690 | //for (int i = RLGL.State.stackCounter; i > 0; i--) matStackTransform = MatrixMultiply(RLGL.State.stack[i], matStackTransform); |
| 2691 | |
| 2692 | // Transform to camera-space coordinates |
| 2693 | Matrix matModelView = MatrixMultiply(transform, MatrixMultiply(RLGL.State.transform, matView)); |
| 2694 | //----------------------------------------------------- |
| 2695 | |
| 2696 | // Bind active texture maps (if available) |
| 2697 | for (int i = 0; i < MAX_MATERIAL_MAPS; i++) |
| 2698 | { |
| 2699 | if (material.maps[i].texture.id > 0) |
| 2700 | { |
| 2701 | glActiveTexture(GL_TEXTURE0 + i); |
| 2702 | if ((i == MAP_IRRADIANCE) || (i == MAP_PREFILTER) || (i == MAP_CUBEMAP)) glBindTexture(GL_TEXTURE_CUBE_MAP, material.maps[i].texture.id); |
| 2703 | else glBindTexture(GL_TEXTURE_2D, material.maps[i].texture.id); |
| 2704 | |
| 2705 | glUniform1i(material.shader.locs[LOC_MAP_DIFFUSE + i], i); |
| 2706 | } |
| 2707 | } |
| 2708 | |
| 2709 | // Bind vertex array objects (or VBOs) |
| 2710 | if (RLGL.ExtSupported.vao) glBindVertexArray(mesh.vaoId); |
| 2711 | else |
| 2712 | { |
| 2713 | // Bind mesh VBO data: vertex position (shader-location = 0) |
| 2714 | glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]); |
| 2715 | glVertexAttribPointer(material.shader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0); |
| 2716 | glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_POSITION]); |
| 2717 | |
| 2718 | // Bind mesh VBO data: vertex texcoords (shader-location = 1) |
| 2719 | glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]); |
| 2720 | glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0); |
| 2721 | glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TEXCOORD01]); |
| 2722 | |
| 2723 | // Bind mesh VBO data: vertex normals (shader-location = 2, if available) |
| 2724 | if (material.shader.locs[LOC_VERTEX_NORMAL] != -1) |
| 2725 | { |
| 2726 | glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]); |
| 2727 | glVertexAttribPointer(material.shader.locs[LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0); |
| 2728 | glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_NORMAL]); |
| 2729 | } |
| 2730 | |
| 2731 | // Bind mesh VBO data: vertex colors (shader-location = 3, if available) |
| 2732 | if (material.shader.locs[LOC_VERTEX_COLOR] != -1) |
| 2733 | { |
| 2734 | if (mesh.vboId[3] != 0) |
| 2735 | { |
| 2736 | glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]); |
| 2737 | glVertexAttribPointer(material.shader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); |
| 2738 | glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_COLOR]); |
| 2739 | } |
| 2740 | else |
| 2741 | { |
| 2742 | // Set default value for unused attribute |
| 2743 | // NOTE: Required when using default shader and no VAO support |
| 2744 | glVertexAttrib4f(material.shader.locs[LOC_VERTEX_COLOR], 1.0f, 1.0f, 1.0f, 1.0f); |
| 2745 | glDisableVertexAttribArray(material.shader.locs[LOC_VERTEX_COLOR]); |
| 2746 | } |
| 2747 | } |
| 2748 | |
| 2749 | // Bind mesh VBO data: vertex tangents (shader-location = 4, if available) |
| 2750 | if (material.shader.locs[LOC_VERTEX_TANGENT] != -1) |
| 2751 | { |
| 2752 | glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]); |
| 2753 | glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TANGENT], 4, GL_FLOAT, 0, 0, 0); |
| 2754 | glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TANGENT]); |
| 2755 | } |
| 2756 | |
| 2757 | // Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available) |
| 2758 | if (material.shader.locs[LOC_VERTEX_TEXCOORD02] != -1) |
| 2759 | { |
| 2760 | glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]); |
| 2761 | glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TEXCOORD02], 2, GL_FLOAT, 0, 0, 0); |
| 2762 | glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TEXCOORD02]); |
| 2763 | } |
| 2764 | |
| 2765 | if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.vboId[6]); |
| 2766 | } |
| 2767 | |
| 2768 | int eyesCount = 1; |
| 2769 | #if defined(SUPPORT_VR_SIMULATOR) |
| 2770 | if (RLGL.Vr.stereoRender) eyesCount = 2; |
| 2771 | #endif |
| 2772 | |
| 2773 | for (int eye = 0; eye < eyesCount; eye++) |
| 2774 | { |
| 2775 | if (eyesCount == 1) RLGL.State.modelview = matModelView; |
| 2776 | #if defined(SUPPORT_VR_SIMULATOR) |
| 2777 | else SetStereoView(eye, matProjection, matModelView); |
| 2778 | #endif |
| 2779 | |
| 2780 | // Calculate model-view-projection matrix (MVP) |
| 2781 | Matrix matMVP = MatrixMultiply(RLGL.State.modelview, RLGL.State.projection); // Transform to screen-space coordinates |
| 2782 | |
| 2783 | // Send combined model-view-projection matrix to shader |
| 2784 | glUniformMatrix4fv(material.shader.locs[LOC_MATRIX_MVP], 1, false, MatrixToFloat(matMVP)); |
| 2785 | |
| 2786 | // Draw call! |
| 2787 | if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, 0); // Indexed vertices draw |
| 2788 | else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount); |
| 2789 | } |
| 2790 | |
| 2791 | // Unbind all binded texture maps |
| 2792 | for (int i = 0; i < MAX_MATERIAL_MAPS; i++) |
| 2793 | { |
| 2794 | glActiveTexture(GL_TEXTURE0 + i); // Set shader active texture |
| 2795 | if ((i == MAP_IRRADIANCE) || (i == MAP_PREFILTER) || (i == MAP_CUBEMAP)) glBindTexture(GL_TEXTURE_CUBE_MAP, 0); |
| 2796 | else glBindTexture(GL_TEXTURE_2D, 0); // Unbind current active texture |
| 2797 | } |
| 2798 | |
| 2799 | // Unind vertex array objects (or VBOs) |
| 2800 | if (RLGL.ExtSupported.vao) glBindVertexArray(0); |
| 2801 | else |
| 2802 | { |
| 2803 | glBindBuffer(GL_ARRAY_BUFFER, 0); |
| 2804 | if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); |
| 2805 | } |
| 2806 | |
| 2807 | // Unbind shader program |
| 2808 | glUseProgram(0); |
| 2809 | |
| 2810 | // Restore RLGL.State.projection/RLGL.State.modelview matrices |
| 2811 | // NOTE: In stereo rendering matrices are being modified to fit every eye |
| 2812 | RLGL.State.projection = matProjection; |
| 2813 | RLGL.State.modelview = matView; |
| 2814 | #endif |
| 2815 | } |
| 2816 | |
| 2817 | // Unload mesh data from CPU and GPU |
| 2818 | void rlUnloadMesh(Mesh mesh) |
| 2819 | { |
| 2820 | RL_FREE(mesh.vertices); |
| 2821 | RL_FREE(mesh.texcoords); |
| 2822 | RL_FREE(mesh.normals); |
| 2823 | RL_FREE(mesh.colors); |
| 2824 | RL_FREE(mesh.tangents); |
| 2825 | RL_FREE(mesh.texcoords2); |
| 2826 | RL_FREE(mesh.indices); |
| 2827 | |
| 2828 | RL_FREE(mesh.animVertices); |
| 2829 | RL_FREE(mesh.animNormals); |
| 2830 | RL_FREE(mesh.boneWeights); |
| 2831 | RL_FREE(mesh.boneIds); |
| 2832 | |
| 2833 | rlDeleteBuffers(mesh.vboId[0]); // vertex |
| 2834 | rlDeleteBuffers(mesh.vboId[1]); // texcoords |
| 2835 | rlDeleteBuffers(mesh.vboId[2]); // normals |
| 2836 | rlDeleteBuffers(mesh.vboId[3]); // colors |
| 2837 | rlDeleteBuffers(mesh.vboId[4]); // tangents |
| 2838 | rlDeleteBuffers(mesh.vboId[5]); // texcoords2 |
| 2839 | rlDeleteBuffers(mesh.vboId[6]); // indices |
| 2840 | |
| 2841 | rlDeleteVertexArrays(mesh.vaoId); |
| 2842 | } |
| 2843 | |
| 2844 | // Read screen pixel data (color buffer) |
| 2845 | unsigned char *rlReadScreenPixels(int width, int height) |
| 2846 | { |
| 2847 | unsigned char *screenData = (unsigned char *)RL_CALLOC(width*height*4, sizeof(unsigned char)); |
| 2848 | |
| 2849 | // NOTE 1: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer |
| 2850 | // NOTE 2: We are getting alpha channel! Be careful, it can be transparent if not cleared properly! |
| 2851 | glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, screenData); |
| 2852 | |
| 2853 | // Flip image vertically! |
| 2854 | unsigned char *imgData = (unsigned char *)RL_MALLOC(width*height*sizeof(unsigned char)*4); |
| 2855 | |
| 2856 | for (int y = height - 1; y >= 0; y--) |
| 2857 | { |
| 2858 | for (int x = 0; x < (width*4); x++) |
| 2859 | { |
| 2860 | imgData[((height - 1) - y)*width*4 + x] = screenData[(y*width*4) + x]; // Flip line |
| 2861 | |
| 2862 | // Set alpha component value to 255 (no trasparent image retrieval) |
| 2863 | // NOTE: Alpha value has already been applied to RGB in framebuffer, we don't need it! |
| 2864 | if (((x + 1)%4) == 0) imgData[((height - 1) - y)*width*4 + x] = 255; |
| 2865 | } |
| 2866 | } |
| 2867 | |
| 2868 | RL_FREE(screenData); |
| 2869 | |
| 2870 | return imgData; // NOTE: image data should be freed |
| 2871 | } |
| 2872 | |
| 2873 | // Read texture pixel data |
| 2874 | void *rlReadTexturePixels(Texture2D texture) |
| 2875 | { |
| 2876 | void *pixels = NULL; |
| 2877 | |
| 2878 | #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) |
| 2879 | glBindTexture(GL_TEXTURE_2D, texture.id); |
| 2880 | |
| 2881 | // NOTE: Using texture.id, we can retrieve some texture info (but not on OpenGL ES 2.0) |
| 2882 | // Possible texture info: GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE |
| 2883 | //int width, height, format; |
| 2884 | //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width); |
| 2885 | //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height); |
| 2886 | //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format); |
| 2887 | |
| 2888 | // NOTE: Each row written to or read from by OpenGL pixel operations like glGetTexImage are aligned to a 4 byte boundary by default, which may add some padding. |
| 2889 | // Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting. |
| 2890 | // GL_PACK_ALIGNMENT affects operations that read from OpenGL memory (glReadPixels, glGetTexImage, etc.) |
| 2891 | // GL_UNPACK_ALIGNMENT affects operations that write to OpenGL memory (glTexImage, etc.) |
| 2892 | glPixelStorei(GL_PACK_ALIGNMENT, 1); |
| 2893 | |
| 2894 | unsigned int glInternalFormat, glFormat, glType; |
| 2895 | rlGetGlTextureFormats(texture.format, &glInternalFormat, &glFormat, &glType); |
| 2896 | unsigned int size = GetPixelDataSize(texture.width, texture.height, texture.format); |
| 2897 | |
| 2898 | if ((glInternalFormat != -1) && (texture.format < COMPRESSED_DXT1_RGB)) |
| 2899 | { |
| 2900 | pixels = (unsigned char *)RL_MALLOC(size); |
| 2901 | glGetTexImage(GL_TEXTURE_2D, 0, glFormat, glType, pixels); |
| 2902 | } |
| 2903 | else TRACELOG(LOG_WARNING, "TEXTURE: [ID %i] Data retrieval not suported for pixel format (%i)" , texture.id, texture.format); |
| 2904 | |
| 2905 | glBindTexture(GL_TEXTURE_2D, 0); |
| 2906 | #endif |
| 2907 | |
| 2908 | #if defined(GRAPHICS_API_OPENGL_ES2) |
| 2909 | // glGetTexImage() is not available on OpenGL ES 2.0 |
| 2910 | // Texture2D width and height are required on OpenGL ES 2.0. There is no way to get it from texture id. |
| 2911 | // Two possible Options: |
| 2912 | // 1 - Bind texture to color fbo attachment and glReadPixels() |
| 2913 | // 2 - Create an fbo, activate it, render quad with texture, glReadPixels() |
| 2914 | // We are using Option 1, just need to care for texture format on retrieval |
| 2915 | // NOTE: This behaviour could be conditioned by graphic driver... |
| 2916 | RenderTexture2D fbo = rlLoadRenderTexture(texture.width, texture.height, UNCOMPRESSED_R8G8B8A8, 16, false); |
| 2917 | |
| 2918 | glBindFramebuffer(GL_FRAMEBUFFER, fbo.id); |
| 2919 | glBindTexture(GL_TEXTURE_2D, 0); |
| 2920 | |
| 2921 | // Attach our texture to FBO |
| 2922 | // NOTE: Previoust attached texture is automatically detached |
| 2923 | glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.id, 0); |
| 2924 | |
| 2925 | // We read data as RGBA because FBO texture is configured as RGBA, despite binding another texture format |
| 2926 | pixels = (unsigned char *)RL_MALLOC(GetPixelDataSize(texture.width, texture.height, UNCOMPRESSED_R8G8B8A8)); |
| 2927 | glReadPixels(0, 0, texture.width, texture.height, GL_RGBA, GL_UNSIGNED_BYTE, pixels); |
