aboutsummaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorraysan5 <raysan5@gmail.com>2015-01-02 20:59:54 +0100
committerraysan5 <raysan5@gmail.com>2015-01-02 20:59:54 +0100
commit0bfd283526f62f2f03e90ac4881f532048304ca2 (patch)
treef63a2e835cdc4947e6535777219fd2c1f957e2d5
parent7ea8326b52f596d16fe059d34ce6673c4b401f90 (diff)
downloadraylib-0bfd283526f62f2f03e90ac4881f532048304ca2.tar.gz
raylib-0bfd283526f62f2f03e90ac4881f532048304ca2.zip
Added support for model color tint
Also, added support for normals on models
-rw-r--r--src/core.c4
-rw-r--r--src/models.c8
-rw-r--r--src/rlgl.c437
3 files changed, 279 insertions, 170 deletions
diff --git a/src/core.c b/src/core.c
index 5ff44f89..65828c48 100644
--- a/src/core.c
+++ b/src/core.c
@@ -261,6 +261,8 @@ static void CommandCallback(struct android_app *app, int32_t cmd); //
// Initialize Window and Graphics Context (OpenGL)
void InitWindow(int width, int height, const char *title)
{
+ TraceLog(INFO, "Initializing raylib...");
+
// Store window title (could be useful...)
windowTitle = title;
@@ -298,6 +300,8 @@ void InitWindow(int width, int height, const char *title)
// Android activity initialization
void InitWindow(int width, int height, struct android_app *state)
{
+ TraceLog(INFO, "Initializing raylib...");
+
app_dummy();
screenWidth = width;
diff --git a/src/models.c b/src/models.c
index e8e4f635..f61f79f5 100644
--- a/src/models.c
+++ b/src/models.c
@@ -711,7 +711,7 @@ Model LoadHeightmap(Image heightmap, float maxHeight)
vData.vertices = (float *)malloc(vData.vertexCount * 3 * sizeof(float));
vData.normals = (float *)malloc(vData.vertexCount * 3 * sizeof(float));
vData.texcoords = (float *)malloc(vData.vertexCount * 2 * sizeof(float));
- vData.colors = (unsigned char *)malloc(vData.vertexCount * 4 * sizeof(unsigned char));
+ vData.colors = (unsigned char *)malloc(vData.vertexCount * 4 * sizeof(unsigned char)); // Not used...
int vCounter = 0; // Used to count vertices float by float
int tcCounter = 0; // Used to count texcoords float by float
@@ -795,9 +795,9 @@ Model LoadHeightmap(Image heightmap, float maxHeight)
}
// Fill color data
+ // NOTE: Not used any more... just one plain color defined at DrawModel()
for (int i = 0; i < (4*vData.vertexCount); i++) vData.colors[i] = 255;
-
// NOTE: At this point we have all vertex, texcoord, normal data for the model in vData struct
Model model = rlglLoadModel(vData);
@@ -1071,9 +1071,10 @@ Model LoadCubicmap(Image cubesmap)
vData.vertices = (float *)malloc(vData.vertexCount * 3 * sizeof(float));
vData.normals = (float *)malloc(vData.vertexCount * 3 * sizeof(float));
vData.texcoords = (float *)malloc(vData.vertexCount * 2 * sizeof(float));
- vData.colors = (unsigned char *)malloc(vData.vertexCount * 4 * sizeof(unsigned char));
+ vData.colors = (unsigned char *)malloc(vData.vertexCount * 4 * sizeof(unsigned char)); // Not used...
