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authorJoshua Reisenauer <kd7tck@msn.com>2016-05-10 02:00:42 -0700
committerJoshua Reisenauer <kd7tck@msn.com>2016-05-10 02:00:42 -0700
commit9799856ad4864b808cbfb40b0b4398fcdf61c1c2 (patch)
tree05e311a651b3c41d333810b7b9c9408cd5918eb7
parentb7f8e97b0384ae37bff110a2ef42cc42cfa09228 (diff)
parentac44db26a2a2bed901c7e75d96e215fa09bd3705 (diff)
downloadraylib-9799856ad4864b808cbfb40b0b4398fcdf61c1c2.tar.gz
raylib-9799856ad4864b808cbfb40b0b4398fcdf61c1c2.zip
Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop
-rw-r--r--examples/oculus_glfw_sample/oculus_glfw_sample.c598
-rw-r--r--examples/oculus_glfw_sample/oculus_glfw_sample.old.c498
-rw-r--r--examples/oculus_glfw_sample/oculus_glfw_sample_new.c280
-rw-r--r--examples/oculus_glfw_sample/raylib_OculusRiftCV1.pngbin0 -> 218472 bytes
-rw-r--r--examples/oculus_glfw_sample/rlgl.c339
-rw-r--r--examples/oculus_glfw_sample/rlgl.h18
-rw-r--r--examples/shaders_model_shader.c4
-rw-r--r--src/core.c1
-rw-r--r--src/models.c403
-rw-r--r--src/raylib.h47
-rw-r--r--src/rlgl.c957
-rw-r--r--src/rlgl.h15
12 files changed, 1877 insertions, 1283 deletions
diff --git a/examples/oculus_glfw_sample/oculus_glfw_sample.c b/examples/oculus_glfw_sample/oculus_glfw_sample.c
index 19de0188..b1fabbe9 100644
--- a/examples/oculus_glfw_sample/oculus_glfw_sample.c
+++ b/examples/oculus_glfw_sample/oculus_glfw_sample.c
@@ -17,57 +17,52 @@
*
********************************************************************************************/
-#if defined(_WIN32)
- #define GLFW_EXPOSE_NATIVE_WIN32
- #define GLFW_EXPOSE_NATIVE_WGL
- #define OVR_OS_WIN32
-#elif defined(__APPLE__)
- #define GLFW_EXPOSE_NATIVE_COCOA
- #define GLFW_EXPOSE_NATIVE_NSGL
- #define OVR_OS_MAC
-#elif defined(__linux__)
- #define GLFW_EXPOSE_NATIVE_X11
- #define GLFW_EXPOSE_NATIVE_GLX
- #define OVR_OS_LINUX
-#endif
-
-#include "glad.h" // Extensions loading library
-
-#include <GLFW/glfw3.h>
-#include <GLFW/glfw3native.h>
+#include <stdlib.h>
+#include <stdarg.h>
+#include <stdio.h>
+#include <string.h>
-#include "OculusSDK/LibOVR/Include/OVR_CAPI_GL.h" // Oculus SDK for OpenGL
+#include "glad.h" // Extensions loading library
+#include <GLFW/glfw3.h> // Windows/Context and inputs management
-//#include "GL/CAPI_GLE.h" // stripped-down GLEW/GLAD library to manage extensions (really required?)
-//#include "Extras/OVR_Math.h" // math utilities C++ (really required?)
+#include "OculusSDK/LibOVR/Include/OVR_CAPI_GL.h" // Oculus SDK for OpenGL
#define RLGL_STANDALONE
#include "rlgl.h"
-#include <stdlib.h>
-#include <stdio.h>
+// OVR device variables
+ovrSession session;
+ovrHmdDesc hmdDesc;
+ovrGraphicsLuid luid;
+
+// OVR OpenGL required variables
+GLuint fbo = 0;
+GLuint depthBuffer = 0;
+ovrTextureSwapChain eyeTexture;
+
+GLuint mirrorFbo = 0;
+ovrMirrorTexture mirrorTexture;
+ovrEyeRenderDesc eyeRenderDescs[2];
+Matrix eyeProjections[2];
+
+ovrLayerEyeFov eyeLayer;
+ovrViewScaleDesc viewScaleDesc;
+
+Vector2 renderTargetSize = { 0, 0 };
+Vector2 mirrorSize;
+unsigned int frame = 0;
+
+// GLFW variables
+GLFWwindow *window = NULL;
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
-typedef struct OculusBuffer {
- ovrTextureSwapChain textureChain;
- GLuint depthId;
- GLuint fboId;
- int width;
- int height;
-} OculusBuffer;
-
typedef enum { LOG_INFO = 0, LOG_ERROR, LOG_WARNING, LOG_DEBUG, LOG_OTHER } TraceLogType;
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
-static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height);
-static void UnloadOculusBuffer(ovrSession session, OculusBuffer buffer);
-static void SetOculusBuffer(ovrSession session, OculusBuffer buffer);
-static void UnsetOculusBuffer(OculusBuffer buffer);
-
static void ErrorCallback(int error, const char* description)
{
fputs(description, stderr);
@@ -83,18 +78,15 @@ static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, i
static void DrawRectangleV(Vector2 position, Vector2 size, Color color);
static void TraceLog(int msgType, const char *text, ...);
+static Matrix FromOvrMatrix(ovrMatrix4f ovrM);
+void DrawGrid(int slices, float spacing);
+void DrawCube(Vector3 position, float width, float height, float length, Color color);
//----------------------------------------------------------------------------------
// Main Entry point
//----------------------------------------------------------------------------------
-int main()
+int main()
{
- // Initialization
- //--------------------------------------------------------------------------------------
- ovrSession session;
- ovrGraphicsLuid luid; // Useless for OpenGL since SDK 0.7
- ovrHmdDesc hmdDesc;
-
ovrResult result = ovr_Initialize(NULL);
if (OVR_FAILURE(result)) TraceLog(LOG_ERROR, "OVR: Could not initialize Oculus device");
@@ -114,15 +106,37 @@ int main()
TraceLog(LOG_INFO, "OVR: Serian Number: %s", hmdDesc.SerialNumber);
TraceLog(LOG_INFO, "OVR: Resolution: %ix%i", hmdDesc.Resolution.w, hmdDesc.Resolution.h);
- int screenWidth = hmdDesc.Resolution.w/2 + 100; // Added 100 pixels for testing
- int screenHeight = hmdDesc.Resolution.h/2 + 100; // Added 100 pixels for testing
+
+ viewScaleDesc.HmdSpaceToWorldScaleInMeters = 1.0f;
+ memset(&eyeLayer, 0, sizeof(ovrLayerEyeFov));
+ eyeLayer.Header.Type = ovrLayerType_EyeFov;
+ eyeLayer.Header.Flags = ovrLayerFlag_TextureOriginAtBottomLeft;
+
+ for (int eye = 0; eye < 2; eye++)
+ {
+ eyeRenderDescs[eye] = ovr_GetRenderDesc(session, eye, hmdDesc.DefaultEyeFov[eye]);
+ ovrMatrix4f ovrPerspectiveProjection = ovrMatrix4f_Projection(eyeRenderDescs[eye].Fov, 0.01f, 1000.0f, ovrProjection_ClipRangeOpenGL);
+ // NOTE struct ovrMatrix4f { float M[4][4] }
+ eyeProjections[eye] = FromOvrMatrix(ovrPerspectiveProjection);
+ viewScaleDesc.HmdToEyeOffset[eye] = eyeRenderDescs[eye].HmdToEyeOffset;
+
+ eyeLayer.Fov[eye] = eyeRenderDescs[eye].Fov;
+ ovrSizei eyeSize = ovr_GetFovTextureSize(session, eye, eyeLayer.Fov[eye], 1.0f);
+ eyeLayer.Viewport[eye].Size = eyeSize;
+ eyeLayer.Viewport[eye].Pos.x = renderTargetSize.x;
+ eyeLayer.Viewport[eye].Pos.y = 0;
+
+ renderTargetSize.y = eyeSize.h; //std::max(renderTargetSize.y, (uint32_t)eyeSize.h);
+ renderTargetSize.x += eyeSize.w;
+ }
+
+ // Make the on screen window 1/2 the resolution of the device
+ mirrorSize.x = hmdDesc.Resolution.w/2;
+ mirrorSize.y = hmdDesc.Resolution.h/2;
+
// GLFW3 Initialization + OpenGL 3.3 Context + Extensions
//--------------------------------------------------------
- GLFWwindow *window;
-
- glfwSetErrorCallback(ErrorCallback);
-
if (!glfwInit())
{
TraceLog(LOG_WARNING, "GLFW3: Can not initialize GLFW");
@@ -133,12 +147,11 @@ int main()
glfwWindowHint(GLFW_DEPTH_BITS, 16);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
- //glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
- glfwWindowHint(GLFW_DECORATED, GL_FALSE); // Mandatory on Oculus Rift to avoid program crash!
+ //glfwWindowHint(GLFW_DECORATED, GL_FALSE); // Mandatory on Oculus Rift to avoid program crash? --> NO
- window = glfwCreateWindow(screenWidth, screenHeight, "rlgl standalone", NULL, NULL);
+ window = glfwCreateWindow(mirrorSize.x, mirrorSize.y, "raylib oculus sample", NULL, NULL);
if (!window)
{
@@ -147,6 +160,7 @@ int main()
}
else TraceLog(LOG_INFO, "GLFW3: Window created successfully");
+ glfwSetErrorCallback(ErrorCallback);
glfwSetKeyCallback(window, KeyCallback);
glfwMakeContextCurrent(window);
@@ -159,174 +173,132 @@ int main()
}
else TraceLog(LOG_INFO, "GLAD: OpenGL extensions loaded successfully");
- rlglInit();
- rlglInitGraphics(0, 0, screenWidth, screenHeight);
- rlClearColor(245, 245, 245, 255); // Define clear color
+ // Initialize OVR OpenGL swap chain textures
+ ovrTextureSwapChainDesc desc = {};
+ desc.Type = ovrTexture_2D;
+ desc.ArraySize = 1;
+ desc.Width = renderTargetSize.x;
+ desc.Height = renderTargetSize.y;
+ desc.MipLevels = 1;
+ desc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
+ desc.SampleCount = 1;
+ desc.StaticImage = ovrFalse;
- Vector2 position = { screenWidth/2 - 100, screenHeight/2 - 100 };
- Vector2 size = { 200, 200 };
- Color color = { 180, 20, 20, 255 };
- //---------------------------------------------------------------------------
+ result = ovr_CreateTextureSwapChainGL(session, &desc, &eyeTexture);
+ eyeLayer.ColorTexture[0] = eyeTexture;
- OculusBuffer eyeRenderBuffer[2];
-
- GLuint mirrorFBO = 0;
- ovrMirrorTexture mirrorTexture = NULL;
-
- bool isVisible = true;
- long long frameIndex = 0;
-
- // Make eyes render buffers
- ovrSizei recommendedTexSizeLeft = ovr_GetFovTextureSize(session, ovrEye_Left, hmdDesc.DefaultEyeFov[0], 1.0f);
- eyeRenderBuffer[0] = LoadOculusBuffer(session, recommendedTexSizeLeft.w, recommendedTexSizeLeft.h);
- ovrSizei recommendedTexSizeRight = ovr_GetFovTextureSize(session, ovrEye_Right, hmdDesc.DefaultEyeFov[1], 1.0f);
- eyeRenderBuffer[1] = LoadOculusBuffer(session, recommendedTexSizeRight.w, recommendedTexSizeRight.h);
+ if (!OVR_SUCCESS(result)) TraceLog(LOG_WARNING, "Failed to create swap textures");
- // Note: the mirror window can be any size, for this sample we use 1/2 the HMD resolution
- ovrSizei windowSize = { hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2 };
+ int length = 0;
+ result = ovr_GetTextureSwapChainLength(session, eyeTexture, &length);
+
+ if (!OVR_SUCCESS(result) || !length) TraceLog(LOG_WARNING, "Unable to count swap chain textures");
- // Define mirror texture descriptor
+ for (int i = 0; i < length; ++i)
+ {
+ GLuint chainTexId;
+ ovr_GetTextureSwapChainBufferGL(session, eyeTexture, i, &chainTexId);
+ glBindTexture(GL_TEXTURE_2D, chainTexId);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ }
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ // Setup framebuffer object
+ glGenFramebuffers(1, &fbo);
+ glGenRenderbuffers(1, &depthBuffer);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
+ glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, renderTargetSize.x, renderTargetSize.y);
+ glBindRenderbuffer(GL_RENDERBUFFER, 0);
+ glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBuffer);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+
+ // Setup mirror texture
ovrMirrorTextureDesc mirrorDesc;
memset(&mirrorDesc, 0, sizeof(mirrorDesc));
- mirrorDesc.Width = windowSize.w;
- mirrorDesc.Height = windowSize.h;
mirrorDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
+ mirrorDesc.Width = mirrorSize.x;
+ mirrorDesc.Height = mirrorSize.y;
+
+ if (!OVR_SUCCESS(ovr_CreateMirrorTextureGL(session, &mirrorDesc, &mirrorTexture))) TraceLog(LOG_WARNING, "Could not create mirror texture");
- // Create mirror texture and an FBO used to copy mirror texture to back buffer
- result = ovr_CreateMirrorTextureGL(session, &mirrorDesc, &mirrorTexture);
- if (!OVR_SUCCESS(result)) TraceLog(LOG_WARNING, "OVR: Failed to create mirror texture");
-
- // Configure the mirror read buffer
- GLuint texId;
- ovr_GetMirrorTextureBufferGL(session, mirrorTexture, &texId);
+ glGenFramebuffers(1, &mirrorFbo);
- glGenFramebuffers(1, &mirrorFBO);
- glBindFramebuffer(GL_READ_FRAMEBUFFER, mirrorFBO);
- glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texId, 0);
- glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
- glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
-
- if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
- {
- glDeleteFramebuffers(1, &mirrorFBO);
- TraceLog(LOG_WARNING, "OVR: Could not initialize mirror framebuffers");
- }
+ // Recenter OVR tracking origin
+ ovr_RecenterTrackingOrigin(session);
- glClearColor(1.0f, 0.1f, 0.1f, 0.0f);
+ // Initialize rlgl internal buffers and OpenGL state
+ rlglInit();
+ rlglInitGraphics(0, 0, mirrorSize.x, mirrorSize.y);
+ rlClearColor(245, 245, 245, 255); // Define clear color
glEnable(GL_DEPTH_TEST);
- ovr_RecenterTrackingOrigin(session);
- // FloorLevel will give tracking poses where the floor height is 0
- ovr_SetTrackingOriginType(session, ovrTrackingOrigin_FloorLevel);
- //--------------------------------------------------------------------------------------
+ Vector2 position = { mirrorSize.x/2 - 100, mirrorSize.y/2 - 100 };
+ Vector2 size = { 200, 200 };
+ Color color = { 180, 20, 20, 255 };
+ Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
- // Main loop
- while (!glfwWindowShouldClose(window))
+ while (!glfwWindowShouldClose(window))
{
// Update
//----------------------------------------------------------------------------------
- frameIndex++;
-
- // TODO: Update game here!