| 2928 | |
| 2929 | // Re-attach internal FBO color texture before deleting it |
| 2930 | glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbo.texture.id, 0); |
| 2931 | |
| 2932 | glBindFramebuffer(GL_FRAMEBUFFER, 0); |
| 2933 | |
| 2934 | // Clean up temporal fbo |
| 2935 | rlDeleteRenderTextures(fbo); |
| 2936 | #endif |
| 2937 | |
| 2938 | return pixels; |
| 2939 | } |
| 2940 | |
| 2941 | //---------------------------------------------------------------------------------- |
| 2942 | // Module Functions Definition - Shaders Functions |
| 2943 | // NOTE: Those functions are exposed directly to the user in raylib.h |
| 2944 | //---------------------------------------------------------------------------------- |
| 2945 | |
| 2946 | // Get default internal texture (white texture) |
| 2947 | Texture2D GetTextureDefault(void) |
| 2948 | { |
| 2949 | Texture2D texture = { 0 }; |
| 2950 | #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
| 2951 | texture.id = RLGL.State.defaultTextureId; |
| 2952 | texture.width = 1; |
| 2953 | texture.height = 1; |
| 2954 | texture.mipmaps = 1; |
| 2955 | texture.format = UNCOMPRESSED_R8G8B8A8; |
| 2956 | #endif |
| 2957 | return texture; |
| 2958 | } |
| 2959 | |
| 2960 | // Get texture to draw shapes (RAII) |
| 2961 | Texture2D GetShapesTexture(void) |
| 2962 | { |
| 2963 | return RLGL.State.shapesTexture; |
| 2964 | } |
| 2965 | |
| 2966 | // Get texture rectangle to draw shapes |
| 2967 | Rectangle GetShapesTextureRec(void) |
| 2968 | { |
| 2969 | return RLGL.State.shapesTextureRec; |
| 2970 | } |
| 2971 | |
| 2972 | // Define default texture used to draw shapes |
| 2973 | void SetShapesTexture(Texture2D texture, Rectangle source) |
| 2974 | { |
| 2975 | RLGL.State.shapesTexture = texture; |
| 2976 | RLGL.State.shapesTextureRec = source; |
| 2977 | } |
| 2978 | |
| 2979 | // Get default shader |
| 2980 | Shader GetShaderDefault(void) |
| 2981 | { |
| 2982 | #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
| 2983 | return RLGL.State.defaultShader; |
| 2984 | #else |
| 2985 | Shader shader = { 0 }; |
| 2986 | return shader; |
| 2987 | #endif |
| 2988 | } |
| 2989 | |
| 2990 | // Load shader from files and bind default locations |
| 2991 | // NOTE: If shader string is NULL, using default vertex/fragment shaders |
| 2992 | Shader LoadShader(const char *vsFileName, const char *fsFileName) |
| 2993 | { |
| 2994 | Shader shader = { 0 }; |
| 2995 | |
| 2996 | // NOTE: Shader.locs is allocated by LoadShaderCode() |
| 2997 | |
| 2998 | char *vShaderStr = NULL; |
| 2999 | char *fShaderStr = NULL; |
| 3000 | |
| 3001 | if (vsFileName != NULL) vShaderStr = LoadFileText(vsFileName); |
| 3002 | if (fsFileName != NULL) fShaderStr = LoadFileText(fsFileName); |
| 3003 | |
| 3004 | shader = LoadShaderCode(vShaderStr, fShaderStr); |
| 3005 | |
| 3006 | if (vShaderStr != NULL) RL_FREE(vShaderStr); |
| 3007 | if (fShaderStr != NULL) RL_FREE(fShaderStr); |
| 3008 | |
| 3009 | return shader; |
| 3010 | } |
| 3011 | |
| 3012 | // Load shader from code strings |
| 3013 | // NOTE: If shader string is NULL, using default vertex/fragment shaders |
| 3014 | Shader LoadShaderCode(const char *vsCode, const char *fsCode) |
| 3015 | { |
| 3016 | Shader shader = { 0 }; |
| 3017 | shader.locs = (int *)RL_CALLOC(MAX_SHADER_LOCATIONS, sizeof(int)); |
| 3018 | |
| 3019 | // NOTE: All locations must be reseted to -1 (no location) |
| 3020 | for (int i = 0; i < MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1; |
| 3021 | |
| 3022 | #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
| 3023 | unsigned int vertexShaderId = RLGL.State.defaultVShaderId; |
| 3024 | unsigned int fragmentShaderId = RLGL.State.defaultFShaderId; |
| 3025 | |
| 3026 | if (vsCode != NULL) vertexShaderId = CompileShader(vsCode, GL_VERTEX_SHADER); |
| 3027 | if (fsCode != NULL) fragmentShaderId = CompileShader(fsCode, GL_FRAGMENT_SHADER); |
| 3028 | |
| 3029 | if ((vertexShaderId == RLGL.State.defaultVShaderId) && (fragmentShaderId == RLGL.State.defaultFShaderId)) shader = RLGL.State.defaultShader; |
| 3030 | else |
| 3031 | { |
| 3032 | shader.id = LoadShaderProgram(vertexShaderId, fragmentShaderId); |
| 3033 | |
| 3034 | if (vertexShaderId != RLGL.State.defaultVShaderId) glDeleteShader(vertexShaderId); |
| 3035 | if (fragmentShaderId != RLGL.State.defaultFShaderId) glDeleteShader(fragmentShaderId); |
| 3036 | |
| 3037 | if (shader.id == 0) |
| 3038 | { |
| 3039 | TRACELOG(LOG_WARNING, "SHADER: Failed to load custom shader code" ); |
| 3040 | shader = RLGL.State.defaultShader; |
| 3041 | } |
| 3042 | |
| 3043 | // After shader loading, we TRY to set default location names |
| 3044 | if (shader.id > 0) SetShaderDefaultLocations(&shader); |
| 3045 | } |
| 3046 | |
| 3047 | // Get available shader uniforms |
| 3048 | // NOTE: This information is useful for debug... |
| 3049 | int uniformCount = -1; |
| 3050 | |
| 3051 | glGetProgramiv(shader.id, GL_ACTIVE_UNIFORMS, &uniformCount); |
| 3052 | |
| 3053 | for (int i = 0; i < uniformCount; i++) |
| 3054 | { |
| 3055 | int namelen = -1; |
| 3056 | int num = -1; |
| 3057 | char name[256]; // Assume no variable names longer than 256 |
| 3058 | GLenum type = GL_ZERO; |
| 3059 | |
| 3060 | // Get the name of the uniforms |
| 3061 | glGetActiveUniform(shader.id, i,sizeof(name) - 1, &namelen, &num, &type, name); |
| 3062 | |
| 3063 | name[namelen] = 0; |
| 3064 | |
| 3065 | TRACELOGD("SHADER: [ID %i] Active uniform (%s) set at location: %i" , shader.id, name, glGetUniformLocation(shader.id, name)); |
| 3066 | } |
| 3067 | #endif |
| 3068 | |
| 3069 | return shader; |
| 3070 | } |
| 3071 | |
| 3072 | // Unload shader from GPU memory (VRAM) |
| 3073 | void UnloadShader(Shader shader) |
| 3074 | { |
| 3075 | if (shader.id > 0) |
| 3076 | { |
| 3077 | rlDeleteShader(shader.id); |
| 3078 | TRACELOG(LOG_INFO, "SHADER: [ID %i] Unloaded shader program data from VRAM (GPU)" , shader.id); |
| 3079 | } |
| 3080 | |
| 3081 | RL_FREE(shader.locs); |
| 3082 | } |
| 3083 | |
| 3084 | // Begin custom shader mode |
| 3085 | void BeginShaderMode(Shader shader) |
| 3086 | { |
| 3087 | #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
| 3088 | if (RLGL.State.currentShader.id != shader.id) |
| 3089 | { |
| 3090 | rlglDraw(); |
| 3091 | RLGL.State.currentShader = shader; |
| 3092 | } |
| 3093 | #endif |
| 3094 | } |
| 3095 | |
| 3096 | // End custom shader mode (returns to default shader) |
| 3097 | void EndShaderMode(void) |
| 3098 | { |
| 3099 | #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
| 3100 | BeginShaderMode(RLGL.State.defaultShader); |
| 3101 | #endif |
| 3102 | } |
| 3103 | |
| 3104 | // Get shader uniform location |
| 3105 | int GetShaderLocation(Shader shader, const char *uniformName) |
| 3106 | { |
| 3107 | int location = -1; |
| 3108 | #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
| 3109 | location = glGetUniformLocation(shader.id, uniformName); |
| 3110 | |
| 3111 | if (location == -1) TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to find shader uniform: %s" , shader.id, uniformName); |
| 3112 | else TRACELOG(LOG_INFO, "SHADER: [ID %i] Shader uniform (%s) set at location: %i" , shader.id, uniformName, location); |
| 3113 | #endif |
| 3114 | return location; |
| 3115 | } |
| 3116 | |
| 3117 | // Set shader uniform value |
| 3118 | void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType) |
| 3119 | { |
| 3120 | SetShaderValueV(shader, uniformLoc, value, uniformType, 1); |
| 3121 | } |
| 3122 | |
| 3123 | // Set shader uniform value vector |
| 3124 | void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count) |
| 3125 | { |
| 3126 | #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
| 3127 | glUseProgram(shader.id); |
| 3128 | |
| 3129 | switch (uniformType) |
| 3130 | { |
| 3131 | case UNIFORM_FLOAT: glUniform1fv(uniformLoc, count, (float *)value); break; |
| 3132 | case UNIFORM_VEC2: glUniform2fv(uniformLoc, count, (float *)value); break; |
| 3133 | case UNIFORM_VEC3: glUniform3fv(uniformLoc, count, (float *)value); break; |
| 3134 | case UNIFORM_VEC4: glUniform4fv(uniformLoc, count, (float *)value); break; |
| 3135 | case UNIFORM_INT: glUniform1iv(uniformLoc, count, (int *)value); break; |
| 3136 | case UNIFORM_IVEC2: glUniform2iv(uniformLoc, count, (int *)value); break; |
| 3137 | case UNIFORM_IVEC3: glUniform3iv(uniformLoc, count, (int *)value); break; |
| 3138 | case UNIFORM_IVEC4: glUniform4iv(uniformLoc, count, (int *)value); break; |
| 3139 | case UNIFORM_SAMPLER2D: glUniform1iv(uniformLoc, count, (int *)value); break; |
| 3140 | default: TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to set uniform, data type not recognized" , shader.id); |
| 3141 | } |
| 3142 | |
| 3143 | //glUseProgram(0); // Avoid reseting current shader program, in case other uniforms are set |
| 3144 | #endif |
| 3145 | } |
| 3146 | |
| 3147 | |
| 3148 | // Set shader uniform value (matrix 4x4) |
| 3149 | void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat) |
| 3150 | { |
| 3151 | #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
| 3152 | glUseProgram(shader.id); |
| 3153 | |
| 3154 | glUniformMatrix4fv(uniformLoc, 1, false, MatrixToFloat(mat)); |
| 3155 | |
| 3156 | //glUseProgram(0); |
| 3157 | #endif |
| 3158 | } |
| 3159 | |
| 3160 | // Set shader uniform value for texture |
| 3161 | void SetShaderValueTexture(Shader shader, int uniformLoc, Texture2D texture) |
| 3162 | { |
| 3163 | #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
| 3164 | glUseProgram(shader.id); |
| 3165 | |
| 3166 | glUniform1i(uniformLoc, texture.id); |
| 3167 | |
| 3168 | //glUseProgram(0); |
| 3169 | #endif |
| 3170 | } |
| 3171 | |
| 3172 | // Set a custom projection matrix (replaces internal projection matrix) |
| 3173 | void SetMatrixProjection(Matrix projection) |
| 3174 | { |
| 3175 | #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
| 3176 | RLGL.State.projection = projection; |
| 3177 | #endif |
| 3178 | } |
| 3179 | |
| 3180 | // Return internal projection matrix |
| 3181 | Matrix GetMatrixProjection(void) { |
| 3182 | #if defined(GRAPHICS_API_OPENGL_11) |
| 3183 | float mat[16]; |
| 3184 | glGetFloatv(GL_PROJECTION_MATRIX,mat); |
| 3185 | Matrix m; |
| 3186 | m.m0 = mat[0]; m.m1 = mat[1]; m.m2 = mat[2]; m.m3 = mat[3]; |
| 3187 | m.m4 = mat[4]; m.m5 = mat[5]; m.m6 = mat[6]; m.m7 = mat[7]; |
| 3188 | m.m8 = mat[8]; m.m9 = mat[9]; m.m10 = mat[10]; m.m11 = mat[11]; |
| 3189 | m.m12 = mat[12]; m.m13 = mat[13]; m.m14 = mat[14]; m.m15 = mat[15]; |
| 3190 | return m; |
| 3191 | #else |
| 3192 | return RLGL.State.projection; |
| 3193 | #endif |
| 3194 | # |
| 3195 | } |
| 3196 | |
| 3197 | // Set a custom modelview matrix (replaces internal modelview matrix) |
| 3198 | void SetMatrixModelview(Matrix view) |
| 3199 | { |
| 3200 | #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
| 3201 | RLGL.State.modelview = view; |
| 3202 | #endif |
| 3203 | } |
| 3204 | |
| 3205 | // Return internal modelview matrix |
| 3206 | Matrix GetMatrixModelview(void) |
| 3207 | { |
| 3208 | Matrix matrix = MatrixIdentity(); |
| 3209 | #if defined(GRAPHICS_API_OPENGL_11) |
| 3210 | float mat[16]; |
| 3211 | glGetFloatv(GL_MODELVIEW_MATRIX, mat); |
| 3212 | matrix.m0 = mat[0]; matrix.m1 = mat[1]; matrix.m2 = mat[2]; matrix.m3 = mat[3]; |
| 3213 | matrix.m4 = mat[4]; matrix.m5 = mat[5]; matrix.m6 = mat[6]; matrix.m7 = mat[7]; |
| 3214 | matrix.m8 = mat[8]; matrix.m9 = mat[9]; matrix.m10 = mat[10]; matrix.m11 = mat[11]; |
| 3215 | matrix.m12 = mat[12]; matrix.m13 = mat[13]; matrix.m14 = mat[14]; matrix.m15 = mat[15]; |
| 3216 | #else |
| 3217 | matrix = RLGL.State.modelview; |
| 3218 | #endif |
| 3219 | return matrix; |
| 3220 | } |
| 3221 | |