// Fill color data
+ // NOTE: Not used any more... just one plain color defined at DrawModel()
for (int i = 0; i < (4*vData.vertexCount); i++) vData.colors[i] = 255;
int fCounter = 0;
@@ -1510,6 +1511,7 @@ static VertexData LoadOBJ(const char *fileName)
if (numTexCoords == 0) for (int i = 0; i < (2*vData.vertexCount); i++) vData.texcoords[i] = 0.0f;
// NOTE: We set all vertex colors to white
+ // NOTE: Not used any more... just one plain color defined at DrawModel()
for (int i = 0; i < (4*vData.vertexCount); i++) vData.colors[i] = 255;
// Now we can free temp mid* arrays
diff --git a/src/rlgl.c b/src/rlgl.c
index 417a23f8..50ef1efd 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -152,12 +152,17 @@ static VertexPositionColorBuffer triangles; // No texture support
static VertexPositionColorTextureIndexBuffer quads;
// Vetex-Fragment Shader Program ID
-static GLuint shaderProgram;
+static GLuint defaultShaderProgram, simpleShaderProgram;
-// Shader program attibutes binding locations
-static GLuint vertexLoc, texcoordLoc, colorLoc;
-static GLuint projectionMatrixLoc, modelviewMatrixLoc;
-static GLuint textureLoc;
+// Default Shader program attibutes binding locations
+static GLuint defaultVertexLoc, defaultTexcoordLoc, defaultColorLoc;
+static GLuint defaultProjectionMatrixLoc, defaultModelviewMatrixLoc;
+static GLuint defaultTextureLoc;
+
+// Simple Shader program attibutes binding locations
+static GLuint simpleVertexLoc, simpleTexcoordLoc, simpleNormalLoc, simpleColorLoc;
+static GLuint simpleProjectionMatrixLoc, simpleModelviewMatrixLoc;
+static GLuint simpleTextureLoc;
// Vertex Array Objects (VAO)
static GLuint vaoLines, vaoTriangles, vaoQuads;
@@ -196,13 +201,14 @@ unsigned int whiteTexture;
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-static GLuint LoadDefaultShaders(void);
+static GLuint LoadDefaultShader(void);
+static GLuint LoadSimpleShader(void);
static void InitializeBuffers(void);
static void InitializeBuffersGPU(void);
static void UpdateBuffers(void);
-// Shader files loading (external) - Not used but useful...
-static GLuint LoadShaders(char *vertexFileName, char *fragmentFileName);
+// Custom shader files loading (external)
+static GLuint LoadCustomShader(char *vertexFileName, char *fragmentFileName);
static char *TextFileRead(char *fn);
#endif
@@ -843,20 +849,38 @@ void rlglInit(void)
for (int i = 0; i < MATRIX_STACK_SIZE; i++) stack[i] = MatrixIdentity();
// Init default Shader (GLSL 110) -> Common for GL 3.3+ and ES2
- shaderProgram = LoadDefaultShaders();
- //shaderProgram = LoadShaders("simple150.vert", "simple150.frag");
+ defaultShaderProgram = LoadDefaultShader();
+ simpleShaderProgram = LoadSimpleShader();
+ //customShaderProgram = LoadShaders("simple150.vert", "simple150.frag");
- // Get handles to GLSL input vars locations
- vertexLoc = glGetAttribLocation(shaderProgram, "vertexPosition");
- texcoordLoc = glGetAttribLocation(shaderProgram, "vertexTexCoord");
- colorLoc = glGetAttribLocation(shaderProgram, "vertexColor");
+ // Get handles to GLSL input vars locations for defaultShaderProgram
+ //-------------------------------------------------------------------
+ defaultVertexLoc = glGetAttribLocation(defaultShaderProgram, "vertexPosition");
+ defaultTexcoordLoc = glGetAttribLocation(defaultShaderProgram, "vertexTexCoord");
+ defaultColorLoc = glGetAttribLocation(defaultShaderProgram, "vertexColor");
// Get handles to GLSL uniform vars locations (vertex-shader)
- modelviewMatrixLoc = glGetUniformLocation(shaderProgram, "modelviewMatrix");
- projectionMatrixLoc = glGetUniformLocation(shaderProgram, "projectionMatrix");
+ defaultModelviewMatrixLoc = glGetUniformLocation(defaultShaderProgram, "modelviewMatrix");
+ defaultProjectionMatrixLoc = glGetUniformLocation(defaultShaderProgram, "projectionMatrix");