+ frame++;
- // Call ovr_GetRenderDesc each frame to get the ovrEyeRenderDesc, as the returned values (e.g. HmdToEyeOffset) may change at runtime.
- ovrEyeRenderDesc eyeRenderDesc[2];
- eyeRenderDesc[0] = ovr_GetRenderDesc(session, ovrEye_Left, hmdDesc.DefaultEyeFov[0]);
- eyeRenderDesc[1] = ovr_GetRenderDesc(session, ovrEye_Right, hmdDesc.DefaultEyeFov[1]);
-
- // Get eye poses, feeding in correct IPD offset
- ovrPosef eyeRenderPose[2];
- ovrVector3f hmdToEyeOffset[2] = { eyeRenderDesc[0].HmdToEyeOffset, eyeRenderDesc[1].HmdToEyeOffset };
-
- double sensorSampleTime; // sensorSampleTime is fed into the layer later
- ovr_GetEyePoses(session, frameIndex, ovrTrue, hmdToEyeOffset, eyeRenderPose, &sensorSampleTime);
+ ovrPosef eyePoses[2];
+ ovr_GetEyePoses(session, frame, ovrTrue, viewScaleDesc.HmdToEyeOffset, eyePoses, &eyeLayer.SensorSampleTime);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
+ int curIndex;
+ ovr_GetTextureSwapChainCurrentIndex(session, eyeTexture, &curIndex);
+ GLuint curTexId;
+ ovr_GetTextureSwapChainBufferGL(session, eyeTexture, curIndex, &curTexId);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, curTexId, 0);
- // Clear screen to red color
- //glClearColor(1.0f, 0.1f, 0.1f, 0.0f);
- //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- if (isVisible)
- {
- for (int eye = 0; eye < 2; ++eye)
- {
- SetOculusBuffer(session, eyeRenderBuffer[eye]);
-
- // TODO: Get view and projection matrices for the eye
- // Sample using Oculus OVR_Math.h (C++)
- /*
- Matrix4f projection[eye] = Matrix4f(ovrMatrix4f_Projection(eyeRenderDesc[eye].Fov, 0.01f, 10000.0f, ovrProjection_None));
- Matrix4f eyeOrientation[eye] = Matrix4f(Quatf(eyeRenderPose[eye].Orientation).Inverted());
- Matrix4f eyePose[eye] = Matrix4f::Translation(-Vector3f(eyeRenderPose[eye].Position));
- Matrix4f mvp = projection[eye]*eyeOrientation[eye]*eyePose[eye];
- */
-
- // Sample using custom raymath.h (C) -INCOMPLETE-
- /*
- Matrix projection = MatrixPerspective(eyeRenderDesc[eye].Fov, ((double)screenWidth/(double)screenHeight), 0.01, 1000.0);
- Matrix eyeOrientation = QuaternionToMatrix((Quaternion){ -eyeRenderPose[eye].Orientation.x, -eyeRenderPose[eye].Orientation.y,
- -eyeRenderPose[eye].Orientation.z, -eyeRenderPose[eye].Orientation.w });
- Matrix eyePose = MatrixTranslate(-eyeRenderPose[eye].Position.x, -eyeRenderPose[eye].Position.y, -eyeRenderPose[eye].Position.z);
- Matrix mvp = MatrixMultiply(projection, MatrixMultiply(eyeOrientation, eyePose));
- */
-
- // Render everything
- // TODO: Pass calculated mvp matrix to default shader to consider projection and orientation!
- //DrawRectangleV(position, size, color);
- //rlglDraw();
-
- UnsetOculusBuffer(eyeRenderBuffer[eye]);
-
- // Commit changes to the textures so they get picked up frame
- ovr_CommitTextureSwapChain(session, eyeRenderBuffer[eye].textureChain);
- }
- }
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- // Set up positional data
- ovrViewScaleDesc viewScaleDesc;
- viewScaleDesc.HmdSpaceToWorldScaleInMeters = 1.0f;
- viewScaleDesc.HmdToEyeOffset[0] = hmdToEyeOffset[0];
- viewScaleDesc.HmdToEyeOffset[1] = hmdToEyeOffset[1];
-
- // Create the main eye layer
- ovrLayerEyeFov eyeLayer;
- eyeLayer.Header.Type = ovrLayerType_EyeFov;
- eyeLayer.Header.Flags = ovrLayerFlag_TextureOriginAtBottomLeft; // Because OpenGL
-
for (int eye = 0; eye < 2; eye++)
{
- eyeLayer.ColorTexture[eye] = eyeRenderBuffer[eye].textureChain;
- eyeLayer.Viewport[eye] = (ovrRecti){ eyeRenderBuffer[eye].width, eyeRenderBuffer[eye].height };
- eyeLayer.Fov[eye] = hmdDesc.DefaultEyeFov[eye];
- eyeLayer.RenderPose[eye] = eyeRenderPose[eye];
- eyeLayer.SensorSampleTime = sensorSampleTime;
+ glViewport(eyeLayer.Viewport[eye].Pos.x, eyeLayer.Viewport[eye].Pos.y,
+ eyeLayer.Viewport[eye].Size.w, eyeLayer.Viewport[eye].Size.h);
+ eyeLayer.RenderPose[eye] = eyePoses[eye];
+
+ // Convert struct ovrPosef { ovrQuatf Orientation; ovrVector3f Position; } to Matrix
+ // TODO: Review maths!
+ Matrix eyeOrientation = QuaternionToMatrix((Quaternion){ -eyePoses[eye].Orientation.x, -eyePoses[eye].Orientation.y, -eyePoses[eye].Orientation.z, -eyePoses[eye].Orientation.w });
+ Matrix eyePosition = MatrixTranslate(-eyePoses[eye].Position.x, -eyePoses[eye].Position.y, -eyePoses[eye].Position.z);
+ Matrix mvp = MatrixMultiply(eyeProjections[eye], MatrixMultiply(eyeOrientation, eyePosition));
+
+ // NOTE: Nothing is drawn until rlglDraw()
+ DrawRectangleV(position, size, color);
+ //DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, color);
+ //DrawGrid(10, 1.0f);
+
+ // NOTE: rlglDraw() must be modified to support an external modelview-projection matrix
+ // TODO: Still working on it (now uses internal mvp)
+ rlglDraw(mvp);
}
-
- // Append all the layers to global list
- ovrLayerHeader *layerList = &eyeLayer.Header;
- ovrResult result = ovr_SubmitFrame(session, frameIndex, NULL, &layerList, 1);
- // exit the rendering loop if submit returns an error, will retry on ovrError_DisplayLost
- if (!OVR_SUCCESS(result)) return 1;
-
- isVisible = (result == ovrSuccess);
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+ ovr_CommitTextureSwapChain(session, eyeTexture);
+ ovrLayerHeader *headerList = &eyeLayer.Header;
+ ovr_SubmitFrame(session, frame, &viewScaleDesc, &headerList, 1);
- // Get session status information
- ovrSessionStatus sessionStatus;
- ovr_GetSessionStatus(session, &sessionStatus);
- if (sessionStatus.ShouldQuit) TraceLog(LOG_WARNING, "OVR: Session should quit.");
- if (sessionStatus.ShouldRecenter) ovr_RecenterTrackingOrigin(session);
-
// Blit mirror texture to back buffer
- glBindFramebuffer(GL_READ_FRAMEBUFFER, mirrorFBO);
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
- GLint w = mirrorDesc.Width;
- GLint h = mirrorDesc.Height;
- glBlitFramebuffer(0, h, w, 0, 0, 0, w, h, GL_COLOR_BUFFER_BIT, GL_NEAREST);
+ GLuint mirrorTextureId;
+ ovr_GetMirrorTextureBufferGL(session, mirrorTexture, &mirrorTextureId);
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, mirrorFbo);
+ glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mirrorTextureId, 0);
+ glBlitFramebuffer(0, 0, mirrorSize.x, mirrorSize.y, 0, mirrorSize.y, mirrorSize.x, 0, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
+
glfwSwapBuffers(window);
glfwPollEvents();
@@ -335,10 +307,13 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
- if (mirrorFBO) glDeleteFramebuffers(1, &mirrorFBO);
+ if (mirrorFbo) glDeleteFramebuffers(1, &mirrorFbo);
if (mirrorTexture) ovr_DestroyMirrorTexture(session, mirrorTexture);
- for (int eye = 0; eye < 2; eye++) UnloadOculusBuffer(session, eyeRenderBuffer[eye]);
-
+
+ if (fbo) glDeleteFramebuffers(1, &fbo);
+ if (depthBuffer) glDeleteTextures(1, &depthBuffer);
+ if (eyeTexture) ovr_DestroyTextureSwapChain(session, eyeTexture);
+
rlglClose();
glfwDestroyWindow(window);
@@ -355,108 +330,6 @@ int main()
// Module specific Functions Definitions
//----------------------------------------------------------------------------------
-// Load Oculus required buffers: texture-swap-chain, fbo, texture-depth
-static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height)
-{
- OculusBuffer buffer;
- buffer.width = width;
- buffer.height = height;
-
- // Create OVR texture chain
- ovrTextureSwapChainDesc desc = {};
- desc.Type = ovrTexture_2D;
- desc.ArraySize = 1;
- desc.Width = width;
- desc.Height = height;
- desc.MipLevels = 1;
- desc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
- desc.SampleCount = 1;
- desc.StaticImage = ovrFalse;
-
- ovrResult result = ovr_CreateTextureSwapChainGL(session, &desc, &buffer.textureChain);
-
- int textureCount = 0;
- ovr_GetTextureSwapChainLength(session, buffer.textureChain, &textureCount);
-
- if (OVR_SUCCESS(result))
- {
- for (int i = 0; i < textureCount; ++i)
- {
- GLuint chainTexId;
- ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, i, &chainTexId);
- glBindTexture(GL_TEXTURE_2D, chainTexId);
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- }
- }
-
- // Generate framebuffer
- glGenFramebuffers(1, &buffer.fboId);
-
- // Create Depth texture
- glGenTextures(1, &buffer.depthId);
- glBindTexture(GL_TEXTURE_2D, buffer.depthId);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-
- glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, buffer.width, buffer.height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
-
- return buffer;
-}
-
-// Unload texture required buffers
-static void UnloadOculusBuffer(ovrSession session, OculusBuffer buffer)
-{
- if (buffer.textureChain)
- {
- ovr_DestroyTextureSwapChain(session, buffer.textureChain);
- buffer.textureChain = NULL;
- }
-
- if (buffer.depthId)
- {
- glDeleteTextures(1, &buffer.depthId);
- buffer.depthId = 0;
- }
-
- if (buffer.fboId)
- {
- glDeleteFramebuffers(1, &buffer.fboId);
- buffer.fboId = 0;
- }
-}
-
-// Set current Oculus buffer
-static void SetOculusBuffer(ovrSession session, OculusBuffer buffer)
-{
- GLuint currentTexId;
- int currentIndex;
-
- ovr_GetTextureSwapChainCurrentIndex(session, buffer.textureChain, &currentIndex);
- ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, currentIndex, &currentTexId);
-
- glBindFramebuffer(GL_FRAMEBUFFER, buffer.fboId);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, currentTexId, 0);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, buffer.depthId, 0);
-
- glViewport(0, 0, buffer.width, buffer.height);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- glEnable(GL_FRAMEBUFFER_SRGB);
-}
-
-// Unset Oculus buffer
-static void UnsetOculusBuffer(OculusBuffer buffer)
-{
- glBindFramebuffer(GL_FRAMEBUFFER, buffer.fboId);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
-}
-
// Draw rectangle using rlgl OpenGL 1.1 style coding (translated to OpenGL 3.3 internally)
static void DrawRectangleV(Vector2 position, Vector2 size, Color color)
{
@@ -495,4 +368,137 @@ static void TraceLog(int msgType, const char *text, ...)