| 3222 | // Generate cubemap texture from HDR texture |
| 3223 | // TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24 |
| 3224 | Texture2D GenTextureCubemap(Shader shader, Texture2D map, int size) |
| 3225 | { |
| 3226 | Texture2D cubemap = { 0 }; |
| 3227 | #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
| 3228 | // NOTE: SetShaderDefaultLocations() already setups locations for projection and view Matrix in shader |
| 3229 | // Other locations should be setup externally in shader before calling the function |
| 3230 | |
| 3231 | // Set up depth face culling and cubemap seamless |
| 3232 | glDisable(GL_CULL_FACE); |
| 3233 | #if defined(GRAPHICS_API_OPENGL_33) |
| 3234 | glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); // Flag not supported on OpenGL ES 2.0 |
| 3235 | #endif |
| 3236 | |
| 3237 | // Setup framebuffer |
| 3238 | unsigned int fbo, rbo; |
| 3239 | glGenFramebuffers(1, &fbo); |
| 3240 | glGenRenderbuffers(1, &rbo); |
| 3241 | glBindFramebuffer(GL_FRAMEBUFFER, fbo); |
| 3242 | glBindRenderbuffer(GL_RENDERBUFFER, rbo); |
| 3243 | #if defined(GRAPHICS_API_OPENGL_33) |
| 3244 | glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size); |
| 3245 | #elif defined(GRAPHICS_API_OPENGL_ES2) |
| 3246 | glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, size, size); |
| 3247 | #endif |
| 3248 | glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo); |
| 3249 | |
| 3250 | // Set up cubemap to render and attach to framebuffer |
| 3251 | // NOTE: Faces are stored as 32 bit floating point values |
| 3252 | glGenTextures(1, &cubemap.id); |
| 3253 | glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id); |
| 3254 | for (unsigned int i = 0; i < 6; i++) |
| 3255 | { |
| 3256 | #if defined(GRAPHICS_API_OPENGL_33) |
| 3257 | glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB32F, size, size, 0, GL_RGB, GL_FLOAT, NULL); |
| 3258 | #elif defined(GRAPHICS_API_OPENGL_ES2) |
| 3259 | if (RLGL.ExtSupported.texFloat32) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, size, size, 0, GL_RGB, GL_FLOAT, NULL); |
| 3260 | #endif |
| 3261 | } |
| 3262 | |
| 3263 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| 3264 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| 3265 | #if defined(GRAPHICS_API_OPENGL_33) |
| 3266 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); // Flag not supported on OpenGL ES 2.0 |
| 3267 | #endif |
| 3268 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| 3269 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| 3270 | |
| 3271 | // Create projection and different views for each face |
| 3272 | Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_NEAR_CULL_DISTANCE, RL_FAR_CULL_DISTANCE); |
| 3273 | Matrix fboViews[6] = { |
| 3274 | MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), |
| 3275 | MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), |
| 3276 | MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }), |
| 3277 | MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }), |
| 3278 | MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), |
| 3279 | MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }) |
| 3280 | }; |
| 3281 | |
| 3282 | // Convert HDR equirectangular environment map to cubemap equivalent |
| 3283 | glUseProgram(shader.id); |
| 3284 | glActiveTexture(GL_TEXTURE0); |
| 3285 | glBindTexture(GL_TEXTURE_2D, map.id); |
| 3286 | SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection); |
| 3287 | |
| 3288 | // Note: don't forget to configure the viewport to the capture dimensions |
| 3289 | glViewport(0, 0, size, size); |
| 3290 | glBindFramebuffer(GL_FRAMEBUFFER, fbo); |
| 3291 | |
| 3292 | for (int i = 0; i < 6; i++) |
| 3293 | { |
| 3294 | SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]); |
| 3295 | glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, cubemap.id, 0); |
| 3296 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| 3297 | GenDrawCube(); |
| 3298 | } |
| 3299 | |
| 3300 | // Unbind framebuffer and textures |
| 3301 | glBindFramebuffer(GL_FRAMEBUFFER, 0); |
| 3302 | |
| 3303 | // Reset viewport dimensions to default |
| 3304 | glViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight); |
| 3305 | //glEnable(GL_CULL_FACE); |
| 3306 | |
| 3307 | // NOTE: Texture2D is a GL_TEXTURE_CUBE_MAP, not a GL_TEXTURE_2D! |
| 3308 | cubemap.width = size; |
| 3309 | cubemap.height = size; |
| 3310 | cubemap.mipmaps = 1; |
| 3311 | cubemap.format = UNCOMPRESSED_R32G32B32; |
| 3312 | #endif |
| 3313 | return cubemap; |
| 3314 | } |
| 3315 | |
| 3316 | // Generate irradiance texture using cubemap data |
| 3317 | // TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24 |
| 3318 | Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size) |
| 3319 | { |
| 3320 | Texture2D irradiance = { 0 }; |
| 3321 | |
| 3322 | #if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2) |
| 3323 | // NOTE: SetShaderDefaultLocations() already setups locations for projection and view Matrix in shader |
| 3324 | // Other locations should be setup externally in shader before calling the function |
| 3325 | |
| 3326 | // Setup framebuffer |
| 3327 | unsigned int fbo, rbo; |
| 3328 | glGenFramebuffers(1, &fbo); |
| 3329 | glGenRenderbuffers(1, &rbo); |
| 3330 | glBindFramebuffer(GL_FRAMEBUFFER, fbo); |
| 3331 | glBindRenderbuffer(GL_RENDERBUFFER, rbo); |
| 3332 | glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size); |
| 3333 | glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo); |
| 3334 | |
| 3335 | // Create an irradiance cubemap, and re-scale capture FBO to irradiance scale |
| 3336 | glGenTextures(1, &irradiance.id); |
| 3337 | glBindTexture(GL_TEXTURE_CUBE_MAP, irradiance.id); |
| 3338 | for (unsigned int i = 0; i < 6; i++) |
| 3339 | { |
| 3340 | glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, size, size, 0, GL_RGB, GL_FLOAT, NULL); |
| 3341 | } |
| 3342 | |
| 3343 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| 3344 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| 3345 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); |
| 3346 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| 3347 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| 3348 | |
| 3349 | // Create projection (transposed) and different views for each face |
| 3350 | Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_NEAR_CULL_DISTANCE, RL_FAR_CULL_DISTANCE); |
| 3351 | Matrix fboViews[6] = { |
| 3352 | MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), |
| 3353 | MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), |
| 3354 | MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }), |
| 3355 | MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }), |
| 3356 | MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), |
| 3357 | MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }) |
| 3358 | }; |
| 3359 | |
| 3360 | // Solve diffuse integral by convolution to create an irradiance cubemap |
| 3361 | glUseProgram(shader.id); |
| 3362 | glActiveTexture(GL_TEXTURE0); |
| 3363 | glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id); |
| 3364 | SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection); |
| 3365 | |
| 3366 | // Note: don't forget to configure the viewport to the capture dimensions |
| 3367 | glViewport(0, 0, size, size); |
| 3368 | glBindFramebuffer(GL_FRAMEBUFFER, fbo); |
| 3369 | |
| 3370 | for (int i = 0; i < 6; i++) |
| 3371 | { |
| 3372 | SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]); |
| 3373 | glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, irradiance.id, 0); |
| 3374 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| 3375 | GenDrawCube(); |
| 3376 | } |
| 3377 | |
| 3378 | // Unbind framebuffer and textures |
| 3379 | glBindFramebuffer(GL_FRAMEBUFFER, 0); |
| 3380 | |
| 3381 | // Reset viewport dimensions to default |
| 3382 | glViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight); |
| 3383 | |
| 3384 | irradiance.width = size; |
| 3385 | irradiance.height = size; |
| 3386 | irradiance.mipmaps = 1; |
| 3387 | //irradiance.format = UNCOMPRESSED_R16G16B16; |
| 3388 | #endif |
| 3389 | return irradiance; |
| 3390 | } |
| 3391 | |
| 3392 | // Generate prefilter texture using cubemap data |
| 3393 | // TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24 |
| 3394 | Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size) |
| 3395 | { |
| 3396 | Texture2D prefilter = { 0 }; |
| 3397 | |
| 3398 | #if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2) |
| 3399 | // NOTE: SetShaderDefaultLocations() already setups locations for projection and view Matrix in shader |
| 3400 | // Other locations should be setup externally in shader before calling the function |
| 3401 | // TODO: Locations should be taken out of this function... too shader dependant... |
| 3402 | int roughnessLoc = GetShaderLocation(shader, "roughness" ); |
| 3403 | |
| 3404 | // Setup framebuffer |
| 3405 | unsigned int fbo, rbo; |
| 3406 | glGenFramebuffers(1, &fbo); |
| 3407 | glGenRenderbuffers(1, &rbo); |
| 3408 | glBindFramebuffer(GL_FRAMEBUFFER, fbo); |
| 3409 | glBindRenderbuffer(GL_RENDERBUFFER, rbo); |
| 3410 | glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size); |
| 3411 | glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo); |
| 3412 | |
| 3413 | // Create a prefiltered HDR environment map |
| 3414 | glGenTextures(1, &prefilter.id); |
| 3415 | glBindTexture(GL_TEXTURE_CUBE_MAP, prefilter.id); |
| 3416 | for (unsigned int i = 0; i < 6; i++) |
| 3417 | { |
| 3418 | glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, size, size, 0, GL_RGB, GL_FLOAT, NULL); |
| 3419 | } |
| 3420 | |
| 3421 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| 3422 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| 3423 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); |
| 3424 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
| 3425 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| 3426 | |
| 3427 | // Generate mipmaps for the prefiltered HDR texture |
| 3428 | glGenerateMipmap(GL_TEXTURE_CUBE_MAP); |
| 3429 | |
| 3430 | // Create projection (transposed) and different views for each face |
| 3431 | Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_NEAR_CULL_DISTANCE, RL_FAR_CULL_DISTANCE); |
| 3432 | Matrix fboViews[6] = { |
| 3433 | MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), |
| 3434 | MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), |
| 3435 | MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }), |
| 3436 | MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }), |
| 3437 | MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), |
| 3438 | MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }) |
| 3439 | }; |
| 3440 | |
| 3441 | // Prefilter HDR and store data into mipmap levels |
| 3442 | glUseProgram(shader.id); |
| 3443 | glActiveTexture(GL_TEXTURE0); |
| 3444 | glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id); |
| 3445 | SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection); |
| 3446 | |
| 3447 | glBindFramebuffer(GL_FRAMEBUFFER, fbo); |
| 3448 | |
| 3449 | #define MAX_MIPMAP_LEVELS 5 // Max number of prefilter texture mipmaps |
| 3450 | |
| 3451 | for (int mip = 0; mip < MAX_MIPMAP_LEVELS; mip++) |
| 3452 | { |
| 3453 | // Resize framebuffer according to mip-level size. |
| 3454 | unsigned int mipWidth = size*(int)powf(0.5f, (float)mip); |
| 3455 | unsigned int mipHeight = size*(int)powf(0.5f, (float)mip); |
| 3456 | |
| 3457 | glBindRenderbuffer(GL_RENDERBUFFER, rbo); |
| 3458 | glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, mipWidth, mipHeight); |
| 3459 | glViewport(0, 0, mipWidth, mipHeight); |
| 3460 | |
| 3461 | float roughness = (float)mip/(float)(MAX_MIPMAP_LEVELS - 1); |