// Get handles to GLSL uniform vars locations (fragment-shader)
- textureLoc = glGetUniformLocation(shaderProgram, "texture0");
+ defaultTextureLoc = glGetUniformLocation(defaultShaderProgram, "texture0");
+ //--------------------------------------------------------------------
+
+ // Get handles to GLSL input vars locations for simpleShaderProgram
+ //-------------------------------------------------------------------
+ simpleVertexLoc = glGetAttribLocation(simpleShaderProgram, "vertexPosition");
+ simpleTexcoordLoc = glGetAttribLocation(simpleShaderProgram, "vertexTexCoord");
+ simpleNormalLoc = glGetAttribLocation(defaultShaderProgram, "vertexNormal");
+
+ // Get handles to GLSL uniform vars locations (vertex-shader)
+ simpleModelviewMatrixLoc = glGetUniformLocation(simpleShaderProgram, "modelviewMatrix");
+ simpleProjectionMatrixLoc = glGetUniformLocation(simpleShaderProgram, "projectionMatrix");
+
+ // Get handles to GLSL uniform vars locations (fragment-shader)
+ simpleTextureLoc = glGetUniformLocation(simpleShaderProgram, "texture0");
+ simpleColorLoc = glGetUniformLocation(simpleShaderProgram, "fragColor");
+ //--------------------------------------------------------------------
InitializeBuffers(); // Init vertex arrays
InitializeBuffersGPU(); // Init VBO and VAO
@@ -921,11 +945,11 @@ void rlglClose(void)
glDeleteVertexArrays(1, &vaoQuads);
}
- //glDetachShader(shaderProgram, v);
- //glDetachShader(shaderProgram, f);
+ //glDetachShader(defaultShaderProgram, v);
+ //glDetachShader(defaultShaderProgram, f);
//glDeleteShader(v);
//glDeleteShader(f);
- glDeleteProgram(shaderProgram);
+ glDeleteProgram(defaultShaderProgram);
// Free vertex arrays memory
free(lines.vertices);
@@ -951,12 +975,15 @@ void rlglDraw(void)
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
UpdateBuffers();
- glUseProgram(shaderProgram); // Use our shader
-
- glUniformMatrix4fv(projectionMatrixLoc, 1, false, GetMatrixVector(projection));
- glUniformMatrix4fv(modelviewMatrixLoc, 1, false, GetMatrixVector(modelview));
- glUniform1i(textureLoc, 0);
+ if ((lines.vCounter > 0) || (triangles.vCounter > 0) || (quads.vCounter > 0))
+ {
+ glUseProgram(defaultShaderProgram); // Use our shader
+ glUniformMatrix4fv(defaultProjectionMatrixLoc, 1, false, GetMatrixVector(projection));
+ glUniformMatrix4fv(defaultModelviewMatrixLoc, 1, false, GetMatrixVector(modelview));
+ glUniform1i(defaultTextureLoc, 0);
+ }
+
// NOTE: We draw in this order: triangle shapes, textured quads and lines
if (triangles.vCounter > 0)
@@ -970,12 +997,12 @@ void rlglDraw(void)
else
{
glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[0]);
- glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(vertexLoc);
+ glVertexAttribPointer(defaultVertexLoc, 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(defaultVertexLoc);
glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[1]);
- glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
- glEnableVertexAttribArray(colorLoc);
+ glVertexAttribPointer(defaultColorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+ glEnableVertexAttribArray(defaultColorLoc);
}
glDrawArrays(GL_TRIANGLES, 0, triangles.vCounter);
@@ -998,16 +1025,16 @@ void rlglDraw(void)
{
// Enable vertex attributes
glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[0]);
- glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(vertexLoc);
+ glVertexAttribPointer(defaultVertexLoc, 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(defaultVertexLoc);
glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[1]);
- glVertexAttribPointer(texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(texcoordLoc);
+ glVertexAttribPointer(defaultTexcoordLoc, 2, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(defaultTexcoordLoc);
glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[2]);
- glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
- glEnableVertexAttribArray(colorLoc);
+ glVertexAttribPointer(defaultColorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+ glEnableVertexAttribArray(defaultColorLoc);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quadsBuffer[3]);
}
@@ -1055,12 +1082,12 @@ void rlglDraw(void)
else
{
glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[0]);
- glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(vertexLoc);
+ glVertexAttribPointer(defaultVertexLoc, 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(defaultVertexLoc);
glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[1]);
- glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
- glEnableVertexAttribArray(colorLoc);
+ glVertexAttribPointer(defaultColorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+ glEnableVertexAttribArray(defaultColorLoc);
}
glDrawArrays(GL_LINES, 0, lines.vCounter);
@@ -1111,8 +1138,6 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotation, Vector3 scal
glNormalPointer(GL_FLOAT, 0, model.mesh.normals); // Pointer to normals array
//glColorPointer(4, GL_UNSIGNED_BYTE, 0, model.mesh.colors); // Pointer to colors array (NOT USED)
- //TraceLog(DEBUG, "Drawing model.mesh, VertexCount: %i", model.mesh.vertexCount);
-
rlPushMatrix();
rlTranslatef(position.x, position.y, position.z);
rlScalef(scale.x, scale.y, scale.z);
@@ -1134,7 +1159,7 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotation, Vector3 scal
#endif
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glUseProgram(shaderProgram); // Use our shader
+ glUseProgram(simpleShaderProgram); // Use our simple shader
VectorScale(&rotation, DEG2RAD);
@@ -1143,37 +1168,14 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotation, Vector3 scal
Matrix modelviewworld = MatrixMultiply(transform, modelview);
// NOTE: Drawing in OpenGL 3.3+, transform is passed to shader
- glUniformMatrix4fv(projectionMatrixLoc, 1, false, GetMatrixVector(projection));
- glUniformMatrix4fv(modelviewMatrixLoc, 1, false, GetMatrixVector(modelviewworld));
- glUniform1i(textureLoc, 0);
-
- // Apply color tinting to model: 2 OPTIONS
-/*
- // OPTION 1
- // Update colors array (model.mesh.colors) with color
- int j = 0;
- for (int i = 0; i < model.mesh.vertexCount; i++)
- {
- model.mesh.colors[j] = color.r;
- model.mesh.colors[j+1] = color.g;
- model.mesh.colors[j+2] = color.b;
- model.mesh.colors[j+3] = color.a;
- j += 4;
- }
-
- // Update colors buffer in CPU (using Shader)
- if (vaoSupported) glBindVertexArray(model.vaoId);
- GLuint colorVboId;
- glGetVertexAttribIuiv(2, GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, &colorVboId); // NOTE: Color VBO is buffer index 2
- glBindBuffer(GL_ARRAY_BUFFER, colorVboId);
- glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*model.mesh.vertexCount, model.mesh.colors);
-
- // OPTION 2: Just update one uniform on fragment shader
- // NOTE: It requires shader modification to add uniform (fragment shader) and create location point
- //glUniform4f(fragmentUniformColorLoc, (float)color.r/255, (float)color.g/255, (float)color.b/255, (float)color.a/255);
-*/
+ glUniformMatrix4fv(simpleProjectionMatrixLoc, 1, false, GetMatrixVector(projection));
+ glUniformMatrix4fv(simpleModelviewMatrixLoc, 1, false, GetMatrixVector(modelviewworld));
+ glUniform1i(simpleTextureLoc, 0);
- //TraceLog(DEBUG, "ShaderProgram: %i, VAO ID: %i, VertexCount: %i", shaderProgram, model.vaoId, model.mesh.vertexCount);
+ // Apply color tinting to model
+ // NOTE: Just update one uniform on fragment shader
+ float vColor[4] = { (float)color.r/255, (float)color.g/255, (float)color.b/255, (float)color.a/255 };
+ glUniform4fv(simpleColorLoc, 1, vColor);
if (vaoSupported)