va_end(args);
//if (msgType == LOG_ERROR) exit(1);
-} \ No newline at end of file
+}
+
+static Matrix FromOvrMatrix(ovrMatrix4f ovrmat)
+{
+ Matrix rmat;
+
+ rmat.m0 = ovrmat.M[0][0];
+ rmat.m1 = ovrmat.M[1][0];
+ rmat.m2 = ovrmat.M[2][0];
+ rmat.m3 = ovrmat.M[3][0];
+ rmat.m4 = ovrmat.M[0][1];
+ rmat.m5 = ovrmat.M[1][1];
+ rmat.m6 = ovrmat.M[2][1];
+ rmat.m7 = ovrmat.M[3][1];
+ rmat.m8 = ovrmat.M[0][2];
+ rmat.m9 = ovrmat.M[1][2];
+ rmat.m10 = ovrmat.M[2][2];
+ rmat.m11 = ovrmat.M[3][2];
+ rmat.m12 = ovrmat.M[0][3];
+ rmat.m13 = ovrmat.M[1][3];
+ rmat.m14 = ovrmat.M[2][3];
+ rmat.m15 = ovrmat.M[3][3];
+
+ //MatrixTranspose(&rmat);
+
+ return rmat;
+}
+
+// Draw cube
+// NOTE: Cube position is the center position
+void DrawCube(Vector3 position, float width, float height, float length, Color color)
+{
+ float x = 0.0f;
+ float y = 0.0f;
+ float z = 0.0f;
+
+ rlPushMatrix();
+
+ // NOTE: Be careful! Function order matters (rotate -> scale -> translate)
+ rlTranslatef(position.x, position.y, position.z);
+ //rlScalef(2.0f, 2.0f, 2.0f);
+ //rlRotatef(45, 0, 1, 0);
+
+ rlBegin(RL_TRIANGLES);
+ rlColor4ub(color.r, color.g, color.b, color.a);
+
+ // Front Face -----------------------------------------------------
+ rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
+ rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
+ rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
+
+ rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right
+ rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
+ rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
+
+ // Back Face ------------------------------------------------------
+ rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left
+ rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
+ rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
+
+ rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
+ rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
+ rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
+
+ // Top Face -------------------------------------------------------
+ rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
+ rlVertex3f(x-width/2, y+height/2, z+length/2); // Bottom Left
+ rlVertex3f(x+width/2, y+height/2, z+length/2); // Bottom Right
+
+ rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
+ rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
+ rlVertex3f(x+width/2, y+height/2, z+length/2); // Bottom Right
+
+ // Bottom Face ----------------------------------------------------
+ rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left
+ rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
+ rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
+
+ rlVertex3f(x+width/2, y-height/2, z-length/2); // Top Right
+ rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
+ rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left
+
+ // Right face -----------------------------------------------------
+ rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
+ rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
+ rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Left
+
+ rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Left
+ rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
+ rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Left
+
+ // Left Face ------------------------------------------------------
+ rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Right
+ rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
+ rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Right
+
+ rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
+ rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
+ rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Right
+ rlEnd();
+ rlPopMatrix();
+}
+
+// Draw a grid centered at (0, 0, 0)
+void DrawGrid(int slices, float spacing)
+{
+ int halfSlices = slices / 2;
+
+ rlBegin(RL_LINES);
+ for(int i = -halfSlices; i <= halfSlices; i++)
+ {
+ if (i == 0)
+ {
+ rlColor3f(0.5f, 0.5f, 0.5f);
+ rlColor3f(0.5f, 0.5f, 0.5f);
+ rlColor3f(0.5f, 0.5f, 0.5f);
+ rlColor3f(0.5f, 0.5f, 0.5f);
+ }
+ else
+ {
+ rlColor3f(0.75f, 0.75f, 0.75f);
+ rlColor3f(0.75f, 0.75f, 0.75f);
+ rlColor3f(0.75f, 0.75f, 0.75f);
+ rlColor3f(0.75f, 0.75f, 0.75f);
+ }
+
+ rlVertex3f((float)i*spacing, 0.0f, (float)-halfSlices*spacing);
+ rlVertex3f((float)i*spacing, 0.0f, (float)halfSlices*spacing);
+
+ rlVertex3f((float)-halfSlices*spacing, 0.0f, (float)i*spacing);
+ rlVertex3f((float)halfSlices*spacing, 0.0f, (float)i*spacing);
+ }
+ rlEnd();
+}
diff --git a/examples/oculus_glfw_sample/oculus_glfw_sample.old.c b/examples/oculus_glfw_sample/oculus_glfw_sample.old.c
new file mode 100644
index 00000000..c4997eae
--- /dev/null
+++ b/examples/oculus_glfw_sample/oculus_glfw_sample.old.c
@@ -0,0 +1,498 @@
+/*******************************************************************************************
+*
+* raylib Oculus minimum sample (OpenGL 3.3 Core)
+*
+* NOTE: This example requires raylib module [rlgl]
+*
+* Compile rlgl using:
+* gcc -c rlgl.c -Wall -std=c99 -DRLGL_STANDALONE -DRAYMATH_IMPLEMENTATION -DGRAPHICS_API_OPENGL_33
+*
+* Compile example using:
+* gcc -o oculus_glfw_sample.exe oculus_glfw_sample.c rlgl.o glad.o -L. -lLibOVRRT32_1 -lglfw3 -lopengl32 -lgdi32 -std=c99
+*
+* This example has been created using raylib 1.5 (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Copyright (c) 2015 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#if defined(_WIN32)
+ #define GLFW_EXPOSE_NATIVE_WIN32
+ #define GLFW_EXPOSE_NATIVE_WGL
+ #define OVR_OS_WIN32
+#elif defined(__APPLE__)
+ #define GLFW_EXPOSE_NATIVE_COCOA
+ #define GLFW_EXPOSE_NATIVE_NSGL
+ #define OVR_OS_MAC
+#elif defined(__linux__)
+ #define GLFW_EXPOSE_NATIVE_X11
+ #define GLFW_EXPOSE_NATIVE_GLX
+ #define OVR_OS_LINUX
+#endif
+
+#include "glad.h" // Extensions loading library
+
+#include <GLFW/glfw3.h>
+#include <GLFW/glfw3native.h>
+
+#include "OculusSDK/LibOVR/Include/OVR_CAPI_GL.h" // Oculus SDK for OpenGL
+
+//#include "GL/CAPI_GLE.h" // stripped-down GLEW/GLAD library to manage extensions (really required?)
+//#include "Extras/OVR_Math.h" // math utilities C++ (really required?)
+
+#define RLGL_STANDALONE
+#include "rlgl.h"
+
+#include <stdlib.h>
+#include <stdio.h>
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+typedef struct OculusBuffer {
+ ovrTextureSwapChain textureChain;
+ GLuint depthId;
+ GLuint fboId;
+ int width;
+ int height;
+} OculusBuffer;
+
+typedef enum { LOG_INFO = 0, LOG_ERROR, LOG_WARNING, LOG_DEBUG, LOG_OTHER } TraceLogType;
+
+//----------------------------------------------------------------------------------
+// Module specific Functions Declaration
+//----------------------------------------------------------------------------------
+static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height);
+static void UnloadOculusBuffer(ovrSession session, OculusBuffer buffer);
+static void SetOculusBuffer(ovrSession session, OculusBuffer buffer);
+static void UnsetOculusBuffer(OculusBuffer buffer);
+
+static void ErrorCallback(int error, const char* description)
+{
+ fputs(description, stderr);
+}
+
+static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
+{
+ if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
+ {
+ glfwSetWindowShouldClose(window, GL_TRUE);
+ }
+}
+
+static void DrawRectangleV(Vector2 position, Vector2 size, Color color);
+static void TraceLog(int msgType, const char *text, ...);
+
+//----------------------------------------------------------------------------------
+// Main Entry point
+//----------------------------------------------------------------------------------
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ ovrSession session;
+ ovrGraphicsLuid luid; // Useless for OpenGL since SDK 0.7
+ ovrHmdDesc hmdDesc;
+
+ ovrResult result = ovr_Initialize(NULL);
+ if (OVR_FAILURE(result)) TraceLog(LOG_ERROR, "OVR: Could not initialize Oculus device");
+
+ result = ovr_Create(&session, &luid);
+ if (OVR_FAILURE(result))
+ {
+ TraceLog(LOG_WARNING, "OVR: Could not create Oculus session");
+ ovr_Shutdown();
+ }
+
+ hmdDesc = ovr_GetHmdDesc(session);
+
+ TraceLog(LOG_INFO, "OVR: Product Name: %s", hmdDesc.ProductName);
+ TraceLog(LOG_INFO, "OVR: Manufacturer: %s", hmdDesc.Manufacturer);
+ TraceLog(LOG_INFO, "OVR: Product ID: %i", hmdDesc.ProductId);
+ TraceLog(LOG_INFO, "OVR: Product Type: %i", hmdDesc.Type);
+ TraceLog(LOG_INFO, "OVR: Serian Number: %s", hmdDesc.SerialNumber);
+ TraceLog(LOG_INFO, "OVR: Resolution: %ix%i", hmdDesc.Resolution.w, hmdDesc.Resolution.h);
+
+ int screenWidth = hmdDesc.Resolution.w/2 + 100; // Added 100 pixels for testing
+ int screenHeight = hmdDesc.Resolution.h/2 + 100; // Added 100 pixels for testing
+
+ // GLFW3 Initialization + OpenGL 3.3 Context + Extensions
+ //--------------------------------------------------------
+ GLFWwindow *window;
+
+ glfwSetErrorCallback(ErrorCallback);
+
+ if (!glfwInit())
+ {
+ TraceLog(LOG_WARNING, "GLFW3: Can not initialize GLFW");
+ exit(EXIT_FAILURE);
+ }
+ else TraceLog(LOG_INFO, "GLFW3: GLFW initialized successfully");
+
+ glfwWindowHint(GLFW_DEPTH_BITS, 16);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
+ //glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
+ glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
+ glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
+ glfwWindowHint(GLFW_DECORATED, GL_FALSE); // Mandatory on Oculus Rift to avoid program crash!