| 3462 | glUniform1f(roughnessLoc, roughness); |
| 3463 | |
| 3464 | for (int i = 0; i < 6; i++) |
| 3465 | { |
| 3466 | SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]); |
| 3467 | glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, prefilter.id, mip); |
| 3468 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| 3469 | GenDrawCube(); |
| 3470 | } |
| 3471 | } |
| 3472 | |
| 3473 | // Unbind framebuffer and textures |
| 3474 | glBindFramebuffer(GL_FRAMEBUFFER, 0); |
| 3475 | |
| 3476 | // Reset viewport dimensions to default |
| 3477 | glViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight); |
| 3478 | |
| 3479 | prefilter.width = size; |
| 3480 | prefilter.height = size; |
| 3481 | //prefilter.mipmaps = 1 + (int)floor(log(size)/log(2)); |
| 3482 | //prefilter.format = UNCOMPRESSED_R16G16B16; |
| 3483 | #endif |
| 3484 | return prefilter; |
| 3485 | } |
| 3486 | |
| 3487 | // Generate BRDF texture using cubemap data |
| 3488 | // NOTE: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24 |
| 3489 | // TODO: Review implementation: https://github.com/HectorMF/BRDFGenerator |
| 3490 | Texture2D GenTextureBRDF(Shader shader, int size) |
| 3491 | { |
| 3492 | Texture2D brdf = { 0 }; |
| 3493 | #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
| 3494 | // Generate BRDF convolution texture |
| 3495 | glGenTextures(1, &brdf.id); |
| 3496 | glBindTexture(GL_TEXTURE_2D, brdf.id); |
| 3497 | #if defined(GRAPHICS_API_OPENGL_33) |
| 3498 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, size, size, 0, GL_RGB, GL_FLOAT, NULL); |
| 3499 | #elif defined(GRAPHICS_API_OPENGL_ES2) |
| 3500 | if (RLGL.ExtSupported.texFloat32) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, size, size, 0, GL_RGB, GL_FLOAT, NULL); |
| 3501 | #endif |
| 3502 | |
| 3503 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| 3504 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| 3505 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| 3506 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| 3507 | |
| 3508 | // Render BRDF LUT into a quad using FBO |
| 3509 | unsigned int fbo, rbo; |
| 3510 | glGenFramebuffers(1, &fbo); |
| 3511 | glGenRenderbuffers(1, &rbo); |
| 3512 | glBindFramebuffer(GL_FRAMEBUFFER, fbo); |
| 3513 | glBindRenderbuffer(GL_RENDERBUFFER, rbo); |
| 3514 | #if defined(GRAPHICS_API_OPENGL_33) |
| 3515 | glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size); |
| 3516 | #elif defined(GRAPHICS_API_OPENGL_ES2) |
| 3517 | glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, size, size); |
| 3518 | #endif |
| 3519 | glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, brdf.id, 0); |
| 3520 | |
| 3521 | glViewport(0, 0, size, size); |
| 3522 | glUseProgram(shader.id); |
| 3523 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| 3524 | GenDrawQuad(); |
| 3525 | |
| 3526 | // Unbind framebuffer and textures |
| 3527 | glBindFramebuffer(GL_FRAMEBUFFER, 0); |
| 3528 | |
| 3529 | // Unload framebuffer but keep color texture |
| 3530 | glDeleteRenderbuffers(1, &rbo); |
| 3531 | glDeleteFramebuffers(1, &fbo); |
| 3532 | |
| 3533 | // Reset viewport dimensions to default |
| 3534 | glViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight); |
| 3535 | |
| 3536 | brdf.width = size; |
| 3537 | brdf.height = size; |
| 3538 | brdf.mipmaps = 1; |
| 3539 | brdf.format = UNCOMPRESSED_R32G32B32; |
| 3540 | #endif |
| 3541 | return brdf; |
| 3542 | } |
| 3543 | |
| 3544 | // Begin blending mode (alpha, additive, multiplied) |
| 3545 | // NOTE: Only 3 blending modes supported, default blend mode is alpha |
| 3546 | void BeginBlendMode(int mode) |
| 3547 | { |
| 3548 | static int blendMode = 0; // Track current blending mode |
| 3549 | |
| 3550 | if ((blendMode != mode) && (mode < 3)) |
| 3551 | { |
| 3552 | rlglDraw(); |
| 3553 | |
| 3554 | switch (mode) |
| 3555 | { |
| 3556 | case BLEND_ALPHA: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); break; |
| 3557 | case BLEND_ADDITIVE: glBlendFunc(GL_SRC_ALPHA, GL_ONE); break; // Alternative: glBlendFunc(GL_ONE, GL_ONE); |
| 3558 | case BLEND_MULTIPLIED: glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); break; |
| 3559 | default: break; |
| 3560 | } |
| 3561 | |
| 3562 | blendMode = mode; |
| 3563 | } |
| 3564 | } |
| 3565 | |
| 3566 | // End blending mode (reset to default: alpha blending) |
| 3567 | void EndBlendMode(void) |
| 3568 | { |
| 3569 | BeginBlendMode(BLEND_ALPHA); |
| 3570 | } |
| 3571 | |
| 3572 | #if defined(SUPPORT_VR_SIMULATOR) |
| 3573 | // Init VR simulator for selected device parameters |
| 3574 | // NOTE: It modifies the global variable: RLGL.Vr.stereoFbo |
| 3575 | void InitVrSimulator(void) |
| 3576 | { |
| 3577 | #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
| 3578 | // Initialize framebuffer and textures for stereo rendering |
| 3579 | // NOTE: Screen size should match HMD aspect ratio |
| 3580 | RLGL.Vr.stereoFbo = rlLoadRenderTexture(RLGL.State.framebufferWidth, RLGL.State.framebufferHeight, UNCOMPRESSED_R8G8B8A8, 24, false); |
| 3581 | |
| 3582 | RLGL.Vr.simulatorReady = true; |
| 3583 | #else |
| 3584 | TRACELOG(LOG_WARNING, "RLGL: VR Simulator not supported on OpenGL 1.1" ); |
| 3585 | #endif |
| 3586 | } |
| 3587 | |
| 3588 | // Update VR tracking (position and orientation) and camera |
| 3589 | // NOTE: Camera (position, target, up) gets update with head tracking information |
| 3590 | void UpdateVrTracking(Camera *camera) |
| 3591 | { |
| 3592 | // TODO: Simulate 1st person camera system |
| 3593 | } |
| 3594 | |
| 3595 | // Close VR simulator for current device |
| 3596 | void CloseVrSimulator(void) |
| 3597 | { |
| 3598 | #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
| 3599 | if (RLGL.Vr.simulatorReady) rlDeleteRenderTextures(RLGL.Vr.stereoFbo); // Unload stereo framebuffer and texture |
| 3600 | #endif |
| 3601 | } |
| 3602 | |
| 3603 | // Set stereo rendering configuration parameters |
| 3604 | void SetVrConfiguration(VrDeviceInfo hmd, Shader distortion) |
| 3605 | { |
| 3606 | #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
| 3607 | // Reset RLGL.Vr.config for a new values assignment |
| 3608 | memset(&RLGL.Vr.config, 0, sizeof(RLGL.Vr.config)); |
| 3609 | |
| 3610 | // Assign distortion shader |
| 3611 | RLGL.Vr.config.distortionShader = distortion; |
| 3612 | |
| 3613 | // Compute aspect ratio |
| 3614 | float aspect = ((float)hmd.hResolution*0.5f)/(float)hmd.vResolution; |
| 3615 | |
| 3616 | // Compute lens parameters |
| 3617 | float lensShift = (hmd.hScreenSize*0.25f - hmd.lensSeparationDistance*0.5f)/hmd.hScreenSize; |
| 3618 | float leftLensCenter[2] = { 0.25f + lensShift, 0.5f }; |
| 3619 | float rightLensCenter[2] = { 0.75f - lensShift, 0.5f }; |
| 3620 | float leftScreenCenter[2] = { 0.25f, 0.5f }; |
| 3621 | float rightScreenCenter[2] = { 0.75f, 0.5f }; |
| 3622 | |
| 3623 | // Compute distortion scale parameters |
| 3624 | // NOTE: To get lens max radius, lensShift must be normalized to [-1..1] |
| 3625 | float lensRadius = fabsf(-1.0f - 4.0f*lensShift); |
| 3626 | float lensRadiusSq = lensRadius*lensRadius; |
| 3627 | float distortionScale = hmd.lensDistortionValues[0] + |
| 3628 | hmd.lensDistortionValues[1]*lensRadiusSq + |
| 3629 | hmd.lensDistortionValues[2]*lensRadiusSq*lensRadiusSq + |
| 3630 | hmd.lensDistortionValues[3]*lensRadiusSq*lensRadiusSq*lensRadiusSq; |
| 3631 | |
| 3632 | TRACELOGD("RLGL: VR device configuration:" ); |
| 3633 | TRACELOGD(" > Distortion Scale: %f" , distortionScale); |
| 3634 | |
| 3635 | float normScreenWidth = 0.5f; |
| 3636 | float normScreenHeight = 1.0f; |
| 3637 | float scaleIn[2] = { 2.0f/normScreenWidth, 2.0f/normScreenHeight/aspect }; |
| 3638 | float scale[2] = { normScreenWidth*0.5f/distortionScale, normScreenHeight*0.5f*aspect/distortionScale }; |
| 3639 | |
| 3640 | TRACELOGD(" > Distortion Shader: LeftLensCenter = { %f, %f }" , leftLensCenter[0], leftLensCenter[1]); |
| 3641 | TRACELOGD(" > Distortion Shader: RightLensCenter = { %f, %f }" , rightLensCenter[0], rightLensCenter[1]); |
| 3642 | TRACELOGD(" > Distortion Shader: Scale = { %f, %f }" , scale[0], scale[1]); |
| 3643 | TRACELOGD(" > Distortion Shader: ScaleIn = { %f, %f }" , scaleIn[0], scaleIn[1]); |
| 3644 | |
| 3645 | // Fovy is normally computed with: 2*atan2f(hmd.vScreenSize, 2*hmd.eyeToScreenDistance) |
| 3646 | // ...but with lens distortion it is increased (see Oculus SDK Documentation) |
| 3647 | //float fovy = 2.0f*atan2f(hmd.vScreenSize*0.5f*distortionScale, hmd.eyeToScreenDistance); // Really need distortionScale? |
| 3648 | float fovy = 2.0f*(float)atan2f(hmd.vScreenSize*0.5f, hmd.eyeToScreenDistance); |
| 3649 | |
| 3650 | // Compute camera projection matrices |
| 3651 | float projOffset = 4.0f*lensShift; // Scaled to projection space coordinates [-1..1] |
| 3652 | Matrix proj = MatrixPerspective(fovy, aspect, RL_NEAR_CULL_DISTANCE, RL_FAR_CULL_DISTANCE); |
| 3653 | RLGL.Vr.config.eyesProjection[0] = MatrixMultiply(proj, MatrixTranslate(projOffset, 0.0f, 0.0f)); |
| 3654 | RLGL.Vr.config.eyesProjection[1] = MatrixMultiply(proj, MatrixTranslate(-projOffset, 0.0f, 0.0f)); |
| 3655 | |
| 3656 | // Compute camera transformation matrices |
| 3657 | // NOTE: Camera movement might seem more natural if we model the head. |
| 3658 | // Our axis of rotation is the base of our head, so we might want to add |
| 3659 | // some y (base of head to eye level) and -z (center of head to eye protrusion) to the camera positions. |
| 3660 | RLGL.Vr.config.eyesViewOffset[0] = MatrixTranslate(-hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f); |
| 3661 | RLGL.Vr.config.eyesViewOffset[1] = MatrixTranslate(hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f); |
| 3662 | |
| 3663 | // Compute eyes Viewports |
| 3664 | RLGL.Vr.config.eyeViewportRight[2] = hmd.hResolution/2; |
| 3665 | RLGL.Vr.config.eyeViewportRight[3] = hmd.vResolution; |
| 3666 | |
| 3667 | RLGL.Vr.config.eyeViewportLeft[0] = hmd.hResolution/2; |
| 3668 | RLGL.Vr.config.eyeViewportLeft[1] = 0; |
| 3669 | RLGL.Vr.config.eyeViewportLeft[2] = hmd.hResolution/2; |
| 3670 | RLGL.Vr.config.eyeViewportLeft[3] = hmd.vResolution; |
| 3671 | |
| 3672 | if (RLGL.Vr.config.distortionShader.id > 0) |
| 3673 | { |
| 3674 | // Update distortion shader with lens and distortion-scale parameters |
| 3675 | SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "leftLensCenter" ), leftLensCenter, UNIFORM_VEC2); |
| 3676 | SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "rightLensCenter" ), rightLensCenter, UNIFORM_VEC2); |
| 3677 | SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "leftScreenCenter" ), leftScreenCenter, UNIFORM_VEC2); |
| 3678 | SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "rightScreenCenter" ), rightScreenCenter, UNIFORM_VEC2); |
| 3679 | |
| 3680 | SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "scale" ), scale, UNIFORM_VEC2); |
| 3681 | SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "scaleIn" ), scaleIn, UNIFORM_VEC2); |
| 3682 | SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "hmdWarpParam" ), hmd.lensDistortionValues, UNIFORM_VEC4); |
| 3683 | SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "chromaAbParam" ), hmd.chromaAbCorrection, UNIFORM_VEC4); |
| 3684 | } |
| 3685 | #endif |
| 3686 | } |
| 3687 | |
| 3688 | // Detect if VR simulator is running |
| 3689 | bool IsVrSimulatorReady(void) |
| 3690 | { |
| 3691 | #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
| 3692 | return RLGL.Vr.simulatorReady; |
| 3693 | #else |
| 3694 | return false; |
| 3695 | #endif |
| 3696 | } |
| 3697 | |
| 3698 | // Enable/Disable VR experience (device or simulator) |
| 3699 | void ToggleVrMode(void) |
| 3700 | { |