{
@@ -1183,16 +1185,17 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotation, Vector3 scal
{
// Bind model VBOs data
glBindBuffer(GL_ARRAY_BUFFER, model.vboId[0]);
- glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(vertexLoc);
+ glVertexAttribPointer(simpleVertexLoc, 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(simpleVertexLoc);
glBindBuffer(GL_ARRAY_BUFFER, model.vboId[1]);
- glVertexAttribPointer(texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(texcoordLoc);
+ glVertexAttribPointer(simpleTexcoordLoc, 2, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(simpleTexcoordLoc);
+ // Add normals support
glBindBuffer(GL_ARRAY_BUFFER, model.vboId[2]);
- glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
- glEnableVertexAttribArray(colorLoc);
+ glVertexAttribPointer(simpleNormalLoc, 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(simpleNormalLoc);
}
glBindTexture(GL_TEXTURE_2D, model.textureId);
@@ -1203,6 +1206,8 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotation, Vector3 scal
if (vaoSupported) glBindVertexArray(0); // Unbind VAO
else glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind VBOs
+
+ glUseProgram(0);
#endif
#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
@@ -1367,8 +1372,7 @@ Model rlglLoadModel(VertexData mesh)
model.vaoId = 0; // Vertex Array Object
model.vboId[0] = 0; // Vertex position VBO
model.vboId[1] = 0; // Texcoords VBO
- //model.vboId[2] = 0; // Normals VBO (not used)
- model.vboId[2] = 0; // Colors VBO
+ model.vboId[2] = 0; // Normals VBO
#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
model.textureId = 1; // Default whiteTexture
@@ -1389,29 +1393,25 @@ Model rlglLoadModel(VertexData mesh)
// Enable vertex attributes: position
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh.vertexCount, mesh.vertices, GL_STATIC_DRAW);
- glEnableVertexAttribArray(vertexLoc);
- glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(simpleVertexLoc);
+ glVertexAttribPointer(simpleVertexLoc, 3, GL_FLOAT, 0, 0, 0);
// Enable vertex attributes: texcoords
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh.vertexCount, mesh.texcoords, GL_STATIC_DRAW);
- glEnableVertexAttribArray(texcoordLoc);
- glVertexAttribPointer(texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
-
- // TODO: Normals support -> Lighting
+ glEnableVertexAttribArray(simpleTexcoordLoc);
+ glVertexAttribPointer(simpleTexcoordLoc, 2, GL_FLOAT, 0, 0, 0);
// Enable vertex attributes: normals
- //glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[2]);
- //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh.vertexCount, mesh.normals, GL_STATIC_DRAW);
- //glEnableVertexAttribArray(normalLoc);
- //glVertexAttribPointer(normalLoc, 3, GL_FLOAT, 0, 0, 0);
-
- // Enable vertex attributes: colors
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[2]);
- glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*mesh.vertexCount, mesh.colors, GL_STATIC_DRAW);
- glEnableVertexAttribArray(colorLoc);
- glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh.vertexCount, mesh.normals, GL_STATIC_DRAW);
+ glEnableVertexAttribArray(simpleNormalLoc);
+ glVertexAttribPointer(simpleNormalLoc, 3, GL_FLOAT, 0, 0, 0);
+ model.vboId[0] = vertexBuffer[0]; // Vertex position VBO
+ model.vboId[1] = vertexBuffer[1]; // Texcoords VBO
+ model.vboId[2] = vertexBuffer[2]; // Normals VBO
+
if (vaoSupported)
{
if (vaoModel > 0)
@@ -1423,11 +1423,6 @@ Model rlglLoadModel(VertexData mesh)
}
else
{
- model.vboId[0] = vertexBuffer[0]; // Vertex position VBO
- model.vboId[1] = vertexBuffer[1]; // Texcoords VBO
- //model.vboId[2] = 0; // Normals VBO (not used)
- model.vboId[2] = vertexBuffer[2]; // Colors VBO
-
TraceLog(INFO, "[VBO ID %i][VBO ID %i][VBO ID %i] Model uploaded successfully to VRAM (GPU)", model.vboId[0], model.vboId[1], model.vboId[2]);