+
+ window = glfwCreateWindow(screenWidth, screenHeight, "rlgl standalone", NULL, NULL);
+
+ if (!window)
+ {
+ glfwTerminate();
+ exit(EXIT_FAILURE);
+ }
+ else TraceLog(LOG_INFO, "GLFW3: Window created successfully");
+
+ glfwSetKeyCallback(window, KeyCallback);
+
+ glfwMakeContextCurrent(window);
+ glfwSwapInterval(0);
+
+ if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
+ {
+ TraceLog(LOG_WARNING, "GLAD: Cannot load OpenGL extensions");
+ exit(1);
+ }
+ else TraceLog(LOG_INFO, "GLAD: OpenGL extensions loaded successfully");
+
+ rlglInit();
+ rlglInitGraphics(0, 0, screenWidth, screenHeight);
+ rlClearColor(245, 245, 245, 255); // Define clear color
+
+ Vector2 position = { screenWidth/2 - 100, screenHeight/2 - 100 };
+ Vector2 size = { 200, 200 };
+ Color color = { 180, 20, 20, 255 };
+ //---------------------------------------------------------------------------
+
+ OculusBuffer eyeRenderBuffer[2];
+
+ GLuint mirrorFBO = 0;
+ ovrMirrorTexture mirrorTexture = NULL;
+
+ bool isVisible = true;
+ long long frameIndex = 0;
+
+ // Make eyes render buffers
+ ovrSizei recommendedTexSizeLeft = ovr_GetFovTextureSize(session, ovrEye_Left, hmdDesc.DefaultEyeFov[0], 1.0f);
+ eyeRenderBuffer[0] = LoadOculusBuffer(session, recommendedTexSizeLeft.w, recommendedTexSizeLeft.h);
+ ovrSizei recommendedTexSizeRight = ovr_GetFovTextureSize(session, ovrEye_Right, hmdDesc.DefaultEyeFov[1], 1.0f);
+ eyeRenderBuffer[1] = LoadOculusBuffer(session, recommendedTexSizeRight.w, recommendedTexSizeRight.h);
+
+ // Note: the mirror window can be any size, for this sample we use 1/2 the HMD resolution
+ ovrSizei windowSize = { hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2 };
+
+ // Define mirror texture descriptor
+ ovrMirrorTextureDesc mirrorDesc;
+ memset(&mirrorDesc, 0, sizeof(mirrorDesc));
+ mirrorDesc.Width = windowSize.w;
+ mirrorDesc.Height = windowSize.h;
+ mirrorDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
+
+ // Create mirror texture and an FBO used to copy mirror texture to back buffer
+ result = ovr_CreateMirrorTextureGL(session, &mirrorDesc, &mirrorTexture);
+ if (!OVR_SUCCESS(result)) TraceLog(LOG_WARNING, "OVR: Failed to create mirror texture");
+
+ // Configure the mirror read buffer
+ GLuint texId;
+ ovr_GetMirrorTextureBufferGL(session, mirrorTexture, &texId);
+
+ glGenFramebuffers(1, &mirrorFBO);
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, mirrorFBO);
+ glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texId, 0);
+ glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
+
+ if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
+ {
+ glDeleteFramebuffers(1, &mirrorFBO);
+ TraceLog(LOG_WARNING, "OVR: Could not initialize mirror framebuffers");
+ }
+
+ glClearColor(1.0f, 0.1f, 0.1f, 0.0f);
+ glEnable(GL_DEPTH_TEST);
+ ovr_RecenterTrackingOrigin(session);
+
+ // FloorLevel will give tracking poses where the floor height is 0
+ ovr_SetTrackingOriginType(session, ovrTrackingOrigin_FloorLevel);
+ //--------------------------------------------------------------------------------------
+
+ // Main loop
+ while (!glfwWindowShouldClose(window))
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ frameIndex++;
+
+ // TODO: Update game here!
+
+ // Call ovr_GetRenderDesc each frame to get the ovrEyeRenderDesc, as the returned values (e.g. HmdToEyeOffset) may change at runtime.
+ ovrEyeRenderDesc eyeRenderDesc[2];
+ eyeRenderDesc[0] = ovr_GetRenderDesc(session, ovrEye_Left, hmdDesc.DefaultEyeFov[0]);
+ eyeRenderDesc[1] = ovr_GetRenderDesc(session, ovrEye_Right, hmdDesc.DefaultEyeFov[1]);
+
+ // Get eye poses, feeding in correct IPD offset
+ ovrPosef eyeRenderPose[2];
+ ovrVector3f hmdToEyeOffset[2] = { eyeRenderDesc[0].HmdToEyeOffset, eyeRenderDesc[1].HmdToEyeOffset };
+
+ double sensorSampleTime; // sensorSampleTime is fed into the layer later
+ ovr_GetEyePoses(session, frameIndex, ovrTrue, hmdToEyeOffset, eyeRenderPose, &sensorSampleTime);
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+
+ // Clear screen to red color
+ glClearColor(1.0f, 0.1f, 0.1f, 0.0f);
+ //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ if (isVisible)
+ {
+ for (int eye = 0; eye < 2; ++eye)
+ {
+ SetOculusBuffer(session, eyeRenderBuffer[eye]);
+
+ // TODO: Get view and projection matrices for the eye
+ // Sample using Oculus OVR_Math.h (C++)
+ /*
+ Matrix4f projection[eye] = Matrix4f(ovrMatrix4f_Projection(eyeRenderDesc[eye].Fov, 0.01f, 10000.0f, ovrProjection_None));
+ Matrix4f eyeOrientation[eye] = Matrix4f(Quatf(eyeRenderPose[eye].Orientation).Inverted());
+ Matrix4f eyePose[eye] = Matrix4f::Translation(-Vector3f(eyeRenderPose[eye].Position));
+ Matrix4f mvp = projection[eye]*eyeOrientation[eye]*eyePose[eye];
+ */
+
+ // Sample using custom raymath.h (C) -INCOMPLETE-
+ /*
+ Matrix projection = MatrixPerspective(eyeRenderDesc[eye].Fov, ((double)screenWidth/(double)screenHeight), 0.01, 1000.0);
+ Matrix eyeOrientation = QuaternionToMatrix((Quaternion){ -eyeRenderPose[eye].Orientation.x, -eyeRenderPose[eye].Orientation.y,
+ -eyeRenderPose[eye].Orientation.z, -eyeRenderPose[eye].Orientation.w });
+ Matrix eyePose = MatrixTranslate(-eyeRenderPose[eye].Position.x, -eyeRenderPose[eye].Position.y, -eyeRenderPose[eye].Position.z);
+ Matrix mvp = MatrixMultiply(projection, MatrixMultiply(eyeOrientation, eyePose));
+ */
+
+ // Render everything
+ // TODO: Pass calculated mvp matrix to default shader to consider projection and orientation!
+ //DrawRectangleV(position, size, color);
+ //rlglDraw();
+
+ UnsetOculusBuffer(eyeRenderBuffer[eye]);
+
+ // Commit changes to the textures so they get picked up frame
+ ovr_CommitTextureSwapChain(session, eyeRenderBuffer[eye].textureChain);
+ }
+ }
+
+ // Set up positional data
+ ovrViewScaleDesc viewScaleDesc;
+ viewScaleDesc.HmdSpaceToWorldScaleInMeters = 1.0f;
+ viewScaleDesc.HmdToEyeOffset[0] = hmdToEyeOffset[0];
+ viewScaleDesc.HmdToEyeOffset[1] = hmdToEyeOffset[1];
+
+ // Create the main eye layer
+ ovrLayerEyeFov eyeLayer;
+ eyeLayer.Header.Type = ovrLayerType_EyeFov;
+ eyeLayer.Header.Flags = ovrLayerFlag_TextureOriginAtBottomLeft; // Because OpenGL
+
+ for (int eye = 0; eye < 2; eye++)
+ {
+ eyeLayer.ColorTexture[eye] = eyeRenderBuffer[eye].textureChain;
+ eyeLayer.Viewport[eye] = (ovrRecti){ eyeRenderBuffer[eye].width, eyeRenderBuffer[eye].height };
+ eyeLayer.Fov[eye] = hmdDesc.DefaultEyeFov[eye];
+ eyeLayer.RenderPose[eye] = eyeRenderPose[eye];
+ eyeLayer.SensorSampleTime = sensorSampleTime;
+ }
+
+ // Append all the layers to global list
+ ovrLayerHeader *layerList = &eyeLayer.Header;
+ ovrResult result = ovr_SubmitFrame(session, frameIndex, NULL, &layerList, 1);
+
+ // exit the rendering loop if submit returns an error, will retry on ovrError_DisplayLost
+ if (!OVR_SUCCESS(result)) return 1;
+
+ isVisible = (result == ovrSuccess);
+
+ // Get session status information
+ ovrSessionStatus sessionStatus;
+ ovr_GetSessionStatus(session, &sessionStatus);
+ if (sessionStatus.ShouldQuit) TraceLog(LOG_WARNING, "OVR: Session should quit.");
+ if (sessionStatus.ShouldRecenter) ovr_RecenterTrackingOrigin(session);
+
+ // Blit mirror texture to back buffer
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, mirrorFBO);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+ GLint w = mirrorDesc.Width;
+ GLint h = mirrorDesc.Height;
+ glBlitFramebuffer(0, h, w, 0, 0, 0, w, h, GL_COLOR_BUFFER_BIT, GL_NEAREST);
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
+
+ glfwSwapBuffers(window);
+ glfwPollEvents();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ if (mirrorFBO) glDeleteFramebuffers(1, &mirrorFBO);
+ if (mirrorTexture) ovr_DestroyMirrorTexture(session, mirrorTexture);
+ for (int eye = 0; eye < 2; eye++) UnloadOculusBuffer(session, eyeRenderBuffer[eye]);
+
+ rlglClose();
+
+ glfwDestroyWindow(window);
+ glfwTerminate();
+
+ ovr_Destroy(session); // Must be called after glfwTerminate()
+ ovr_Shutdown();
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}
+
+//----------------------------------------------------------------------------------
+// Module specific Functions Definitions
+//----------------------------------------------------------------------------------
+
+// Load Oculus required buffers: texture-swap-chain, fbo, texture-depth
+static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height)
+{
+ OculusBuffer buffer;
+ buffer.width = width;
+ buffer.height = height;
+
+ // Create OVR texture chain
+ ovrTextureSwapChainDesc desc = {};
+ desc.Type = ovrTexture_2D;
+ desc.ArraySize = 1;
+ desc.Width = width;
+ desc.Height = height;
+ desc.MipLevels = 1;
+ desc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
+ desc.SampleCount = 1;
+ desc.StaticImage = ovrFalse;
+
+ ovrResult result = ovr_CreateTextureSwapChainGL(session, &desc, &buffer.textureChain);
+
+ int textureCount = 0;
+ ovr_GetTextureSwapChainLength(session, buffer.textureChain, &textureCount);
+
+ if (OVR_SUCCESS(result))
+ {
+ for (int i = 0; i < textureCount; ++i)
+ {
+ GLuint chainTexId;
+ ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, i, &chainTexId);
+ glBindTexture(GL_TEXTURE_2D, chainTexId);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ }
+ }
+
+ // Generate framebuffer
+ glGenFramebuffers(1, &buffer.fboId);
+
+ // Create Depth texture
+ glGenTextures(1, &buffer.depthId);
+ glBindTexture(GL_TEXTURE_2D, buffer.depthId);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, buffer.width, buffer.height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
+
+ return buffer;
+}
+
+// Unload texture required buffers
+static void UnloadOculusBuffer(ovrSession session, OculusBuffer buffer)
+{
+ if (buffer.textureChain)
+ {
+ ovr_DestroyTextureSwapChain(session, buffer.textureChain);
+ buffer.textureChain = NULL;
+ }
+
+ if (buffer.depthId)
+ {
+ glDeleteTextures(1, &buffer.depthId);
+ buffer.depthId = 0;
+ }
+
+ if (buffer.fboId)
+ {
+ glDeleteFramebuffers(1, &buffer.fboId);
+ buffer.fboId = 0;
+ }
+}
+
+// Set current Oculus buffer
+static void SetOculusBuffer(ovrSession session, OculusBuffer buffer)
+{
+ GLuint currentTexId;
+ int currentIndex;
+
+ ovr_GetTextureSwapChainCurrentIndex(session, buffer.textureChain, &currentIndex);
+ ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, currentIndex, &currentTexId);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, buffer.fboId);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, currentTexId, 0);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, buffer.depthId, 0);
+
+ glViewport(0, 0, buffer.width, buffer.height);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ glEnable(GL_FRAMEBUFFER_SRGB);
+}
+
+// Unset Oculus buffer
+static void UnsetOculusBuffer(OculusBuffer buffer)
+{
+ glBindFramebuffer(GL_FRAMEBUFFER, buffer.fboId);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
+}
+
+// Draw rectangle using rlgl OpenGL 1.1 style coding (translated to OpenGL 3.3 internally)
+static void DrawRectangleV(Vector2 position, Vector2 size, Color color)
+{
+ rlBegin(RL_TRIANGLES);
+ rlColor4ub(color.r, color.g, color.b, color.a);
+
+ rlVertex2i(position.x, position.y);
+ rlVertex2i(position.x, position.y + size.y);
+ rlVertex2i(position.x + size.x, position.y + size.y);
+
+ rlVertex2i(position.x, position.y);
+ rlVertex2i(position.x + size.x, position.y + size.y);
+ rlVertex2i(position.x + size.x, position.y);
+ rlEnd();
+}
+
+// Output a trace log message
+// NOTE: Expected msgType: (0)Info, (1)Error, (2)Warning
+static void TraceLog(int msgType, const char *text, ...)