| 3701 | #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
| 3702 | RLGL.Vr.simulatorReady = !RLGL.Vr.simulatorReady; |
| 3703 | |
| 3704 | if (!RLGL.Vr.simulatorReady) |
| 3705 | { |
| 3706 | RLGL.Vr.stereoRender = false; |
| 3707 | |
| 3708 | // Reset viewport and default projection-modelview matrices |
| 3709 | rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight); |
| 3710 | RLGL.State.projection = MatrixOrtho(0.0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight, 0.0, 0.0, 1.0); |
| 3711 | RLGL.State.modelview = MatrixIdentity(); |
| 3712 | } |
| 3713 | else RLGL.Vr.stereoRender = true; |
| 3714 | #endif |
| 3715 | } |
| 3716 | |
| 3717 | // Begin VR drawing configuration |
| 3718 | void BeginVrDrawing(void) |
| 3719 | { |
| 3720 | #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
| 3721 | if (RLGL.Vr.simulatorReady) |
| 3722 | { |
| 3723 | rlEnableRenderTexture(RLGL.Vr.stereoFbo.id); // Setup framebuffer for stereo rendering |
| 3724 | //glEnable(GL_FRAMEBUFFER_SRGB); // Enable SRGB framebuffer (only if required) |
| 3725 | |
| 3726 | //glViewport(0, 0, buffer.width, buffer.height); // Useful if rendering to separate framebuffers (every eye) |
| 3727 | rlClearScreenBuffers(); // Clear current framebuffer |
| 3728 | |
| 3729 | RLGL.Vr.stereoRender = true; |
| 3730 | } |
| 3731 | #endif |
| 3732 | } |
| 3733 | |
| 3734 | // End VR drawing process (and desktop mirror) |
| 3735 | void EndVrDrawing(void) |
| 3736 | { |
| 3737 | #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
| 3738 | if (RLGL.Vr.simulatorReady) |
| 3739 | { |
| 3740 | RLGL.Vr.stereoRender = false; // Disable stereo render |
| 3741 | |
| 3742 | rlDisableRenderTexture(); // Unbind current framebuffer |
| 3743 | |
| 3744 | rlClearScreenBuffers(); // Clear current framebuffer |
| 3745 | |
| 3746 | // Set viewport to default framebuffer size (screen size) |
| 3747 | rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight); |
| 3748 | |
| 3749 | // Let rlgl reconfigure internal matrices |
| 3750 | rlMatrixMode(RL_PROJECTION); // Enable internal projection matrix |
| 3751 | rlLoadIdentity(); // Reset internal projection matrix |
| 3752 | rlOrtho(0.0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight, 0.0, 0.0, 1.0); // Recalculate internal RLGL.State.projection matrix |
| 3753 | rlMatrixMode(RL_MODELVIEW); // Enable internal modelview matrix |
| 3754 | rlLoadIdentity(); // Reset internal modelview matrix |
| 3755 | |
| 3756 | // Draw RenderTexture (RLGL.Vr.stereoFbo) using distortion shader if available |
| 3757 | if (RLGL.Vr.config.distortionShader.id > 0) RLGL.State.currentShader = RLGL.Vr.config.distortionShader; |
| 3758 | else RLGL.State.currentShader = GetShaderDefault(); |
| 3759 | |
| 3760 | rlEnableTexture(RLGL.Vr.stereoFbo.texture.id); |
| 3761 | |
| 3762 | rlPushMatrix(); |
| 3763 | rlBegin(RL_QUADS); |
| 3764 | rlColor4ub(255, 255, 255, 255); |
| 3765 | rlNormal3f(0.0f, 0.0f, 1.0f); |
| 3766 | |
| 3767 | // Bottom-left corner for texture and quad |
| 3768 | rlTexCoord2f(0.0f, 1.0f); |
| 3769 | rlVertex2f(0.0f, 0.0f); |
| 3770 | |
| 3771 | // Bottom-right corner for texture and quad |
| 3772 | rlTexCoord2f(0.0f, 0.0f); |
| 3773 | rlVertex2f(0.0f, (float)RLGL.Vr.stereoFbo.texture.height); |
| 3774 | |
| 3775 | // Top-right corner for texture and quad |
| 3776 | rlTexCoord2f(1.0f, 0.0f); |
| 3777 | rlVertex2f((float)RLGL.Vr.stereoFbo.texture.width, (float)RLGL.Vr.stereoFbo.texture.height); |
| 3778 | |
| 3779 | // Top-left corner for texture and quad |
| 3780 | rlTexCoord2f(1.0f, 1.0f); |
| 3781 | rlVertex2f((float)RLGL.Vr.stereoFbo.texture.width, 0.0f); |
| 3782 | rlEnd(); |
| 3783 | rlPopMatrix(); |
| 3784 | |
| 3785 | rlDisableTexture(); |
| 3786 | |
| 3787 | // Update and draw render texture fbo with distortion to backbuffer |
| 3788 | UpdateBuffersDefault(); |
| 3789 | DrawBuffersDefault(); |
| 3790 | |
| 3791 | // Restore RLGL.State.defaultShader |
| 3792 | RLGL.State.currentShader = RLGL.State.defaultShader; |
| 3793 | |
| 3794 | // Reset viewport and default projection-modelview matrices |
| 3795 | rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight); |
| 3796 | RLGL.State.projection = MatrixOrtho(0.0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight, 0.0, 0.0, 1.0); |
| 3797 | RLGL.State.modelview = MatrixIdentity(); |
| 3798 | |
| 3799 | rlDisableDepthTest(); |
| 3800 | } |
| 3801 | #endif |
| 3802 | } |
| 3803 | #endif // SUPPORT_VR_SIMULATOR |
| 3804 | |
| 3805 | //---------------------------------------------------------------------------------- |
| 3806 | // Module specific Functions Definition |
| 3807 | //---------------------------------------------------------------------------------- |
| 3808 | |
| 3809 | #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
| 3810 | // Compile custom shader and return shader id |
| 3811 | static unsigned int CompileShader(const char *shaderStr, int type) |
| 3812 | { |
| 3813 | unsigned int shader = glCreateShader(type); |
| 3814 | glShaderSource(shader, 1, &shaderStr, NULL); |
| 3815 | |
| 3816 | GLint success = 0; |
| 3817 | glCompileShader(shader); |
| 3818 | glGetShaderiv(shader, GL_COMPILE_STATUS, &success); |
| 3819 | |
| 3820 | if (success != GL_TRUE) |
| 3821 | { |
| 3822 | TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to compile shader code" , shader); |
| 3823 | int maxLength = 0; |
| 3824 | int length; |
| 3825 | glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength); |
| 3826 | |
| 3827 | #if defined(_MSC_VER) |
| 3828 | char *log = RL_MALLOC(maxLength); |
| 3829 | #else |
| 3830 | char log[maxLength]; |
| 3831 | #endif |
| 3832 | glGetShaderInfoLog(shader, maxLength, &length, log); |
| 3833 | |
| 3834 | TRACELOG(LOG_WARNING, "SHADER: [ID %i] Compile error: %s" , shader, log); |
| 3835 | |
| 3836 | #if defined(_MSC_VER) |
| 3837 | RL_FREE(log); |
| 3838 | #endif |
| 3839 | } |
| 3840 | else TRACELOG(LOG_INFO, "SHADER: [ID %i] Compiled successfully" , shader); |
| 3841 | |
| 3842 | return shader; |
| 3843 | } |
| 3844 | |
| 3845 | // Load custom shader strings and return program id |
| 3846 | static unsigned int LoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId) |
| 3847 | { |
| 3848 | unsigned int program = 0; |
| 3849 | |
| 3850 | #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
| 3851 | |
| 3852 | GLint success = 0; |
| 3853 | program = glCreateProgram(); |
| 3854 | |
| 3855 | glAttachShader(program, vShaderId); |
| 3856 | glAttachShader(program, fShaderId); |
| 3857 | |
| 3858 | // NOTE: Default attribute shader locations must be binded before linking |
| 3859 | glBindAttribLocation(program, 0, DEFAULT_ATTRIB_POSITION_NAME); |
| 3860 | glBindAttribLocation(program, 1, DEFAULT_ATTRIB_TEXCOORD_NAME); |
| 3861 | glBindAttribLocation(program, 2, DEFAULT_ATTRIB_NORMAL_NAME); |
| 3862 | glBindAttribLocation(program, 3, DEFAULT_ATTRIB_COLOR_NAME); |
| 3863 | glBindAttribLocation(program, 4, DEFAULT_ATTRIB_TANGENT_NAME); |
| 3864 | glBindAttribLocation(program, 5, DEFAULT_ATTRIB_TEXCOORD2_NAME); |
| 3865 | |
| 3866 | // NOTE: If some attrib name is no found on the shader, it locations becomes -1 |
| 3867 | |
| 3868 | glLinkProgram(program); |
| 3869 | |
| 3870 | // NOTE: All uniform variables are intitialised to 0 when a program links |
| 3871 | |
| 3872 | glGetProgramiv(program, GL_LINK_STATUS, &success); |
| 3873 | |
| 3874 | if (success == GL_FALSE) |
| 3875 | { |
| 3876 | TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to link shader program" , program); |
| 3877 | |
| 3878 | int maxLength = 0; |
| 3879 | int length; |
| 3880 | |
| 3881 | glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength); |
| 3882 | |
| 3883 | #if defined(_MSC_VER) |
| 3884 | char *log = RL_MALLOC(maxLength); |
| 3885 | #else |
| 3886 | char log[maxLength]; |
| 3887 | #endif |
| 3888 | glGetProgramInfoLog(program, maxLength, &length, log); |
| 3889 | |
| 3890 | TRACELOG(LOG_WARNING, "SHADER: [ID %i] Link error: %s" , program, log); |
| 3891 | |
| 3892 | #if defined(_MSC_VER) |
| 3893 | RL_FREE(log); |
| 3894 | #endif |
| 3895 | glDeleteProgram(program); |
| 3896 | |
| 3897 | program = 0; |
| 3898 | } |
| 3899 | else TRACELOG(LOG_INFO, "SHADER: [ID %i] Program loaded successfully" , program); |
| 3900 | #endif |
| 3901 | return program; |
| 3902 | } |
| 3903 | |
| 3904 | |
| 3905 | // Load default shader (just vertex positioning and texture coloring) |
| 3906 | // NOTE: This shader program is used for internal buffers |
| 3907 | static Shader LoadShaderDefault(void) |
| 3908 | { |
| 3909 | Shader shader = { 0 }; |
| 3910 | shader.locs = (int *)RL_CALLOC(MAX_SHADER_LOCATIONS, sizeof(int)); |
| 3911 | |
| 3912 | // NOTE: All locations must be reseted to -1 (no location) |
| 3913 | for (int i = 0; i < MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1; |
| 3914 | |
| 3915 | // Vertex shader directly defined, no external file required |
| 3916 | const char *defaultVShaderStr = |
| 3917 | #if defined(GRAPHICS_API_OPENGL_21) |
| 3918 | "#version 120 \n" |
| 3919 | #elif defined(GRAPHICS_API_OPENGL_ES2) |
| 3920 | "#version 100 \n" |
| 3921 | #endif |
| 3922 | #if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21) |
| 3923 | "attribute vec3 vertexPosition; \n" |
| 3924 | "attribute vec2 vertexTexCoord; \n" |
| 3925 | "attribute vec4 vertexColor; \n" |
| 3926 | "varying vec2 fragTexCoord; \n" |
| 3927 | "varying vec4 fragColor; \n" |
| 3928 | #elif defined(GRAPHICS_API_OPENGL_33) |
| 3929 | "#version 330 \n" |
| 3930 | "in vec3 vertexPosition; \n" |
| 3931 | "in vec2 vertexTexCoord; \n" |
| 3932 | "in vec4 vertexColor; \n" |
| 3933 | "out vec2 fragTexCoord; \n" |
| 3934 | "out vec4 fragColor; \n" |
| 3935 | #endif |
| 3936 | "uniform mat4 mvp; \n" |
| 3937 | "void main() \n" |
| 3938 | "{ \n" |
| 3939 | " fragTexCoord = vertexTexCoord; \n" |
| 3940 | " fragColor = vertexColor; \n" |
| 3941 | " gl_Position = mvp*vec4(vertexPosition, 1.0); \n" |
| 3942 | "} \n" ; |
| 3943 | |
| 3944 | // Fragment shader directly defined, no external file required |
| 3945 | const char *defaultFShaderStr = |
| 3946 | #if defined(GRAPHICS_API_OPENGL_21) |
| 3947 | "#version 120 \n" |
| 3948 | #elif defined(GRAPHICS_API_OPENGL_ES2) |
| 3949 | "#version 100 \n" |
| 3950 | "precision mediump float; \n" // precision required for OpenGL ES2 (WebGL) |
| 3951 | #endif |
| 3952 | #if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21) |
| 3953 | "varying vec2 fragTexCoord; \n" |
| 3954 | "varying vec4 fragColor; \n" |
| 3955 | #elif defined(GRAPHICS_API_OPENGL_33) |
| 3956 | "#version 330 \n" |
| 3957 | "in vec2 fragTexCoord; \n" |
| 3958 | "in vec4 fragColor; \n" |
| 3959 | "out vec4 finalColor; \n" |
| 3960 | #endif |
| 3961 | "uniform sampler2D texture0; \n" |
| 3962 | "uniform vec4 colDiffuse; \n" |
| 3963 | "void main() \n" |
| 3964 | "{ \n" |
| 3965 | #if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21) |
| 3966 | " vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0 |
| 3967 | " gl_FragColor = texelColor*colDiffuse*fragColor; \n" |
| 3968 | #elif defined(GRAPHICS_API_OPENGL_33) |
| 3969 | " vec4 texelColor = texture(texture0, fragTexCoord); \n" |
| 3970 | " finalColor = texelColor*colDiffuse*fragColor; \n" |
| 3971 | #endif |
| 3972 | "} \n" ; |
| 3973 | |
| 3974 | // NOTE: Compiled vertex/fragment shaders are kept for re-use |
| 3975 | RLGL.State.defaultVShaderId = CompileShader(defaultVShaderStr, GL_VERTEX_SHADER); // Compile default vertex shader |
| 3976 | RLGL.State.defaultFShaderId = CompileShader(defaultFShaderStr, GL_FRAGMENT_SHADER); // Compile default fragment shader |
| 3977 | |
| 3978 | shader.id = LoadShaderProgram(RLGL.State.defaultVShaderId, RLGL.State.defaultFShaderId); |
| 3979 | |