}
#endif
@@ -1558,8 +1553,9 @@ void PrintModelviewMatrix()
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-// Load Shaders (Vertex and Fragment)
-static GLuint LoadDefaultShaders(void)
+// Load Shader (Vertex and Fragment)
+// NOTE: This shader program is used only for batch buffers (lines, triangles, quads)
+static GLuint LoadDefaultShader(void)
{
// NOTE: Shaders are written using GLSL 110 (desktop), that is equivalent to GLSL 100 on ES2
@@ -1657,9 +1653,106 @@ static GLuint LoadDefaultShaders(void)
return program;
}
+// Load Simple Shader (Vertex and Fragment)
+// NOTE: This shader program is used to render models
+static GLuint LoadSimpleShader(void)
+{
+ // NOTE: Shaders are written using GLSL 110 (desktop), that is equivalent to GLSL 100 on ES2
+
+ // Vertex shader directly defined, no external file required
+#if defined(GRAPHICS_API_OPENGL_33)
+ char vShaderStr[] = " #version 110 \n" // NOTE: Equivalent to version 100 on ES2
+#elif defined(GRAPHICS_API_OPENGL_ES2)
+ char vShaderStr[] = " #version 100 \n" // NOTE: Must be defined this way! 110 doesn't work!
+#endif
+ "uniform mat4 projectionMatrix; \n"
+ "uniform mat4 modelviewMatrix; \n"
+ "attribute vec3 vertexPosition; \n"
+ "attribute vec2 vertexTexCoord; \n"
+ "attribute vec3 vertexNormal; \n"
+ "varying vec2 fragTexCoord; \n"
+ "void main() \n"
+ "{ \n"
+ " fragTexCoord = vertexTexCoord; \n"
+ " gl_Position = projectionMatrix * modelviewMatrix * vec4(vertexPosition, 1.0); \n"
+ "} \n";
+
+ // Fragment shader directly defined, no external file required
+#if defined(GRAPHICS_API_OPENGL_33)
+ char fShaderStr[] = " #version 110 \n" // NOTE: Equivalent to version 100 on ES2
+#elif defined(GRAPHICS_API_OPENGL_ES2)
+ char fShaderStr[] = " #version 100 \n" // NOTE: Must be defined this way! 110 doesn't work!
+ "precision mediump float; \n" // WebGL, required for emscripten
+#endif
+ "uniform sampler2D texture0; \n"
+ "varying vec2 fragTexCoord; \n"
+ "uniform vec4 fragColor; \n"
+ "void main() \n"
+ "{ \n"
+ " gl_FragColor = texture2D(texture0, fragTexCoord) * fragColor; \n"
+ "} \n";
+
+ GLuint program;
+ GLuint vertexShader;
+ GLuint fragmentShader;
+
+ vertexShader = glCreateShader(GL_VERTEX_SHADER);
+ fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
+
+ const char *pvs = vShaderStr;
+ const char *pfs = fShaderStr;
-// Load Shaders
-static GLuint LoadShaders(char *vertexFileName, char *fragmentFileName)
+ glShaderSource(vertexShader, 1, &pvs, NULL);
+ glShaderSource(fragmentShader, 1, &pfs, NULL);
+
+ GLint success = 0;
+
+ glCompileShader(vertexShader);
+
+ glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
+
+ if (success != GL_TRUE) TraceLog(WARNING, "[VSHDR ID %i] Failed to compile simple vertex shader...", vertexShader);
+ else TraceLog(INFO, "[VSHDR ID %i] Simple vertex shader compiled successfully", vertexShader);
+
+ glCompileShader(fragmentShader);
+
+ glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
+
+ if (success != GL_TRUE) TraceLog(WARNING, "[FSHDR ID %i] Failed to compile simple fragment shader...", fragmentShader);
+ else TraceLog(INFO, "[FSHDR ID %i] Simple fragment shader compiled successfully", fragmentShader);
+
+ program = glCreateProgram();
+
+ glAttachShader(program, vertexShader);
+ glAttachShader(program, fragmentShader);
+
+ glLinkProgram(program);
+
+ glGetProgramiv(program, GL_LINK_STATUS, &success);
+
+ if (success == GL_FALSE)
+ {
+ int maxLength;
+ int length;
+
+ glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
+
+ char log[maxLength];
+
+ glGetProgramInfoLog(program, maxLength, &length, log);
+
+ TraceLog(INFO, "Shader program fail log: %s", log);
+ }
+ else TraceLog(INFO, "[SHDR ID %i] Simple shader program loaded successfully", program);
+