+{
+ va_list args;
+ va_start(args, text);
+
+ switch(msgType)
+ {
+ case LOG_INFO: fprintf(stdout, "INFO: "); break;
+ case LOG_ERROR: fprintf(stdout, "ERROR: "); break;
+ case LOG_WARNING: fprintf(stdout, "WARNING: "); break;
+ case LOG_DEBUG: fprintf(stdout, "DEBUG: "); break;
+ default: break;
+ }
+
+ vfprintf(stdout, text, args);
+ fprintf(stdout, "\n");
+
+ va_end(args);
+
+ //if (msgType == LOG_ERROR) exit(1);
+} \ No newline at end of file
diff --git a/examples/oculus_glfw_sample/oculus_glfw_sample_new.c b/examples/oculus_glfw_sample/oculus_glfw_sample_new.c
deleted file mode 100644
index 4a468949..00000000
--- a/examples/oculus_glfw_sample/oculus_glfw_sample_new.c
+++ /dev/null
@@ -1,280 +0,0 @@
-
-#include <stdio.h>
-#include <stdlib.h>
-#include <string.h>
-
-#include "glad.h" // Extensions loading library
-#include <GLFW/glfw3.h>
-
-#include "OculusSDK/LibOVR/Include/OVR_CAPI_GL.h" // Oculus SDK for OpenGL
-
-#define FAIL(X) printf(X);
-
-typedef struct Vector2 {
- float x;
- float y;
-} Vector2;
-
-typedef struct Matrix {
- float m0, m4, m8, m12;
- float m1, m5, m9, m13;
- float m2, m6, m10, m14;
- float m3, m7, m11, m15;
-} Matrix;
-
-// RiftManagerApp class
-ovrSession session;
-ovrHmdDesc hmdDesc;
-ovrGraphicsLuid luid;
-
-// RiftApp class
-GLuint fbo = 0;
-GLuint depthBuffer = 0;
-ovrTextureSwapChain eyeTexture;
-
-GLuint mirrorFbo = 0;
-ovrMirrorTexture mirrorTexture;
-ovrEyeRenderDesc eyeRenderDescs[2];
-Matrix eyeProjections[2];
-
-ovrLayerEyeFov eyeLayer;
-ovrViewScaleDesc viewScaleDesc;
-
-Vector2 renderTargetSize;
-Vector2 mirrorSize;
-
-// GlfwApp class
-GLFWwindow *window = NULL;
-unsigned int frame = 0;
-
-static void ErrorCallback(int error, const char* description)
-{
- fputs(description, stderr);
-}
-
-static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
-{
- if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
- {
- glfwSetWindowShouldClose(window, GL_TRUE);
- }
-}
-
-// Execute our example class
-int main()
-{
- if (!OVR_SUCCESS(ovr_Initialize(NULL))) FAIL("Failed to initialize the Oculus SDK\n");
-
- //result = ExampleApp().run(); // class ExampleApp : public RiftApp : public GlfwApp, public RiftManagerApp
-
- if (!OVR_SUCCESS(ovr_Create(&session, &luid))) FAIL("Unable to create HMD session\n");
- hmdDesc = ovr_GetHmdDesc(session);
-
- // RiftApp() constructor
- viewScaleDesc.HmdSpaceToWorldScaleInMeters = 1.0f;
- memset(&eyeLayer, 0, sizeof(ovrLayerEyeFov));
- eyeLayer.Header.Type = ovrLayerType_EyeFov;
- eyeLayer.Header.Flags = ovrLayerFlag_TextureOriginAtBottomLeft;
-
- //ovr::for_each_eye([&](ovrEyeType eye)
- for (int eye = 0; eye < 2; eye++)
- {
- eyeRenderDescs[eye] = ovr_GetRenderDesc(session, eye, hmdDesc.DefaultEyeFov[eye]);
- ovrMatrix4f ovrPerspectiveProjection = ovrMatrix4f_Projection(eyeRenderDescs[eye].Fov, 0.01f, 1000.0f, ovrProjection_ClipRangeOpenGL);
- //eyeProjections[eye] = ovr::toGlm(ovrPerspectiveProjection);
- viewScaleDesc.HmdToEyeOffset[eye] = eyeRenderDescs[eye].HmdToEyeOffset;
-
- eyeLayer.Fov[eye] = eyeRenderDescs[eye].Fov;
- ovrSizei eyeSize = ovr_GetFovTextureSize(session, eye, eyeLayer.Fov[eye], 1.0f);
- eyeLayer.Viewport[eye].Size = eyeSize;
- eyeLayer.Viewport[eye].Pos.x = renderTargetSize.x;
- eyeLayer.Viewport[eye].Pos.y = 0;
-
- renderTargetSize.y = renderTargetSize.y; // std::max(renderTargetSize.y, (uint32_t)eyeSize.h);
- renderTargetSize.x += eyeSize.w;
- }
-
- // Make the on screen window 1/4 the resolution of the render target
- mirrorSize = renderTargetSize;
- mirrorSize.x /= 2;
- mirrorSize.y /= 2;
-
- // GLFWApp() constructor
- if (!glfwInit()) FAIL("Failed to initialize GLFW\n"); // Initialize the GLFW system for creating and positioning windows
- glfwSetErrorCallback(ErrorCallback);
-
- ////preCreate();
- glfwWindowHint(GLFW_DEPTH_BITS, 16);
- glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
- glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
- glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
- glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
-
- //***************window = createRenderingTarget(windowSize, windowPosition); //GLFWwindow *createRenderingTarget(uvec2 & size, ivec2 & pos) = 0; //glfw::createWindow(_mirrorSize);
- /*
- GLFWwindow *createWindow(const uvec2 &size, const ivec2 &position = ivec2(INT_MIN))
- {
- GLFWwindow *window = glfwCreateWindow(size.x, size.y, "glfw", NULL, NULL); // size = mirrorSize
-
- if (!window) FAIL("Unable to create rendering window\n");
-
- if ((position.x > INT_MIN) && (position.y > INT_MIN)) // INT_MIN = -32767 // #define INT_MIN (-2147483647 - 1)
- {
- glfwSetWindowPos(window, position.x, position.y);
- }
-
- return window;
- }
- */
-
- window = glfwCreateWindow(mirrorSize.x, mirrorSize.y, "glfw", NULL, NULL);
-
- if (!window) FAIL("Unable to create OpenGL window\n");
-
- ////postCreate();
- //glfwSetWindowUserPointer(window, this); //// Useful to hack input callbacks
- glfwSetKeyCallback(window, KeyCallback);
- glfwMakeContextCurrent(window);
-
- // Initialize the OpenGL extensions
- if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) FAIL("GLAD failed\n");
- /*
- glewExperimental = GL_TRUE;
- if (0 != glewInit()) FAIL("Failed to initialize GLEW\n");
- glGetError();
-
- if (GLEW_KHR_debug)
- {
- GLint v;
- glGetIntegerv(GL_CONTEXT_FLAGS, &v);
- if (v & GL_CONTEXT_FLAG_DEBUG_BIT) glDebugMessageCallback(glDebugCallbackHandler, this);
- }
- */
-
- ////initGl();
- {
- // RiftApp::InitGL() ----->
- //GlfwApp::initGl(); // virtual
-
- // Disable the v-sync for buffer swap
- glfwSwapInterval(0);
-
- ovrTextureSwapChainDesc desc = {};
- desc.Type = ovrTexture_2D;
- desc.ArraySize = 1;
- desc.Width = renderTargetSize.x;
- desc.Height = renderTargetSize.y;
- desc.MipLevels = 1;
- desc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
- desc.SampleCount = 1;
- desc.StaticImage = ovrFalse;
-
- ovrResult result = ovr_CreateTextureSwapChainGL(session, &desc, &eyeTexture);
- eyeLayer.ColorTexture[0] = eyeTexture;
-
- if (!OVR_SUCCESS(result)) FAIL("Failed to create swap textures");
-
- int length = 0;
- result = ovr_GetTextureSwapChainLength(session, eyeTexture, &length);
-
- if (!OVR_SUCCESS(result) || !length) FAIL("Unable to count swap chain textures");
-
- for (int i = 0; i < length; ++i)
- {
- GLuint chainTexId;
- ovr_GetTextureSwapChainBufferGL(session, eyeTexture, i, &chainTexId);
- glBindTexture(GL_TEXTURE_2D, chainTexId);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- }
-
- glBindTexture(GL_TEXTURE_2D, 0);
-
- // Set up the framebuffer object
- glGenFramebuffers(1, &fbo);
- glGenRenderbuffers(1, &depthBuffer);
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
- glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer);
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, renderTargetSize.x, renderTargetSize.y);
- glBindRenderbuffer(GL_RENDERBUFFER, 0);
- glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBuffer);
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
-
- ovrMirrorTextureDesc mirrorDesc;
- memset(&mirrorDesc, 0, sizeof(mirrorDesc));
- mirrorDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
- mirrorDesc.Width = mirrorSize.x;
- mirrorDesc.Height = mirrorSize.y;
-
- if (!OVR_SUCCESS(ovr_CreateMirrorTextureGL(session, &mirrorDesc, &mirrorTexture))) FAIL("Could not create mirror texture");
-
- glGenFramebuffers(1, &mirrorFbo);
-
- // RiftApp::InitGL() <------
-
- glClearColor(0.2f, 0.2f, 0.2f, 0.0f);
- glEnable(GL_DEPTH_TEST);
- ovr_RecenterTrackingOrigin(session);
-
- // TODO: Init cube scene --> cubeScene = std::shared_ptr<ColorCubeScene>(new ColorCubeScene());
- }
-
- while (!glfwWindowShouldClose(window))
- {
- frame++;
- glfwPollEvents();
-
- //update();
-
- //draw(); ------>
- ovrPosef eyePoses[2];
- ovr_GetEyePoses(session, frame, ovrTrue, viewScaleDesc.HmdToEyeOffset, eyePoses, &eyeLayer.SensorSampleTime);
-
- int curIndex;
- ovr_GetTextureSwapChainCurrentIndex(session, eyeTexture, &curIndex);
- GLuint curTexId;
- ovr_GetTextureSwapChainBufferGL(session, eyeTexture, curIndex, &curTexId);
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
- glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, curTexId, 0);
-
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- for (int eye = 0; eye < 2; eye++)
- {
- glViewport(eyeLayer.Viewport[eye].Pos.x, eyeLayer.Viewport[eye].Pos.y,
- eyeLayer.Viewport[eye].Size.w, eyeLayer.Viewport[eye].Size.h);
- eyeLayer.RenderPose[eye] = eyePoses[eye];
-
- //renderScene(_eyeProjections[eye], ovr::toGlm(eyePoses[eye])); --> cubeScene->render(projection, glm::inverse(headPose));
- }
-
- glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
- ovr_CommitTextureSwapChain(session, eyeTexture);
- ovrLayerHeader *headerList = &eyeLayer.Header;
-
- ovr_SubmitFrame(session, frame, &viewScaleDesc, &headerList, 1);
-
- GLuint mirrorTextureId;
- ovr_GetMirrorTextureBufferGL(session, mirrorTexture, &mirrorTextureId);
- glBindFramebuffer(GL_READ_FRAMEBUFFER, mirrorFbo);
- glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mirrorTextureId, 0);
- glBlitFramebuffer(0, 0, mirrorSize.x, mirrorSize.y, 0, mirrorSize.y, mirrorSize.x, 0, GL_COLOR_BUFFER_BIT, GL_NEAREST);
- glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
- //draw() <-------------
-
- glfwSwapBuffers(window); //finishFrame();
- }
-
- //shutdownGl(); // Delete scene: cubeScene.reset();
-
- glfwDestroyWindow(window);
- glfwTerminate();
-
- ovr_Destroy(session);
- ovr_Shutdown();
-
- return 0;
-}
diff --git a/examples/oculus_glfw_sample/raylib_OculusRiftCV1.png b/examples/oculus_glfw_sample/raylib_OculusRiftCV1.png
new file mode 100644
index 00000000..37a87489
--- /dev/null
+++ b/examples/oculus_glfw_sample/raylib_OculusRiftCV1.png
Binary files differ
diff --git a/examples/oculus_glfw_sample/rlgl.c b/examples/oculus_glfw_sample/rlgl.c
index 06efd777..7129402d 100644
--- a/examples/oculus_glfw_sample/rlgl.c
+++ b/examples/oculus_glfw_sample/rlgl.c
@@ -196,23 +196,20 @@ static DrawMode currentDrawMode;
static float currentDepth = -1.0f;
-// Vertex arrays for lines, triangles and quads
+// Default vertex buffers for lines, triangles and quads
static VertexPositionColorBuffer lines; // No texture support
static VertexPositionColorBuffer triangles; // No texture support
static VertexPositionColorTextureIndexBuffer quads;
-// Shader Programs
-static Shader defaultShader;
-static Shader currentShader; // By default, defaultShader
-
-// Vertex Array Objects (VAO)
+// Default vertex buffers VAOs (if supported)
static GLuint vaoLines, vaoTriangles, vaoQuads;
-// Vertex Buffer Objects (VBO)
-static GLuint linesBuffer[2];
-static GLuint trianglesBuffer[2];
-static GLuint quadsBuffer[4];
+// Default vertex buffers VBOs
+static GLuint linesBuffer[2]; // Lines buffers (position, color)
+static GLuint trianglesBuffer[2]; // Triangles buffers (position, color)
+static GLuint quadsBuffer[4]; // Quads buffers (position, texcoord, color, index)
+// Default buffers draw calls
static DrawCall *draws;
static int drawsCounter;
@@ -221,11 +218,14 @@ static Vector3 *tempBuffer;
static int tempBufferCount = 0;
static bool useTempBuffer = false;
+// Shader Programs
+static Shader defaultShader;
+static Shader currentShader; // By default, defaultShader
+
// Flags for supported extensions