| 3980 | if (shader.id > 0) |
| 3981 | { |
| 3982 | TRACELOG(LOG_INFO, "SHADER: [ID %i] Default shader loaded successfully" , shader.id); |
| 3983 | |
| 3984 | // Set default shader locations: attributes locations |
| 3985 | shader.locs[LOC_VERTEX_POSITION] = glGetAttribLocation(shader.id, "vertexPosition" ); |
| 3986 | shader.locs[LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(shader.id, "vertexTexCoord" ); |
| 3987 | shader.locs[LOC_VERTEX_COLOR] = glGetAttribLocation(shader.id, "vertexColor" ); |
| 3988 | |
| 3989 | // Set default shader locations: uniform locations |
| 3990 | shader.locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader.id, "mvp" ); |
| 3991 | shader.locs[LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader.id, "colDiffuse" ); |
| 3992 | shader.locs[LOC_MAP_DIFFUSE] = glGetUniformLocation(shader.id, "texture0" ); |
| 3993 | |
| 3994 | // NOTE: We could also use below function but in case DEFAULT_ATTRIB_* points are |
| 3995 | // changed for external custom shaders, we just use direct bindings above |
| 3996 | //SetShaderDefaultLocations(&shader); |
| 3997 | } |
| 3998 | else TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to load default shader" , shader.id); |
| 3999 | |
| 4000 | return shader; |
| 4001 | } |
| 4002 | |
| 4003 | // Get location handlers to for shader attributes and uniforms |
| 4004 | // NOTE: If any location is not found, loc point becomes -1 |
| 4005 | static void SetShaderDefaultLocations(Shader *shader) |
| 4006 | { |
| 4007 | // NOTE: Default shader attrib locations have been fixed before linking: |
| 4008 | // vertex position location = 0 |
| 4009 | // vertex texcoord location = 1 |
| 4010 | // vertex normal location = 2 |
| 4011 | // vertex color location = 3 |
| 4012 | // vertex tangent location = 4 |
| 4013 | // vertex texcoord2 location = 5 |
| 4014 | |
| 4015 | // Get handles to GLSL input attibute locations |
| 4016 | shader->locs[LOC_VERTEX_POSITION] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_POSITION_NAME); |
| 4017 | shader->locs[LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD_NAME); |
| 4018 | shader->locs[LOC_VERTEX_TEXCOORD02] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD2_NAME); |
| 4019 | shader->locs[LOC_VERTEX_NORMAL] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_NORMAL_NAME); |
| 4020 | shader->locs[LOC_VERTEX_TANGENT] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TANGENT_NAME); |
| 4021 | shader->locs[LOC_VERTEX_COLOR] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_COLOR_NAME); |
| 4022 | |
| 4023 | // Get handles to GLSL uniform locations (vertex shader) |
| 4024 | shader->locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader->id, "mvp" ); |
| 4025 | shader->locs[LOC_MATRIX_PROJECTION] = glGetUniformLocation(shader->id, "projection" ); |
| 4026 | shader->locs[LOC_MATRIX_VIEW] = glGetUniformLocation(shader->id, "view" ); |
| 4027 | |
| 4028 | // Get handles to GLSL uniform locations (fragment shader) |
| 4029 | shader->locs[LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader->id, "colDiffuse" ); |
| 4030 | shader->locs[LOC_MAP_DIFFUSE] = glGetUniformLocation(shader->id, "texture0" ); |
| 4031 | shader->locs[LOC_MAP_SPECULAR] = glGetUniformLocation(shader->id, "texture1" ); |
| 4032 | shader->locs[LOC_MAP_NORMAL] = glGetUniformLocation(shader->id, "texture2" ); |
| 4033 | } |
| 4034 | |
| 4035 | // Unload default shader |
| 4036 | static void UnloadShaderDefault(void) |
| 4037 | { |
| 4038 | glUseProgram(0); |
| 4039 | |
| 4040 | glDetachShader(RLGL.State.defaultShader.id, RLGL.State.defaultVShaderId); |
| 4041 | glDetachShader(RLGL.State.defaultShader.id, RLGL.State.defaultFShaderId); |
| 4042 | glDeleteShader(RLGL.State.defaultVShaderId); |
| 4043 | glDeleteShader(RLGL.State.defaultFShaderId); |
| 4044 | |
| 4045 | glDeleteProgram(RLGL.State.defaultShader.id); |
| 4046 | } |
| 4047 | |
| 4048 | // Load default internal buffers |
| 4049 | static void LoadBuffersDefault(void) |
| 4050 | { |
| 4051 | // Initialize CPU (RAM) arrays (vertex position, texcoord, color data and indexes) |
| 4052 | //-------------------------------------------------------------------------------------------- |
| 4053 | for (int i = 0; i < MAX_BATCH_BUFFERING; i++) |
| 4054 | { |
| 4055 | RLGL.State.vertexData[i].vertices = (float *)RL_MALLOC(sizeof(float)*3*4*MAX_BATCH_ELEMENTS); // 3 float by vertex, 4 vertex by quad |
| 4056 | RLGL.State.vertexData[i].texcoords = (float *)RL_MALLOC(sizeof(float)*2*4*MAX_BATCH_ELEMENTS); // 2 float by texcoord, 4 texcoord by quad |
| 4057 | RLGL.State.vertexData[i].colors = (unsigned char *)RL_MALLOC(sizeof(unsigned char)*4*4*MAX_BATCH_ELEMENTS); // 4 float by color, 4 colors by quad |
| 4058 | #if defined(GRAPHICS_API_OPENGL_33) |
| 4059 | RLGL.State.vertexData[i].indices = (unsigned int *)RL_MALLOC(sizeof(unsigned int)*6*MAX_BATCH_ELEMENTS); // 6 int by quad (indices) |
| 4060 | #elif defined(GRAPHICS_API_OPENGL_ES2) |
| 4061 | RLGL.State.vertexData[i].indices = (unsigned short *)RL_MALLOC(sizeof(unsigned short)*6*MAX_BATCH_ELEMENTS); // 6 int by quad (indices) |
| 4062 | #endif |
| 4063 | |
| 4064 | for (int j = 0; j < (3*4*MAX_BATCH_ELEMENTS); j++) RLGL.State.vertexData[i].vertices[j] = 0.0f; |
| 4065 | for (int j = 0; j < (2*4*MAX_BATCH_ELEMENTS); j++) RLGL.State.vertexData[i].texcoords[j] = 0.0f; |
| 4066 | for (int j = 0; j < (4*4*MAX_BATCH_ELEMENTS); j++) RLGL.State.vertexData[i].colors[j] = 0; |
| 4067 | |
| 4068 | int k = 0; |
| 4069 | |
| 4070 | // Indices can be initialized right now |
| 4071 | for (int j = 0; j < (6*MAX_BATCH_ELEMENTS); j += 6) |
| 4072 | { |
| 4073 | RLGL.State.vertexData[i].indices[j] = 4*k; |
| 4074 | RLGL.State.vertexData[i].indices[j + 1] = 4*k + 1; |
| 4075 | RLGL.State.vertexData[i].indices[j + 2] = 4*k + 2; |
| 4076 | RLGL.State.vertexData[i].indices[j + 3] = 4*k; |
| 4077 | RLGL.State.vertexData[i].indices[j + 4] = 4*k + 2; |
| 4078 | RLGL.State.vertexData[i].indices[j + 5] = 4*k + 3; |
| 4079 | |
| 4080 | k++; |
| 4081 | } |
| 4082 | |
| 4083 | RLGL.State.vertexData[i].vCounter = 0; |
| 4084 | RLGL.State.vertexData[i].tcCounter = 0; |
| 4085 | RLGL.State.vertexData[i].cCounter = 0; |
| 4086 | } |
| 4087 | |
| 4088 | TRACELOG(LOG_INFO, "RLGL: Internal vertex buffers initialized successfully in RAM (CPU)" ); |
| 4089 | //-------------------------------------------------------------------------------------------- |
| 4090 | |
| 4091 | // Upload to GPU (VRAM) vertex data and initialize VAOs/VBOs |
| 4092 | //-------------------------------------------------------------------------------------------- |
| 4093 | for (int i = 0; i < MAX_BATCH_BUFFERING; i++) |
| 4094 | { |
| 4095 | if (RLGL.ExtSupported.vao) |
| 4096 | { |
| 4097 | // Initialize Quads VAO |
| 4098 | glGenVertexArrays(1, &RLGL.State.vertexData[i].vaoId); |
| 4099 | glBindVertexArray(RLGL.State.vertexData[i].vaoId); |
| 4100 | } |
| 4101 | |
| 4102 | // Quads - Vertex buffers binding and attributes enable |
| 4103 | // Vertex position buffer (shader-location = 0) |
| 4104 | glGenBuffers(1, &RLGL.State.vertexData[i].vboId[0]); |
| 4105 | glBindBuffer(GL_ARRAY_BUFFER, RLGL.State.vertexData[i].vboId[0]); |
| 4106 | glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_BATCH_ELEMENTS, RLGL.State.vertexData[i].vertices, GL_DYNAMIC_DRAW); |
| 4107 | glEnableVertexAttribArray(RLGL.State.currentShader.locs[LOC_VERTEX_POSITION]); |
| 4108 | glVertexAttribPointer(RLGL.State.currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0); |
| 4109 | |
| 4110 | // Vertex texcoord buffer (shader-location = 1) |
| 4111 | glGenBuffers(1, &RLGL.State.vertexData[i].vboId[1]); |
| 4112 | glBindBuffer(GL_ARRAY_BUFFER, RLGL.State.vertexData[i].vboId[1]); |
| 4113 | glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_BATCH_ELEMENTS, RLGL.State.vertexData[i].texcoords, GL_DYNAMIC_DRAW); |
| 4114 | glEnableVertexAttribArray(RLGL.State.currentShader.locs[LOC_VERTEX_TEXCOORD01]); |
| 4115 | glVertexAttribPointer(RLGL.State.currentShader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0); |
| 4116 | |
| 4117 | // Vertex color buffer (shader-location = 3) |
| 4118 | glGenBuffers(1, &RLGL.State.vertexData[i].vboId[2]); |
| 4119 | glBindBuffer(GL_ARRAY_BUFFER, RLGL.State.vertexData[i].vboId[2]); |
| 4120 | glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*4*MAX_BATCH_ELEMENTS, RLGL.State.vertexData[i].colors, GL_DYNAMIC_DRAW); |
| 4121 | glEnableVertexAttribArray(RLGL.State.currentShader.locs[LOC_VERTEX_COLOR]); |
| 4122 | glVertexAttribPointer(RLGL.State.currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); |
| 4123 | |
| 4124 | // Fill index buffer |
| 4125 | glGenBuffers(1, &RLGL.State.vertexData[i].vboId[3]); |
| 4126 | glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, RLGL.State.vertexData[i].vboId[3]); |
| 4127 | #if defined(GRAPHICS_API_OPENGL_33) |
| 4128 | glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int)*6*MAX_BATCH_ELEMENTS, RLGL.State.vertexData[i].indices, GL_STATIC_DRAW); |
| 4129 | #elif defined(GRAPHICS_API_OPENGL_ES2) |
| 4130 | glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(short)*6*MAX_BATCH_ELEMENTS, RLGL.State.vertexData[i].indices, GL_STATIC_DRAW); |
| 4131 | #endif |
| 4132 | } |
| 4133 | |
| 4134 | TRACELOG(LOG_INFO, "RLGL: Internal vertex buffers uploaded successfully to VRAM (GPU)" ); |
| 4135 | |
| 4136 | // Unbind the current VAO |
| 4137 | if (RLGL.ExtSupported.vao) glBindVertexArray(0); |
| 4138 | //-------------------------------------------------------------------------------------------- |
| 4139 | } |
| 4140 | |
| 4141 | // Update default internal buffers (VAOs/VBOs) with vertex array data |
| 4142 | // NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0) |
| 4143 | // TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (change flag required) |
| 4144 | static void UpdateBuffersDefault(void) |
| 4145 | { |
| 4146 | // Update vertex buffers data |
| 4147 | if (RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter > 0) |
| 4148 | { |
| 4149 | // Activate elements VAO |
| 4150 | if (RLGL.ExtSupported.vao) glBindVertexArray(RLGL.State.vertexData[RLGL.State.currentBuffer].vaoId); |
| 4151 | |
| 4152 | // Vertex positions buffer |
| 4153 | glBindBuffer(GL_ARRAY_BUFFER, RLGL.State.vertexData[RLGL.State.currentBuffer].vboId[0]); |
| 4154 | glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter, RLGL.State.vertexData[RLGL.State.currentBuffer].vertices); |
| 4155 | //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_BATCH_ELEMENTS, RLGL.State.vertexData[RLGL.State.currentBuffer].vertices, GL_DYNAMIC_DRAW); // Update all buffer |
| 4156 | |
| 4157 | // Texture coordinates buffer |
| 4158 | glBindBuffer(GL_ARRAY_BUFFER, RLGL.State.vertexData[RLGL.State.currentBuffer].vboId[1]); |
| 4159 | glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter, RLGL.State.vertexData[RLGL.State.currentBuffer].texcoords); |
| 4160 | //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_BATCH_ELEMENTS, RLGL.State.vertexData[RLGL.State.currentBuffer].texcoords, GL_DYNAMIC_DRAW); // Update all buffer |
| 4161 | |
| 4162 | // Colors buffer |
| 4163 | glBindBuffer(GL_ARRAY_BUFFER, RLGL.State.vertexData[RLGL.State.currentBuffer].vboId[2]); |
| 4164 | glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter, RLGL.State.vertexData[RLGL.State.currentBuffer].colors); |
| 4165 | //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*MAX_BATCH_ELEMENTS, RLGL.State.vertexData[RLGL.State.currentBuffer].colors, GL_DYNAMIC_DRAW); // Update all buffer |
| 4166 | |
| 4167 | // NOTE: glMapBuffer() causes sync issue. |
| 4168 | // If GPU is working with this buffer, glMapBuffer() will wait(stall) until GPU to finish its job. |