+ glDeleteShader(vertexShader);
+ glDeleteShader(fragmentShader);
+
+ return program;
+}
+
+// Load shaders from text files
+static GLuint LoadCustomShader(char *vertexFileName, char *fragmentFileName)
{
// Shaders loading from external text file
char *vShaderStr = TextFileRead(vertexFileName);
@@ -1693,6 +1786,9 @@ static GLuint LoadShaders(char *vertexFileName, char *fragmentFileName)
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
+
+ free(vShaderStr);
+ free(fShaderStr);
TraceLog(INFO, "[SHDR ID %i] Shader program loaded successfully", program);
@@ -1700,6 +1796,7 @@ static GLuint LoadShaders(char *vertexFileName, char *fragmentFileName)
}
// Read shader text file
+// NOTE: text chars array should be freed manually
static char *TextFileRead(char *fileName)
{
FILE *textFile;
@@ -1808,14 +1905,14 @@ static void InitializeBuffersGPU(void)
// Lines - Vertex positions buffer binding and attributes enable
glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*2*MAX_LINES_BATCH, lines.vertices, GL_DYNAMIC_DRAW);
- glEnableVertexAttribArray(vertexLoc);
- glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(defaultVertexLoc);
+ glVertexAttribPointer(defaultVertexLoc, 3, GL_FLOAT, 0, 0, 0);
// Lines - colors buffer
glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*2*MAX_LINES_BATCH, lines.colors, GL_DYNAMIC_DRAW);
- glEnableVertexAttribArray(colorLoc);
- glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+ glEnableVertexAttribArray(defaultColorLoc);
+ glVertexAttribPointer(defaultColorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Lines VAO initialized successfully", vaoLines);
else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Lines VBOs initialized successfully", linesBuffer[0], linesBuffer[1]);
@@ -1834,13 +1931,13 @@ static void InitializeBuffersGPU(void)
// Enable vertex attributes
glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*3*MAX_TRIANGLES_BATCH, triangles.vertices, GL_DYNAMIC_DRAW);
- glEnableVertexAttribArray(vertexLoc);
- glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(defaultVertexLoc);
+ glVertexAttribPointer(defaultVertexLoc, 3, GL_FLOAT, 0, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW);
- glEnableVertexAttribArray(colorLoc);
- glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+ glEnableVertexAttribArray(defaultColorLoc);
+ glVertexAttribPointer(defaultColorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Triangles VAO initialized successfully", vaoTriangles);
else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Triangles VBOs initialized successfully", trianglesBuffer[0], trianglesBuffer[1]);
@@ -1859,18 +1956,18 @@ static void InitializeBuffersGPU(void)
// Enable vertex attributes
glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW);
- glEnableVertexAttribArray(vertexLoc);
- glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(defaultVertexLoc);
+ glVertexAttribPointer(defaultVertexLoc, 3, GL_FLOAT, 0, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW);
- glEnableVertexAttribArray(texcoordLoc);
- glVertexAttribPointer(texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(defaultTexcoordLoc);
+ glVertexAttribPointer(defaultTexcoordLoc, 2, GL_FLOAT, 0, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[2]);
glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW);
- glEnableVertexAttribArray(colorLoc);
- glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+ glEnableVertexAttribArray(defaultColorLoc);
+ glVertexAttribPointer(defaultColorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
// Fill index buffer
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quadsBuffer[3]);
@@ -1892,59 +1989,65 @@ static void InitializeBuffersGPU(void)
// TODO: If no data changed on the CPU arrays --> No need to update GPU arrays every frame!