static bool vaoSupported = false; // VAO support (OpenGL ES2 could not support VAO extension)
// Compressed textures support flags
-//static bool texCompDXTSupported = false; // DDS texture compression support
static bool texCompETC1Supported = false; // ETC1 texture compression support
static bool texCompETC2Supported = false; // ETC2/EAC texture compression support
static bool texCompPVRTSupported = false; // PVR texture compression support
@@ -233,8 +233,8 @@ static bool texCompASTCSupported = false; // ASTC texture compression support
#endif
// Compressed textures support flags
-static bool texCompDXTSupported = false; // DDS texture compression support
-static bool npotSupported = false; // NPOT textures full support
+static bool texCompDXTSupported = false; // DDS texture compression support
+static bool npotSupported = false; // NPOT textures full support
#if defined(GRAPHICS_API_OPENGL_ES2)
// NOTE: VAO functionality is exposed through extensions (OES)
@@ -254,14 +254,17 @@ unsigned int whiteTexture;
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+static void LoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int compressedFormat);
+
static Shader LoadDefaultShader(void);
static void LoadDefaultShaderLocations(Shader *shader);
-static void InitializeBuffers(void);
-static void InitializeBuffersGPU(void);
-static void UpdateBuffers(void);
-static char *TextFileRead(char *fn);
+static void UnloadDefaultShader(void);
-static void LoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int compressedFormat);
+static void LoadDefaultBuffers(void);
+static void UpdateDefaultBuffers(void);
+static void UnloadDefaultBuffers(void);
+
+static char *ReadTextFile(const char *fileName);
#endif
#if defined(GRAPHICS_API_OPENGL_11)
@@ -274,20 +277,6 @@ static void TraceLog(int msgType, const char *text, ...);
float *MatrixToFloat(Matrix mat); // Converts Matrix to float array
#endif
-#if defined(GRAPHICS_API_OPENGL_ES2)
-// NOTE: strdup() functions replacement (not C99, POSIX function, not available on emscripten)
-// Duplicates a string, returning an identical malloc'd string
-char *mystrdup(const char *str)
-{
- size_t len = strlen(str) + 1;
- void *newstr = malloc(len);
-
- if (newstr == NULL) return NULL;
-
- return (char *)memcpy(newstr, str, len);
-}
-#endif
-
//----------------------------------------------------------------------------------
// Module Functions Definition - Matrix operations
//----------------------------------------------------------------------------------
@@ -919,13 +908,18 @@ void rlglInit(void)
// NOTE: We have to duplicate string because glGetString() returns a const value
// If not duplicated, it fails in some systems (Raspberry Pi)
- char *extensionsDup = mystrdup(extensions);
+ // Equivalent to function: char *strdup(const char *str)
+ char *extensionsDup;
+ size_t len = strlen(extensions) + 1;
+ void *newstr = malloc(len);
+ if (newstr == NULL) extensionsDup = NULL;
+ extensionsDup = (char *)memcpy(newstr, extensions, len);
// NOTE: String could be splitted using strtok() function (string.h)
// NOTE: strtok() modifies the received string, it can not be const
char *extList[512]; // Allocate 512 strings pointers (2 KB)
-
+
extList[numExt] = strtok(extensionsDup, " ");
while (extList[numExt] != NULL)
@@ -969,10 +963,12 @@ void rlglInit(void)
// DDS texture compression support
if ((strcmp(extList[i], (const char *)"GL_EXT_texture_compression_s3tc") == 0) ||
+ (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_s3tc") == 0) ||
(strcmp(extList[i], (const char *)"GL_WEBKIT_WEBGL_compressed_texture_s3tc") == 0)) texCompDXTSupported = true;
// ETC1 texture compression support
- if (strcmp(extList[i], (const char *)"GL_OES_compressed_ETC1_RGB8_texture") == 0) texCompETC1Supported = true;
+ if ((strcmp(extList[i], (const char *)"GL_OES_compressed_ETC1_RGB8_texture") == 0) ||
+ (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_etc1") == 0)) texCompETC1Supported = true;
// ETC2/EAC texture compression support
if (strcmp(extList[i], (const char *)"GL_ARB_ES3_compatibility") == 0) texCompETC2Supported = true;
@@ -1022,12 +1018,9 @@ void rlglInit(void)
// Init default Shader (customized for GL 3.3 and ES2)
defaultShader = LoadDefaultShader();
- //customShader = LoadShader("custom.vs", "custom.fs"); // Works ok
-
currentShader = defaultShader;
- InitializeBuffers(); // Init vertex arrays
- InitializeBuffersGPU(); // Init VBO and VAO
+ LoadDefaultBuffers(); // Initialize default vertex arrays buffers (lines, triangles, quads)
// Init temp vertex buffer, used when transformation required (translate, rotate, scale)
tempBuffer = (Vector3 *)malloc(sizeof(Vector3)*TEMP_VERTEX_BUFFER_SIZE);
@@ -1052,54 +1045,10 @@ void rlglInit(void)
void rlglClose(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- // Unbind everything
- if (vaoSupported) glBindVertexArray(0);
- glDisableVertexAttribArray(0);
- glDisableVertexAttribArray(1);
- glDisableVertexAttribArray(2);
- glDisableVertexAttribArray(3);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
-
- glUseProgram(0);
-
- // Delete VBOs
- glDeleteBuffers(1, &linesBuffer[0]);
- glDeleteBuffers(1, &linesBuffer[1]);
- glDeleteBuffers(1, &trianglesBuffer[0]);
- glDeleteBuffers(1, &trianglesBuffer[1]);
- glDeleteBuffers(1, &quadsBuffer[0]);
- glDeleteBuffers(1, &quadsBuffer[1]);
- glDeleteBuffers(1, &quadsBuffer[2]);
- glDeleteBuffers(1, &quadsBuffer[3]);
-
- if (vaoSupported)
- {
- // Delete VAOs
- glDeleteVertexArrays(1, &vaoLines);
- glDeleteVertexArrays(1, &vaoTriangles);
- glDeleteVertexArrays(1, &vaoQuads);
- }
-
- //glDetachShader(defaultShaderProgram, vertexShader);
- //glDetachShader(defaultShaderProgram, fragmentShader);
- //glDeleteShader(vertexShader); // Already deleted on shader compilation
- //glDeleteShader(fragmentShader); // Already deleted on sahder compilation
- glDeleteProgram(defaultShader.id);
-
- // Free vertex arrays memory
- free(lines.vertices);
- free(lines.colors);
-
- free(triangles.vertices);
- free(triangles.colors);
-
- free(quads.vertices);
- free(quads.texcoords);
- free(quads.colors);
- free(quads.indices);
-
- // Free GPU texture
+ UnloadDefaultShader();
+ UnloadDefaultBuffers();
+
+ // Delete default white texture
glDeleteTextures(1, &whiteTexture);
TraceLog(INFO, "[TEX ID %i] Unloaded texture data (base white texture) from VRAM", whiteTexture);
@@ -1108,18 +1057,18 @@ void rlglClose(void)
}
// Drawing batches: triangles, quads, lines
-void rlglDraw(void)
+void rlglDraw(Matrix mvp)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- UpdateBuffers();
+ UpdateDefaultBuffers();
if ((lines.vCounter > 0) || (triangles.vCounter > 0) || (quads.vCounter > 0))
{
glUseProgram(currentShader.id);
- Matrix matMVP = MatrixMultiply(modelview, projection); // Create modelview-projection matrix
+ Matrix mvp2 = MatrixMultiply(modelview, projection); // Create modelview-projection matrix
- glUniformMatrix4fv(currentShader.mvpLoc, 1, false, MatrixToFloat(matMVP));
+ glUniformMatrix4fv(currentShader.mvpLoc, 1, false, MatrixToFloat(mvp2));
glUniform1i(currentShader.mapDiffuseLoc, 0);
glUniform4f(currentShader.tintColorLoc, 1.0f, 1.0f, 1.0f, 1.0f);
}
@@ -1348,14 +1297,14 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotationAxis, float ro
glBindTexture(GL_TEXTURE_2D, model.material.texDiffuse.id);
glUniform1i(model.material.shader.mapDiffuseLoc, 0); // Texture fits in active texture unit 0
- if (model.material.texNormal.id != 0)
+ if ((model.material.texNormal.id != 0) && (model.material.shader.mapNormalLoc != -1))
{
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, model.material.texNormal.id);
glUniform1i(model.material.shader.mapNormalLoc, 1); // Texture fits in active texture unit 1
}
- if (model.material.texSpecular.id != 0)
+ if ((model.material.texSpecular.id != 0) && (model.material.shader.mapSpecularLoc != -1))
{
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, model.material.texSpecular.id);
@@ -1844,7 +1793,9 @@ void rlglGenerateMipmaps(Texture2D texture)
// NOTE: Once mipmaps have been generated and data has been uploaded to GPU VRAM, we can discard RAM data
free(data);
-#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glGenerateMipmap(GL_TEXTURE_2D); // Generate mipmaps automatically
TraceLog(INFO, "[TEX ID %i] Mipmaps generated automatically", texture.id);
@@ -2114,8 +2065,8 @@ Shader LoadShader(char *vsFileName, char *fsFileName)
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Shaders loading from external text file
- char *vShaderStr = TextFileRead(vsFileName);
- char *fShaderStr = TextFileRead(fsFileName);
+ char *vShaderStr = ReadTextFile(vsFileName);
+ char *fShaderStr = ReadTextFile(fsFileName);
if ((vShaderStr != NULL) && (fShaderStr != NULL))
{
@@ -2123,17 +2074,13 @@ Shader LoadShader(char *vsFileName, char *fsFileName)
// After shader loading, we try to load default location names
if (shader.id != 0) LoadDefaultShaderLocations(&shader);
- else
- {
- TraceLog(WARNING, "Custom shader could not be loaded");
- shader = defaultShader;
- }
// Shader strings must be freed
free(vShaderStr);
free(fShaderStr);
}
- else
+
+ if (shader.id == 0)
{
TraceLog(WARNING, "Custom shader could not be loaded");
shader = defaultShader;
@@ -2259,7 +2206,7 @@ void SetCustomShader(Shader shader)
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if (currentShader.id != shader.id)
{
- rlglDraw();
+ //rlglDraw();
currentShader = shader;
}
#endif
@@ -2365,7 +2312,7 @@ void SetBlendMode(int mode)
{
if ((blendMode != mode) && (mode < 3))
{
- rlglDraw();
+ //rlglDraw();
switch (mode)
{
@@ -2379,18 +2326,6 @@ void SetBlendMode(int mode)
}
}
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-void PrintProjectionMatrix(void)
-{
- PrintMatrix(projection);
-}
-
-void PrintModelviewMatrix(void)
-{
- PrintMatrix(modelview);
-}
-#endif
-
//----------------------------------------------------------------------------------
// Module specific Functions Definition
//----------------------------------------------------------------------------------
@@ -2432,7 +2367,7 @@ static void LoadCompressedTexture(unsigned char *data, int width, int height, in
}
}
-// Load Shader (Vertex and Fragment)
+// Load default shader (Vertex and Fragment)
// NOTE: This shader program is used for batch buffers (lines, triangles, quads)
static Shader LoadDefaultShader(void)
{
@@ -2492,7 +2427,7 @@ static Shader LoadDefaultShader(void)
if (shader.id != 0) TraceLog(INFO, "[SHDR ID %i] Default shader loaded successfully", shader.id);
else TraceLog(WARNING, "[SHDR ID %i] Default shader could not be loaded", shader.id);
- LoadDefaultShaderLocations(&shader);
+ if (shader.id != 0) LoadDefaultShaderLocations(&shader);
return shader;
}
@@ -2517,43 +2452,24 @@ static void LoadDefaultShaderLocations(Shader *shader)
shader->mapSpecularLoc = glGetUniformLocation(shader->id, "texture2");
}
-// Read text file
-// NOTE: text chars array should be freed manually
-static char *TextFileRead(char *fileName)
+// Unload default shader
+static void UnloadDefaultShader(void)
{
- FILE *textFile;
- char *text = NULL;
-
- int count = 0;
-
- if (fileName != NULL)
- {
- textFile = fopen(fileName,"rt");
-
- if (textFile != NULL)
- {
- fseek(textFile, 0, SEEK_END);
- count = ftell(textFile);
- rewind(textFile);
-
- if (count > 0)
- {
- text = (char *)malloc(sizeof(char)*(count + 1));