| 4169 | // To avoid waiting (idle), you can call first glBufferData() with NULL pointer before glMapBuffer(). |
| 4170 | // If you do that, the previous data in PBO will be discarded and glMapBuffer() returns a new |
| 4171 | // allocated pointer immediately even if GPU is still working with the previous data. |
| 4172 | |
| 4173 | // Another option: map the buffer object into client's memory |
| 4174 | // Probably this code could be moved somewhere else... |
| 4175 | // RLGL.State.vertexData[RLGL.State.currentBuffer].vertices = (float *)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE); |
| 4176 | // if (RLGL.State.vertexData[RLGL.State.currentBuffer].vertices) |
| 4177 | // { |
| 4178 | // Update vertex data |
| 4179 | // } |
| 4180 | // glUnmapBuffer(GL_ARRAY_BUFFER); |
| 4181 | |
| 4182 | // Unbind the current VAO |
| 4183 | if (RLGL.ExtSupported.vao) glBindVertexArray(0); |
| 4184 | } |
| 4185 | } |
| 4186 | |
| 4187 | // Draw default internal buffers vertex data |
| 4188 | static void DrawBuffersDefault(void) |
| 4189 | { |
| 4190 | Matrix matProjection = RLGL.State.projection; |
| 4191 | Matrix matModelView = RLGL.State.modelview; |
| 4192 | |
| 4193 | int eyesCount = 1; |
| 4194 | #if defined(SUPPORT_VR_SIMULATOR) |
| 4195 | if (RLGL.Vr.stereoRender) eyesCount = 2; |
| 4196 | #endif |
| 4197 | |
| 4198 | for (int eye = 0; eye < eyesCount; eye++) |
| 4199 | { |
| 4200 | #if defined(SUPPORT_VR_SIMULATOR) |
| 4201 | if (eyesCount == 2) SetStereoView(eye, matProjection, matModelView); |
| 4202 | #endif |
| 4203 | |
| 4204 | // Draw buffers |
| 4205 | if (RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter > 0) |
| 4206 | { |
| 4207 | // Set current shader and upload current MVP matrix |
| 4208 | glUseProgram(RLGL.State.currentShader.id); |
| 4209 | |
| 4210 | // Create modelview-projection matrix |
| 4211 | Matrix matMVP = MatrixMultiply(RLGL.State.modelview, RLGL.State.projection); |
| 4212 | |
| 4213 | glUniformMatrix4fv(RLGL.State.currentShader.locs[LOC_MATRIX_MVP], 1, false, MatrixToFloat(matMVP)); |
| 4214 | glUniform4f(RLGL.State.currentShader.locs[LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f); |
| 4215 | glUniform1i(RLGL.State.currentShader.locs[LOC_MAP_DIFFUSE], 0); // Provided value refers to the texture unit (active) |
| 4216 | |
| 4217 | // TODO: Support additional texture units on custom shader |
| 4218 | //if (RLGL.State.currentShader->locs[LOC_MAP_SPECULAR] > 0) glUniform1i(RLGL.State.currentShader.locs[LOC_MAP_SPECULAR], 1); |
| 4219 | //if (RLGL.State.currentShader->locs[LOC_MAP_NORMAL] > 0) glUniform1i(RLGL.State.currentShader.locs[LOC_MAP_NORMAL], 2); |
| 4220 | |
| 4221 | // NOTE: Right now additional map textures not considered for default buffers drawing |
| 4222 | |
| 4223 | int vertexOffset = 0; |
| 4224 | |
| 4225 | if (RLGL.ExtSupported.vao) glBindVertexArray(RLGL.State.vertexData[RLGL.State.currentBuffer].vaoId); |
| 4226 | else |
| 4227 | { |
| 4228 | // Bind vertex attrib: position (shader-location = 0) |
| 4229 | glBindBuffer(GL_ARRAY_BUFFER, RLGL.State.vertexData[RLGL.State.currentBuffer].vboId[0]); |
| 4230 | glVertexAttribPointer(RLGL.State.currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0); |
| 4231 | glEnableVertexAttribArray(RLGL.State.currentShader.locs[LOC_VERTEX_POSITION]); |
| 4232 | |
| 4233 | // Bind vertex attrib: texcoord (shader-location = 1) |
| 4234 | glBindBuffer(GL_ARRAY_BUFFER, RLGL.State.vertexData[RLGL.State.currentBuffer].vboId[1]); |
| 4235 | glVertexAttribPointer(RLGL.State.currentShader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0); |
| 4236 | glEnableVertexAttribArray(RLGL.State.currentShader.locs[LOC_VERTEX_TEXCOORD01]); |
| 4237 | |
| 4238 | // Bind vertex attrib: color (shader-location = 3) |
| 4239 | glBindBuffer(GL_ARRAY_BUFFER, RLGL.State.vertexData[RLGL.State.currentBuffer].vboId[2]); |
| 4240 | glVertexAttribPointer(RLGL.State.currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); |
| 4241 | glEnableVertexAttribArray(RLGL.State.currentShader.locs[LOC_VERTEX_COLOR]); |
| 4242 | |
| 4243 | glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, RLGL.State.vertexData[RLGL.State.currentBuffer].vboId[3]); |
| 4244 | } |
| 4245 | |
| 4246 | glActiveTexture(GL_TEXTURE0); |
| 4247 | |
| 4248 | for (int i = 0; i < RLGL.State.drawsCounter; i++) |
| 4249 | { |
| 4250 | glBindTexture(GL_TEXTURE_2D, RLGL.State.draws[i].textureId); |
| 4251 | |
| 4252 | // TODO: Find some way to bind additional textures --> Use global texture IDs? Register them on draw[i]? |
| 4253 | //if (RLGL.State.currentShader->locs[LOC_MAP_SPECULAR] > 0) { glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, textureUnit1_id); } |
| 4254 | //if (RLGL.State.currentShader->locs[LOC_MAP_SPECULAR] > 0) { glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, textureUnit2_id); } |
| 4255 | |
| 4256 | if ((RLGL.State.draws[i].mode == RL_LINES) || (RLGL.State.draws[i].mode == RL_TRIANGLES)) glDrawArrays(RLGL.State.draws[i].mode, vertexOffset, RLGL.State.draws[i].vertexCount); |
| 4257 | else |
| 4258 | { |
| 4259 | #if defined(GRAPHICS_API_OPENGL_33) |
| 4260 | // We need to define the number of indices to be processed: quadsCount*6 |
| 4261 | // NOTE: The final parameter tells the GPU the offset in bytes from the |
| 4262 | // start of the index buffer to the location of the first index to process |
| 4263 | glDrawElements(GL_TRIANGLES, RLGL.State.draws[i].vertexCount/4*6, GL_UNSIGNED_INT, (GLvoid *)(sizeof(GLuint)*vertexOffset/4*6)); |
| 4264 | #elif defined(GRAPHICS_API_OPENGL_ES2) |
| 4265 | glDrawElements(GL_TRIANGLES, RLGL.State.draws[i].vertexCount/4*6, GL_UNSIGNED_SHORT, (GLvoid *)(sizeof(GLushort)*vertexOffset/4*6)); |
| 4266 | #endif |
| 4267 | } |
| 4268 | |
| 4269 | vertexOffset += (RLGL.State.draws[i].vertexCount + RLGL.State.draws[i].vertexAlignment); |
| 4270 | } |
| 4271 | |
| 4272 | if (!RLGL.ExtSupported.vao) |
| 4273 | { |
| 4274 | glBindBuffer(GL_ARRAY_BUFFER, 0); |
| 4275 | glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); |
| 4276 | } |
| 4277 | |
| 4278 | glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures |
| 4279 | } |
| 4280 | |
| 4281 | if (RLGL.ExtSupported.vao) glBindVertexArray(0); // Unbind VAO |
| 4282 | |
| 4283 | glUseProgram(0); // Unbind shader program |
| 4284 | } |
| 4285 | |
| 4286 | // Reset vertex counters for next frame |
| 4287 | RLGL.State.vertexData[RLGL.State.currentBuffer].vCounter = 0; |
| 4288 | RLGL.State.vertexData[RLGL.State.currentBuffer].tcCounter = 0; |
| 4289 | RLGL.State.vertexData[RLGL.State.currentBuffer].cCounter = 0; |
| 4290 | |
| 4291 | // Reset depth for next draw |
| 4292 | RLGL.State.currentDepth = -1.0f; |
| 4293 | |
| 4294 | // Restore projection/modelview matrices |
| 4295 | RLGL.State.projection = matProjection; |
| 4296 | RLGL.State.modelview = matModelView; |
| 4297 | |
| 4298 | // Reset RLGL.State.draws array |
| 4299 | for (int i = 0; i < MAX_DRAWCALL_REGISTERED; i++) |
| 4300 | { |
| 4301 | RLGL.State.draws[i].mode = RL_QUADS; |
| 4302 | RLGL.State.draws[i].vertexCount = 0; |
| 4303 | RLGL.State.draws[i].textureId = RLGL.State.defaultTextureId; |
| 4304 | } |
| 4305 | |
| 4306 | RLGL.State.drawsCounter = 1; |
| 4307 | |
| 4308 | // Change to next buffer in the list |
| 4309 | RLGL.State.currentBuffer++; |
| 4310 | if (RLGL.State.currentBuffer >= MAX_BATCH_BUFFERING) RLGL.State.currentBuffer = 0; |
| 4311 | } |
| 4312 | |
| 4313 | // Unload default internal buffers vertex data from CPU and GPU |
| 4314 | static void UnloadBuffersDefault(void) |
| 4315 | { |
| 4316 | // Unbind everything |
| 4317 | if (RLGL.ExtSupported.vao) glBindVertexArray(0); |
| 4318 | glDisableVertexAttribArray(0); |
| 4319 | glDisableVertexAttribArray(1); |
| 4320 | glDisableVertexAttribArray(2); |
| 4321 | glDisableVertexAttribArray(3); |
| 4322 | glBindBuffer(GL_ARRAY_BUFFER, 0); |
| 4323 | glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); |
| 4324 | |
| 4325 | for (int i = 0; i < MAX_BATCH_BUFFERING; i++) |
| 4326 | { |
| 4327 | // Delete VBOs from GPU (VRAM) |
| 4328 | glDeleteBuffers(1, &RLGL.State.vertexData[i].vboId[0]); |
| 4329 | glDeleteBuffers(1, &RLGL.State.vertexData[i].vboId[1]); |
| 4330 | glDeleteBuffers(1, &RLGL.State.vertexData[i].vboId[2]); |
| 4331 | glDeleteBuffers(1, &RLGL.State.vertexData[i].vboId[3]); |
| 4332 | |
| 4333 | // Delete VAOs from GPU (VRAM) |
| 4334 | if (RLGL.ExtSupported.vao) glDeleteVertexArrays(1, &RLGL.State.vertexData[i].vaoId); |
| 4335 | |
| 4336 | // Free vertex arrays memory from CPU (RAM) |
| 4337 | RL_FREE(RLGL.State.vertexData[i].vertices); |
| 4338 | RL_FREE(RLGL.State.vertexData[i].texcoords); |
| 4339 | RL_FREE(RLGL.State.vertexData[i].colors); |
| 4340 | RL_FREE(RLGL.State.vertexData[i].indices); |
| 4341 | } |
| 4342 | } |
| 4343 | |
| 4344 | // Renders a 1x1 XY quad in NDC |
| 4345 | static void GenDrawQuad(void) |
| 4346 | { |
| 4347 | unsigned int quadVAO = 0; |
| 4348 | unsigned int quadVBO = 0; |
| 4349 | |
| 4350 | float vertices[] = { |
| 4351 | // Positions // Texture Coords |
| 4352 | -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, |
| 4353 | -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, |
| 4354 | 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, |
| 4355 | 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, |
| 4356 | }; |
| 4357 | |
| 4358 | // Set up plane VAO |
| 4359 | glGenVertexArrays(1, &quadVAO); |
| 4360 | glGenBuffers(1, &quadVBO); |
| 4361 | glBindVertexArray(quadVAO); |
| 4362 | |
| 4363 | // Fill buffer |
| 4364 | glBindBuffer(GL_ARRAY_BUFFER, quadVBO); |
| 4365 | glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW); |
| 4366 | |
| 4367 | // Link vertex attributes |
| 4368 | glEnableVertexAttribArray(0); |
| 4369 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)0); |
| 4370 | glEnableVertexAttribArray(1); |
| 4371 | glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)(3*sizeof(float))); |
| 4372 | |
| 4373 | // Draw quad |
| 4374 | glBindVertexArray(quadVAO); |
| 4375 | glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); |
| 4376 | glBindVertexArray(0); |
| 4377 | |
| 4378 | glDeleteBuffers(1, &quadVBO); |
| 4379 | glDeleteVertexArrays(1, &quadVAO); |
| 4380 | } |
| 4381 | |
| 4382 | // Renders a 1x1 3D cube in NDC |
| 4383 | static void GenDrawCube(void) |
| 4384 | { |
| 4385 | unsigned int cubeVAO = 0; |
| 4386 | unsigned int cubeVBO = 0; |
| 4387 | |
| 4388 | float vertices[] = { |
| 4389 | -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, |
| 4390 | 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, |
| 4391 | 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, |
| 4392 | 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, |
| 4393 | -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, |
| 4394 | -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, |
| 4395 | -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, |
| 4396 | 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, |
| 4397 | 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, |
| 4398 | 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, |
| 4399 | -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, |
| 4400 | -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, |
| 4401 | -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, |
| 4402 | -1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, |
| 4403 | -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, |
| 4404 | -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, |
| 4405 | -1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, |
| 4406 | -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, |
| 4407 | 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, |