static void UpdateBuffers(void)
{
- // Activate Lines VAO
- if (vaoSupported) glBindVertexArray(vaoLines);
-
- // Lines - vertex positions buffer
- glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[0]);
- //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*2*MAX_LINES_BATCH, lines.vertices, GL_DYNAMIC_DRAW);
- glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*lines.vCounter, lines.vertices); // target - offset (in bytes) - size (in bytes) - data pointer
-
- // Lines - colors buffer
- glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[1]);
- //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*2*MAX_LINES_BATCH, lines.colors, GL_DYNAMIC_DRAW);
- glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*lines.cCounter, lines.colors);
-
+ if (lines.vCounter > 0)
+ {
+ // Activate Lines VAO
+ if (vaoSupported) glBindVertexArray(vaoLines);
+
+ // Lines - vertex positions buffer
+ glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[0]);
+ //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*2*MAX_LINES_BATCH, lines.vertices, GL_DYNAMIC_DRAW);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*lines.vCounter, lines.vertices); // target - offset (in bytes) - size (in bytes) - data pointer
+
+ // Lines - colors buffer
+ glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[1]);
+ //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*2*MAX_LINES_BATCH, lines.colors, GL_DYNAMIC_DRAW);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*lines.cCounter, lines.colors);
+ }
//--------------------------------------------------------------
- // Activate Triangles VAO
- if (vaoSupported) glBindVertexArray(vaoTriangles);
-
- // Triangles - vertex positions buffer
- glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[0]);
- //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*3*MAX_TRIANGLES_BATCH, triangles.vertices, GL_DYNAMIC_DRAW);
- glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*triangles.vCounter, triangles.vertices);
-
- // Triangles - colors buffer
- glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[1]);
- //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW);
- glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*triangles.cCounter, triangles.colors);
-
+ if (triangles.vCounter > 0)
+ {
+ // Activate Triangles VAO
+ if (vaoSupported) glBindVertexArray(vaoTriangles);
+
+ // Triangles - vertex positions buffer
+ glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[0]);
+ //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*3*MAX_TRIANGLES_BATCH, triangles.vertices, GL_DYNAMIC_DRAW);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*triangles.vCounter, triangles.vertices);
+
+ // Triangles - colors buffer
+ glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[1]);
+ //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*triangles.cCounter, triangles.colors);
+ }
//--------------------------------------------------------------
- // Activate Quads VAO
- if (vaoSupported) glBindVertexArray(vaoQuads);
-
- // Quads - vertex positions buffer
- glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[0]);
- //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW);
- glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*quads.vCounter, quads.vertices);
-
- // Quads - texture coordinates buffer
- glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[1]);
- //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW);
- glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*quads.vCounter, quads.texcoords);
-
- // Quads - colors buffer
- glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[2]);
- //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW);
- glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*quads.vCounter, quads.colors);
-
- // Another option would be using buffer mapping...
- //triangles.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
- // Now we can modify vertices
- //glUnmapBuffer(GL_ARRAY_BUFFER);
-
+ if (quads.vCounter > 0)
+ {
+ // Activate Quads VAO
+ if (vaoSupported) glBindVertexArray(vaoQuads);
+
+ // Quads - vertex positions buffer
+ glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[0]);
+ //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*quads.vCounter, quads.vertices);
+
+ // Quads - texture coordinates buffer
+ glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[1]);
+ //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*quads.vCounter, quads.texcoords);
+
+ // Quads - colors buffer
+ glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[2]);
+ //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*quads.vCounter, quads.colors);
+
+ // Another option would be using buffer mapping...
+ //triangles.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
+ // Now we can modify vertices
+ //glUnmapBuffer(GL_ARRAY_BUFFER);
+ }
//--------------------------------------------------------------
// Unbind the current VAO