- count = fread(text, sizeof(char), count, textFile);
- text[count] = '\0';
- }
-
- fclose(textFile);
- }
- else TraceLog(WARNING, "[%s] Text file could not be opened", fileName);
- }
+ glUseProgram(0);
- return text;
+ //glDetachShader(defaultShaderProgram, vertexShader);
+ //glDetachShader(defaultShaderProgram, fragmentShader);
+ //glDeleteShader(vertexShader); // Already deleted on shader compilation
+ //glDeleteShader(fragmentShader); // Already deleted on sahder compilation
+ glDeleteProgram(defaultShader.id);
}
-// Allocate and initialize float array buffers to store vertex data (lines, triangles, quads)
-static void InitializeBuffers(void)
+// Load default internal buffers (lines, triangles, quads)
+static void LoadDefaultBuffers(void)
{
+ // [CPU] Allocate and initialize float array buffers to store vertex data (lines, triangles, quads)
+ //--------------------------------------------------------------------------------------------
+
// Initialize lines arrays (vertex position and color data)
lines.vertices = (float *)malloc(sizeof(float)*3*2*MAX_LINES_BATCH); // 3 float by vertex, 2 vertex by line
lines.colors = (unsigned char *)malloc(sizeof(unsigned char)*4*2*MAX_LINES_BATCH); // 4 float by color, 2 colors by line
@@ -2607,13 +2523,14 @@ static void InitializeBuffers(void)
quads.tcCounter = 0;
quads.cCounter = 0;
- TraceLog(INFO, "CPU buffers (lines, triangles, quads) initialized successfully");
-}
-
-// Initialize Vertex Array Objects (Contain VBO)
-// NOTE: lines, triangles and quads buffers use currentShader
-static void InitializeBuffersGPU(void)
-{
+ TraceLog(INFO, "Default buffers initialized successfully in CPU (lines, triangles, quads)");
+ //--------------------------------------------------------------------------------------------
+
+ // [GPU] Upload vertex data and initialize VAOs/VBOs (lines, triangles, quads)
+ // NOTE: Default buffers are linked to use currentShader (defaultShader)
+ //--------------------------------------------------------------------------------------------
+
+ // Upload and link lines vertex buffers
if (vaoSupported)
{
// Initialize Lines VAO
@@ -2636,10 +2553,10 @@ static void InitializeBuffersGPU(void)
glEnableVertexAttribArray(currentShader.colorLoc);
glVertexAttribPointer(currentShader.colorLoc, 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]);
- //--------------------------------------------------------------
+ if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers (lines) VAO initialized successfully", vaoLines);
+ else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Default buffers (lines) VBOs initialized successfully", linesBuffer[0], linesBuffer[1]);
+ // Upload and link triangles vertex buffers
if (vaoSupported)
{
// Initialize Triangles VAO
@@ -2661,10 +2578,10 @@ static void InitializeBuffersGPU(void)
glEnableVertexAttribArray(currentShader.colorLoc);
glVertexAttribPointer(currentShader.colorLoc, 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]);
- //--------------------------------------------------------------
+ if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers (triangles) VAO initialized successfully", vaoTriangles);
+ else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Default buffers (triangles) VBOs initialized successfully", trianglesBuffer[0], trianglesBuffer[1]);
+ // Upload and link quads vertex buffers
if (vaoSupported)
{
// Initialize Quads VAO
@@ -2699,18 +2616,20 @@ static void InitializeBuffersGPU(void)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(short)*6*MAX_QUADS_BATCH, quads.indices, GL_STATIC_DRAW);
#endif
- if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Quads VAO initialized successfully", vaoQuads);
- else TraceLog(INFO, "[VBO ID %i][VBO ID %i][VBO ID %i][VBO ID %i] Quads VBOs initialized successfully", quadsBuffer[0], quadsBuffer[1], quadsBuffer[2], quadsBuffer[3]);
+ if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers (quads) VAO initialized successfully", vaoQuads);
+ else TraceLog(INFO, "[VBO ID %i][VBO ID %i][VBO ID %i][VBO ID %i] Default buffers (quads) VBOs initialized successfully", quadsBuffer[0], quadsBuffer[1], quadsBuffer[2], quadsBuffer[3]);
// Unbind the current VAO
if (vaoSupported) glBindVertexArray(0);
+ //--------------------------------------------------------------------------------------------
}
-// Update VBOs with vertex array data
+// Update default buffers (VAOs/VBOs) with vertex array data
// NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0)
-// TODO: If no data changed on the CPU arrays --> No need to update GPU arrays (change flag required)
-static void UpdateBuffers(void)
+// TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (change flag required)
+static void UpdateDefaultBuffers(void)
{
+ // Update lines vertex buffers
if (lines.vCounter > 0)
{
// Activate Lines VAO
@@ -2726,8 +2645,8 @@ static void UpdateBuffers(void)
//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);
}
- //--------------------------------------------------------------
+ // Update triangles vertex buffers
if (triangles.vCounter > 0)
{
// Activate Triangles VAO
@@ -2743,8 +2662,8 @@ static void UpdateBuffers(void)
//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);
}
- //--------------------------------------------------------------
+ // Update quads vertex buffers
if (quads.vCounter > 0)
{
// Activate Quads VAO
@@ -2766,7 +2685,7 @@ static void UpdateBuffers(void)
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);
+ //quads.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
// Now we can modify vertices
//glUnmapBuffer(GL_ARRAY_BUFFER);
}
@@ -2775,6 +2694,83 @@ static void UpdateBuffers(void)
// Unbind the current VAO
if (vaoSupported) glBindVertexArray(0);
}
+
+// Unload default buffers vertex data from CPU and GPU
+static void UnloadDefaultBuffers(void)
+{
+ // Unbind everything
+ if (vaoSupported) glBindVertexArray(0);
+ glDisableVertexAttribArray(0);
+ glDisableVertexAttribArray(1);
+ glDisableVertexAttribArray(2);
+ glDisableVertexAttribArray(3);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+
+ // Delete VBOs from GPU (VRAM)
+ glDeleteBuffers(1, &linesBuffer[0]);
+ glDeleteBuffers(1, &linesBuffer[1]);
+ glDeleteBuffers(1, &trianglesBuffer[0]);
+ glDeleteBuffers(1, &trianglesBuffer[1]);
+ glDeleteBuffers(1, &quadsBuffer[0]);
+ glDeleteBuffers(1, &quadsBuffer[1]);
+ glDeleteBuffers(1, &quadsBuffer[2]);
+ glDeleteBuffers(1, &quadsBuffer[3]);
+
+ if (vaoSupported)
+ {
+ // Delete VAOs from GPU (VRAM)
+ glDeleteVertexArrays(1, &vaoLines);
+ glDeleteVertexArrays(1, &vaoTriangles);
+ glDeleteVertexArrays(1, &vaoQuads);
+ }
+
+ // Free vertex arrays memory from CPU (RAM)
+ free(lines.vertices);
+ free(lines.colors);
+
+ free(triangles.vertices);
+ free(triangles.colors);
+
+ free(quads.vertices);
+ free(quads.texcoords);
+ free(quads.colors);
+ free(quads.indices);
+}
+
+// Read text data from file
+// NOTE: text chars array should be freed manually
+static char *ReadTextFile(const char *fileName)
+{
+ FILE *textFile;
+ char *text = NULL;
+
+ int count = 0;
+
+ if (fileName != NULL)
+ {
+ textFile = fopen(fileName,"rt");
+
+ if (textFile != NULL)
+ {
+ fseek(textFile, 0, SEEK_END);
+ count = ftell(textFile);
+ rewind(textFile);
+
+ if (count > 0)
+ {
+ text = (char *)malloc(sizeof(char)*(count + 1));
+ count = fread(text, sizeof(char), count, textFile);
+ text[count] = '\0';
+ }
+
+ fclose(textFile);
+ }
+ else TraceLog(WARNING, "[%s] Text file could not be opened", fileName);
+ }
+
+ return text;
+}
#endif //defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
#if defined(GRAPHICS_API_OPENGL_11)
@@ -2905,7 +2901,6 @@ static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight)
#endif
#if defined(RLGL_STANDALONE)
-
// Output a trace log message
// NOTE: Expected msgType: (0)Info, (1)Error, (2)Warning
static void TraceLog(int msgType, const char *text, ...)
diff --git a/examples/oculus_glfw_sample/rlgl.h b/examples/oculus_glfw_sample/rlgl.h
index 714961e1..99427929 100644
--- a/examples/oculus_glfw_sample/rlgl.h
+++ b/examples/oculus_glfw_sample/rlgl.h
@@ -273,7 +273,7 @@ int rlGetVersion(void); // Returns current OpenGL versio
//------------------------------------------------------------------------------------
void rlglInit(void); // Initialize rlgl (shaders, VAO, VBO...)
void rlglClose(void); // De-init rlgl
-void rlglDraw(void); // Draw VAO/VBO
+void rlglDraw(Matrix mvp); // Draw VAO/VBO
void rlglInitGraphics(int offsetX, int offsetY, int width, int height); // Initialize Graphics (OpenGL stuff)
unsigned int rlglLoadTexture(void *data, int width, int height, int textureFormat, int mipmapCount); // Load texture in GPU
@@ -292,11 +292,6 @@ Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view); // Get world
unsigned char *rlglReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
void *rlglReadTexturePixels(Texture2D texture); // Read texture pixel data
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-void PrintProjectionMatrix(void); // DEBUG: Print projection matrix
-void PrintModelviewMatrix(void); // DEBUG: Print modelview matrix
-#endif
-
#if defined(RLGL_STANDALONE)
//------------------------------------------------------------------------------------
// Shaders System Functions (Module: rlgl)
@@ -309,13 +304,10 @@ void SetCustomShader(Shader shader); // Set custo
void SetDefaultShader(void); // Set default shader to be used in batch draw
void SetModelShader(Model *model, Shader shader); // Link a shader to a model
-int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
-void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
-void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
-void SetShaderMapDiffuse(Shader *shader, Texture2D texture); // Default diffuse shader map texture assignment
-void SetShaderMapNormal(Shader *shader, const char *uniformName, Texture2D texture); // Normal map texture shader assignment
-void SetShaderMapSpecular(Shader *shader, const char *uniformName, Texture2D texture); // Specular map texture shader assignment
-void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textureUnit); // TODO: Generic shader map assignment
+int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
+void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
+void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
+void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied)
#endif
diff --git a/examples/shaders_model_shader.c b/examples/shaders_model_shader.c
index b302f631..a1e00671 100644
--- a/examples/shaders_model_shader.c
+++ b/examples/shaders_model_shader.c
@@ -37,8 +37,8 @@ int main()
Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
"resources/shaders/glsl330/grayscale.fs"); // Load model shader
- SetModelShader(&dwarf, shader); // Set shader effect to 3d model
- SetModelTexture(&dwarf, texture); // Bind texture to model
+ dwarf.material.shader = shader; // Set shader effect to 3d model
+ dwarf.material.texDiffuse = texture; // Bind texture to model
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
diff --git a/src/core.c b/src/core.c
index 669010f9..54d42f83 100644
--- a/src/core.c
+++ b/src/core.c
@@ -1448,6 +1448,7 @@ static void InitDisplay(int width, int height)
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Profiles Hint: Only 3.3 and above!