| 4408 | 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, |
| 4409 | 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, |
| 4410 | 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, |
| 4411 | 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, |
| 4412 | 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, |
| 4413 | -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, |
| 4414 | 1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, |
| 4415 | 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, |
| 4416 | 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, |
| 4417 | -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, |
| 4418 | -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, |
| 4419 | -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, |
| 4420 | 1.0f, 1.0f , 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, |
| 4421 | 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, |
| 4422 | 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, |
| 4423 | -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, |
| 4424 | -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f |
| 4425 | }; |
| 4426 | |
| 4427 | // Set up cube VAO |
| 4428 | glGenVertexArrays(1, &cubeVAO); |
| 4429 | glGenBuffers(1, &cubeVBO); |
| 4430 | |
| 4431 | // Fill buffer |
| 4432 | glBindBuffer(GL_ARRAY_BUFFER, cubeVBO); |
| 4433 | glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); |
| 4434 | |
| 4435 | // Link vertex attributes |
| 4436 | glBindVertexArray(cubeVAO); |
| 4437 | glEnableVertexAttribArray(0); |
| 4438 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)0); |
| 4439 | glEnableVertexAttribArray(1); |
| 4440 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(3*sizeof(float))); |
| 4441 | glEnableVertexAttribArray(2); |
| 4442 | glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(6*sizeof(float))); |
| 4443 | glBindBuffer(GL_ARRAY_BUFFER, 0); |
| 4444 | glBindVertexArray(0); |
| 4445 | |
| 4446 | // Draw cube |
| 4447 | glBindVertexArray(cubeVAO); |
| 4448 | glDrawArrays(GL_TRIANGLES, 0, 36); |
| 4449 | glBindVertexArray(0); |
| 4450 | |
| 4451 | glDeleteBuffers(1, &cubeVBO); |
| 4452 | glDeleteVertexArrays(1, &cubeVAO); |
| 4453 | } |
| 4454 | |
| 4455 | #if defined(SUPPORT_VR_SIMULATOR) |
| 4456 | // Set internal projection and modelview matrix depending on eyes tracking data |
| 4457 | static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView) |
| 4458 | { |
| 4459 | Matrix eyeProjection = matProjection; |
| 4460 | Matrix eyeModelView = matModelView; |
| 4461 | |
| 4462 | // Setup viewport and projection/modelview matrices using tracking data |
| 4463 | rlViewport(eye*RLGL.State.framebufferWidth/2, 0, RLGL.State.framebufferWidth/2, RLGL.State.framebufferHeight); |
| 4464 | |
| 4465 | // Apply view offset to modelview matrix |
| 4466 | eyeModelView = MatrixMultiply(matModelView, RLGL.Vr.config.eyesViewOffset[eye]); |
| 4467 | |
| 4468 | // Set current eye projection matrix |
| 4469 | eyeProjection = RLGL.Vr.config.eyesProjection[eye]; |
| 4470 | |
| 4471 | SetMatrixModelview(eyeModelView); |
| 4472 | SetMatrixProjection(eyeProjection); |
| 4473 | } |
| 4474 | #endif // SUPPORT_VR_SIMULATOR |
| 4475 | |
| 4476 | #endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 |
| 4477 | |
| 4478 | #if defined(GRAPHICS_API_OPENGL_11) |
| 4479 | // Mipmaps data is generated after image data |
| 4480 | // NOTE: Only works with RGBA (4 bytes) data! |
| 4481 | static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight) |
| 4482 | { |
| 4483 | int mipmapCount = 1; // Required mipmap levels count (including base level) |
| 4484 | int width = baseWidth; |
| 4485 | int height = baseHeight; |
| 4486 | int size = baseWidth*baseHeight*4; // Size in bytes (will include mipmaps...), RGBA only |
| 4487 | |
| 4488 | // Count mipmap levels required |
| 4489 | while ((width != 1) && (height != 1)) |
| 4490 | { |
| 4491 | if (width != 1) width /= 2; |
| 4492 | if (height != 1) height /= 2; |
| 4493 | |
| 4494 | TRACELOGD("TEXTURE: Next mipmap size: %i x %i" , width, height); |
| 4495 | |
| 4496 | mipmapCount++; |
| 4497 | |
| 4498 | size += (width*height*4); // Add mipmap size (in bytes) |
| 4499 | } |
| 4500 | |
| 4501 | TRACELOGD("TEXTURE: Total mipmaps required: %i" , mipmapCount); |
| 4502 | TRACELOGD("TEXTURE: Total size of data required: %i" , size); |
| 4503 | |
| 4504 | unsigned char *temp = RL_REALLOC(data, size); |
| 4505 | |
| 4506 | if (temp != NULL) data = temp; |
| 4507 | else TRACELOG(LOG_WARNING, "TEXTURE: Failed to allocate required mipmaps memory" ); |
| 4508 | |
| 4509 | width = baseWidth; |
| 4510 | height = baseHeight; |
| 4511 | size = (width*height*4); |
| 4512 | |
| 4513 | // Generate mipmaps |
| 4514 | // NOTE: Every mipmap data is stored after data |
| 4515 | Color *image = (Color *)RL_MALLOC(width*height*sizeof(Color)); |
| 4516 | Color *mipmap = NULL; |
| 4517 | int offset = 0; |
| 4518 | int j = 0; |
| 4519 | |
| 4520 | for (int i = 0; i < size; i += 4) |
| 4521 | { |
| 4522 | image[j].r = data[i]; |
| 4523 | image[j].g = data[i + 1]; |
| 4524 | image[j].b = data[i + 2]; |
| 4525 | image[j].a = data[i + 3]; |
| 4526 | j++; |
| 4527 | } |
| 4528 | |
| 4529 | TRACELOGD("TEXTURE: Mipmap base size (%ix%i)" , width, height); |
| 4530 | |
| 4531 | for (int mip = 1; mip < mipmapCount; mip++) |
| 4532 | { |
| 4533 | mipmap = GenNextMipmap(image, width, height); |
| 4534 | |
| 4535 | offset += (width*height*4); // Size of last mipmap |
| 4536 | j = 0; |
| 4537 | |
| 4538 | width /= 2; |
| 4539 | height /= 2; |
| 4540 | size = (width*height*4); // Mipmap size to store after offset |
| 4541 | |
| 4542 | // Add mipmap to data |
| 4543 | for (int i = 0; i < size; i += 4) |
| 4544 | { |
| 4545 | data[offset + i] = mipmap[j].r; |
| 4546 | data[offset + i + 1] = mipmap[j].g; |
| 4547 | data[offset + i + 2] = mipmap[j].b; |
| 4548 | data[offset + i + 3] = mipmap[j].a; |
| 4549 | j++; |
| 4550 | } |
| 4551 | |
| 4552 | RL_FREE(image); |
| 4553 | |
| 4554 | image = mipmap; |
| 4555 | mipmap = NULL; |
| 4556 | } |
| 4557 | |
| 4558 | RL_FREE(mipmap); // free mipmap data |
| 4559 | |
| 4560 | return mipmapCount; |
| 4561 | } |
| 4562 | |
| 4563 | // Manual mipmap generation (basic scaling algorithm) |
| 4564 | static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight) |
| 4565 | { |
| 4566 | int x2, y2; |
| 4567 | Color prow, pcol; |
| 4568 | |
| 4569 | int width = srcWidth/2; |
| 4570 | int height = srcHeight/2; |
| 4571 | |
| 4572 | Color *mipmap = (Color *)RL_MALLOC(width*height*sizeof(Color)); |
| 4573 | |
| 4574 | // Scaling algorithm works perfectly (box-filter) |
| 4575 | for (int y = 0; y < height; y++) |
| 4576 | { |
| 4577 | y2 = 2*y; |
| 4578 | |
| 4579 | for (int x = 0; x < width; x++) |
| 4580 | { |
| 4581 | x2 = 2*x; |
| 4582 | |
| 4583 | prow.r = (srcData[y2*srcWidth + x2].r + srcData[y2*srcWidth + x2 + 1].r)/2; |
| 4584 | prow.g = (srcData[y2*srcWidth + x2].g + srcData[y2*srcWidth + x2 + 1].g)/2; |
| 4585 | prow.b = (srcData[y2*srcWidth + x2].b + srcData[y2*srcWidth + x2 + 1].b)/2; |
| 4586 | prow.a = (srcData[y2*srcWidth + x2].a + srcData[y2*srcWidth + x2 + 1].a)/2; |
| 4587 | |
| 4588 | pcol.r = (srcData[(y2+1)*srcWidth + x2].r + srcData[(y2+1)*srcWidth + x2 + 1].r)/2; |
| 4589 | pcol.g = (srcData[(y2+1)*srcWidth + x2].g + srcData[(y2+1)*srcWidth + x2 + 1].g)/2; |
| 4590 | pcol.b = (srcData[(y2+1)*srcWidth + x2].b + srcData[(y2+1)*srcWidth + x2 + 1].b)/2; |
| 4591 | pcol.a = (srcData[(y2+1)*srcWidth + x2].a + srcData[(y2+1)*srcWidth + x2 + 1].a)/2; |
| 4592 | |
| 4593 | mipmap[y*width + x].r = (prow.r + pcol.r)/2; |
| 4594 | mipmap[y*width + x].g = (prow.g + pcol.g)/2; |
| 4595 | mipmap[y*width + x].b = (prow.b + pcol.b)/2; |
| 4596 | mipmap[y*width + x].a = (prow.a + pcol.a)/2; |
| 4597 | } |
| 4598 | } |
| 4599 | |
| 4600 | TRACELOGD("TEXTURE: Mipmap generated successfully (%ix%i)" , width, height); |
| 4601 | |
| 4602 | return mipmap; |
| 4603 | } |
| 4604 | #endif |
| 4605 | |
| 4606 | #if defined(RLGL_STANDALONE) |
| 4607 | // Load text data from file, returns a '\0' terminated string |
| 4608 | // NOTE: text chars array should be freed manually |
| 4609 | char *LoadFileText(const char *fileName) |
| 4610 | { |
| 4611 | char *text = NULL; |
| 4612 | |
| 4613 | if (fileName != NULL) |
| 4614 | { |
| 4615 | FILE *textFile = fopen(fileName, "rt" ); |
| 4616 | |
| 4617 | if (textFile != NULL) |
| 4618 | { |
| 4619 | // WARNING: When reading a file as 'text' file, |
| 4620 | // text mode causes carriage return-linefeed translation... |
| 4621 | // ...but using fseek() should return correct byte-offset |
| 4622 | fseek(textFile, 0, SEEK_END); |
| 4623 | int size = ftell(textFile); |
| 4624 | fseek(textFile, 0, SEEK_SET); |
| 4625 | |
| 4626 | if (size > 0) |
| 4627 | { |
| 4628 | text = (char *)RL_MALLOC(sizeof(char)*(size + 1)); |
| 4629 | int count = fread(text, sizeof(char), size, textFile); |
| 4630 | |
| 4631 | // WARNING: \r\n is converted to \n on reading, so, |
| 4632 | // read bytes count gets reduced by the number of lines |
| 4633 | if (count < size) text = RL_REALLOC(text, count + 1); |
| 4634 | |
| 4635 | // Zero-terminate the string |
| 4636 | text[count] = '\0'; |
| 4637 | |
| 4638 | TRACELOG(LOG_INFO, "FILEIO: [%s] Text file loaded successfully" , fileName); |
| 4639 | } |
| 4640 | else TRACELOG(LOG_WARNING, "FILEIO: [%s] Failed to read text file" , fileName); |
| 4641 | |
| 4642 | fclose(textFile); |
| 4643 | } |
| 4644 | else TRACELOG(LOG_WARNING, "FILEIO: [%s] Failed to open text file" , fileName); |
| 4645 | } |
| 4646 | else TRACELOG(LOG_WARNING, "FILEIO: File name provided is not valid" ); |
| 4647 | |
| 4648 | return text; |
| 4649 | } |
| 4650 | |
| 4651 | // Get pixel data size in bytes (image or texture) |
| 4652 | // NOTE: Size depends on pixel format |
| 4653 | int GetPixelDataSize(int width, int height, int format) |
| 4654 | { |
| 4655 | int dataSize = 0; // Size in bytes |
| 4656 | int bpp = 0; // Bits per pixel |
| 4657 | |
| 4658 | switch (format) |
| 4659 | { |
| 4660 | case UNCOMPRESSED_GRAYSCALE: bpp = 8; break; |
| 4661 | case UNCOMPRESSED_GRAY_ALPHA: |
| 4662 | case UNCOMPRESSED_R5G6B5: |
| 4663 | case UNCOMPRESSED_R5G5B5A1: |
| 4664 | case UNCOMPRESSED_R4G4B4A4: bpp = 16; break; |
| 4665 | case UNCOMPRESSED_R8G8B8A8: bpp = 32; break; |
| 4666 | case UNCOMPRESSED_R8G8B8: bpp = 24; break; |
| 4667 | case UNCOMPRESSED_R32: bpp = 32; break; |
| 4668 | case UNCOMPRESSED_R32G32B32: bpp = 32*3; break; |
| 4669 | case UNCOMPRESSED_R32G32B32A32: bpp = 32*4; break; |
| 4670 | case COMPRESSED_DXT1_RGB: |
| 4671 | case COMPRESSED_DXT1_RGBA: |
| 4672 | case COMPRESSED_ETC1_RGB: |
| 4673 | case COMPRESSED_ETC2_RGB: |
| 4674 | case COMPRESSED_PVRT_RGB: |
| 4675 | case COMPRESSED_PVRT_RGBA: bpp = 4; break; |
| 4676 | case COMPRESSED_DXT3_RGBA: |
| 4677 | case COMPRESSED_DXT5_RGBA: |
| 4678 | case COMPRESSED_ETC2_EAC_RGBA: |
| 4679 | case COMPRESSED_ASTC_4x4_RGBA: bpp = 8; break; |
| 4680 | case COMPRESSED_ASTC_8x8_RGBA: bpp = 2; break; |
| 4681 | default: break; |
| 4682 | } |
| 4683 | |
| 4684 | dataSize = width*height*bpp/8; // Total data size in bytes |
| 4685 | |
| 4686 | // Most compressed formats works on 4x4 blocks, |
| 4687 | // if texture is smaller, minimum dataSize is 8 or 16 |
| 4688 | if ((width < 4) && (height < 4)) |
| 4689 | { |
| 4690 | if ((format >= COMPRESSED_DXT1_RGB) && (format < COMPRESSED_DXT3_RGBA)) dataSize = 8; |
| 4691 | else if ((format >= COMPRESSED_DXT3_RGBA) && (format < COMPRESSED_ASTC_8x8_RGBA)) dataSize = 16; |
| 4692 | } |
| 4693 | |
| 4694 | return dataSize; |
| 4695 | } |
| 4696 | #endif // RLGL_STANDALONE |
| 4697 | |
| 4698 | #endif // RLGL_IMPLEMENTATION |
| 4699 | |