// Other values: GLFW_OPENGL_ANY_PROFILE, GLFW_OPENGL_COMPAT_PROFILE
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_FALSE); // Fordward Compatibility Hint: Only 3.3 and above!
+ //glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
}
if (fullscreen)
diff --git a/src/models.c b/src/models.c
index 0bb2b8d6..7d24e383 100644
--- a/src/models.c
+++ b/src/models.c
@@ -55,7 +55,9 @@ extern unsigned int whiteTexture;
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
-static Mesh LoadOBJ(const char *fileName);
+static Mesh LoadOBJ(const char *fileName); // Load OBJ mesh data
+static Material LoadMTL(const char *fileName); // Load MTL material data
+
static Mesh GenMeshHeightmap(Image image, Vector3 size);
static Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);
@@ -542,24 +544,19 @@ void DrawGizmo(Vector3 position)
Model LoadModel(const char *fileName)
{
Model model = { 0 };
- Mesh mesh = { 0 };
- // NOTE: Initialize default data for model in case loading fails, maybe a cube?
+ // TODO: Initialize default data for model in case loading fails, maybe a cube?
- if (strcmp(GetExtension(fileName),"obj") == 0) mesh = LoadOBJ(fileName);
+ if (strcmp(GetExtension(fileName),"obj") == 0) model.mesh = LoadOBJ(fileName);
else TraceLog(WARNING, "[%s] Model extension not recognized, it can't be loaded", fileName);
- // NOTE: At this point we have all vertex, texcoord, normal data for the model in mesh struct
-
- if (mesh.vertexCount == 0) TraceLog(WARNING, "Model could not be loaded");
+ if (model.mesh.vertexCount == 0) TraceLog(WARNING, "Model could not be loaded");
else
{
- // NOTE: model properties (transform, texture, shader) are initialized inside rlglLoadModel()
- model = rlglLoadModel(mesh); // Upload vertex data to GPU
-
- // NOTE: Now that vertex data is uploaded to GPU VRAM, we can free arrays from CPU RAM
- // We don't need CPU vertex data on OpenGL 3.3 or ES2... for static meshes...
- // ...but we could keep CPU vertex data in case we need to update the mesh
+ rlglLoadMesh(&model.mesh); // Upload vertex data to GPU
+
+ model.transform = MatrixIdentity();
+ model.material = LoadDefaultMaterial();
}
return model;
@@ -568,22 +565,111 @@ Model LoadModel(const char *fileName)
// Load a 3d model (from vertex data)
Model LoadModelEx(Mesh data)
{
- Model model;
+ Model model = { 0 };
- // NOTE: model properties (transform, texture, shader) are initialized inside rlglLoadModel()
- model = rlglLoadModel(data); // Upload vertex data to GPU
+ rlglLoadMesh(&data); // Upload vertex data to GPU
- // NOTE: Vertex data is managed externally, must be deallocated manually
+ model.transform = MatrixIdentity();
+ model.material = LoadDefaultMaterial();
return model;
}
+// Load a 3d model from rRES file (raylib Resource)
+Model LoadModelFromRES(const char *rresName, int resId)
+{
+ Model model = { 0 };
+ bool found = false;
+
+ char id[4]; // rRES file identifier
+ unsigned char version; // rRES file version and subversion
+ char useless; // rRES header reserved data
+ short numRes;
+
+ ResInfoHeader infoHeader;
+
+ FILE *rresFile = fopen(rresName, "rb");
+
+ if (rresFile == NULL)
+ {
+ TraceLog(WARNING, "[%s] rRES raylib resource file could not be opened", rresName);
+ }
+ else
+ {
+ // Read rres file (basic file check - id)
+ fread(&id[0], sizeof(char), 1, rresFile);
+ fread(&id[1], sizeof(char), 1, rresFile);
+ fread(&id[2], sizeof(char), 1, rresFile);
+ fread(&id[3], sizeof(char), 1, rresFile);
+ fread(&version, sizeof(char), 1, rresFile);
+ fread(&useless, sizeof(char), 1, rresFile);
+
+ if ((id[0] != 'r') && (id[1] != 'R') && (id[2] != 'E') &&(id[3] != 'S'))
+ {
+ TraceLog(WARNING, "[%s] This is not a valid raylib resource file", rresName);
+ }
+ else
+ {
+ // Read number of resources embedded
+ fread(&numRes, sizeof(short), 1, rresFile);
+
+ for (int i = 0; i < numRes; i++)
+ {
+ fread(&infoHeader, sizeof(ResInfoHeader), 1, rresFile);
+
+ if (infoHeader.id == resId)
+ {
+ found = true;
+
+ // Check data is of valid MODEL type
+ if (infoHeader.type == 8)
+ {
+ // TODO: Load model data
+ }
+ else
+ {
+ TraceLog(WARNING, "[%s] Required resource do not seem to be a valid MODEL resource", rresName);
+ }
+ }
+ else
+ {
+ // Depending on type, skip the right amount of parameters
+ switch (infoHeader.type)
+ {
+ case 0: fseek(rresFile, 6, SEEK_CUR); break; // IMAGE: Jump 6 bytes of parameters
+ case 1: fseek(rresFile, 6, SEEK_CUR); break; // SOUND: Jump 6 bytes of parameters
+ case 2: fseek(rresFile, 5, SEEK_CUR); break; // MODEL: Jump 5 bytes of parameters (TODO: Review)
+ case 3: break; // TEXT: No parameters
+ case 4: break; // RAW: No parameters
+ default: break;
+ }
+
+ // Jump DATA to read next infoHeader
+ fseek(rresFile, infoHeader.size, SEEK_CUR);
+ }
+ }
+ }
+
+ fclose(rresFile);
+ }
+
+ if (!found) TraceLog(WARNING, "[%s] Required resource id [%i] could not be found in the raylib resource file", rresName, resId);
+
+ return model;
+}
+
// Load a heightmap image as a 3d model
// NOTE: model map size is defined in generic units
Model LoadHeightmap(Image heightmap, Vector3 size)
{
- Mesh mesh = GenMeshHeightmap(heightmap, size);
- Model model = rlglLoadModel(mesh);
+ Model model = { 0 };
+
+ model.mesh = GenMeshHeightmap(heightmap, size);
+
+ rlglLoadMesh(&model.mesh);
+
+ model.transform = MatrixIdentity();
+ model.material = LoadDefaultMaterial();
return model;
}
@@ -591,8 +677,14 @@ Model LoadHeightmap(Image heightmap, Vector3 size)
// Load a map image as a 3d model (cubes based)
Model LoadCubicmap(Image cubicmap)
{
- Mesh mesh = GenMeshCubicmap(cubicmap, (Vector3){ 1.0, 1.0, 1.5f });
- Model model = rlglLoadModel(mesh);
+ Model model = { 0 };
+
+ model.mesh = GenMeshCubicmap(cubicmap, (Vector3){ 1.0, 1.0, 1.5f });
+
+ rlglLoadMesh(&model.mesh);
+
+ model.transform = MatrixIdentity();
+ model.material = LoadDefaultMaterial();
return model;
}
@@ -603,23 +695,54 @@ void UnloadModel(Model model)
// Unload mesh data
free(model.mesh.vertices);
free(model.mesh.texcoords);
- free(model.mesh.normals);
- free(model.mesh.colors);
- //if (model.mesh.texcoords2 != NULL) free(model.mesh.texcoords2); // Not used
- //if (model.mesh.tangents != NULL) free(model.mesh.tangents); // Not used
+ if (model.mesh.normals != NULL) free(model.mesh.normals);
+ if (model.mesh.colors != NULL) free(model.mesh.colors);
+ if (model.mesh.tangents != NULL) free(model.mesh.tangents);
+ if (model.mesh.texcoords2 != NULL) free(model.mesh.texcoords2);
TraceLog(INFO, "Unloaded model data from RAM (CPU)");
rlDeleteBuffers(model.mesh.vboId[0]); // vertex
rlDeleteBuffers(model.mesh.vboId[1]); // texcoords
rlDeleteBuffers(model.mesh.vboId[2]); // normals
- //rlDeleteBuffers(model.mesh.vboId[3]); // texcoords2 (NOT USED)
- //rlDeleteBuffers(model.mesh.vboId[4]); // tangents (NOT USED)
- //rlDeleteBuffers(model.mesh.vboId[5]); // colors (NOT USED)
+ rlDeleteBuffers(model.mesh.vboId[3]); // colors
+ rlDeleteBuffers(model.mesh.vboId[4]); // tangents
+ rlDeleteBuffers(model.mesh.vboId[5]); // texcoords2
rlDeleteVertexArrays(model.mesh.vaoId);
}
+// Load material data (from file)
+Material LoadMaterial(const char *fileName)
+{
+ Material material = { 0 };
+
+ if (strcmp(GetExtension(fileName),"mtl") == 0) material = LoadMTL(fileName);
+ else TraceLog(WARNING, "[%s] Material extension not recognized, it can't be loaded", fileName);
+
+ return material;
+}
+
+// Load default material (uses default models shader)
+Material LoadDefaultMaterial(void)
+{
+ Material material = { 0 };
+
+ material.shader = GetDefaultShader();
+ material.texDiffuse = GetDefaultTexture(); // White texture (1x1 pixel)
+ //material.texNormal; // NOTE: By default, not set
+ //material.texSpecular; // NOTE: By default, not set
+
+ material.colDiffuse = WHITE; // Diffuse color
+ material.colAmbient = WHITE; // Ambient color
+ material.colSpecular = WHITE; // Specular color
+
+ material.glossiness = 100.0f; // Glossiness level
+ material.normalDepth = 1.0f; // Normal map depth
+
+ return material;
+}
+
// Link a texture to a model
void SetModelTexture(Model *model, Texture2D texture)
{
@@ -632,7 +755,7 @@ static Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
{
#define GRAY_VALUE(c) ((c.r+c.g+c.b)/3)
- Mesh mesh;
+ Mesh mesh = { 0 };
int mapX = heightmap.width;
int mapZ = heightmap.height;
@@ -647,7 +770,7 @@ static Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
mesh.vertices = (float *)malloc(mesh.vertexCount*3*sizeof(float));
mesh.normals = (float *)malloc(mesh.vertexCount*3*sizeof(float));
mesh.texcoords = (float *)malloc(mesh.vertexCount*2*sizeof(float));
- mesh.colors = (unsigned char *)malloc(mesh.vertexCount*4*sizeof(unsigned char)); // Not used...
+ mesh.colors = NULL;
int vCounter = 0; // Used to count vertices float by float
int tcCounter = 0; // Used to count texcoords float by float
@@ -730,16 +853,12 @@ static Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
free(pixels);
- // Fill color data
- // NOTE: Not used any more... just one plain color defined at DrawModel()
- for (int i = 0; i < (4*mesh.vertexCount); i++) mesh.colors[i] = 255;
-
return mesh;
}
static Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
{
- Mesh mesh;
+ Mesh mesh = { 0 };
Color *cubicmapPixels = GetImageData(cubicmap);
@@ -1048,11 +1167,7 @@ static Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
mesh.vertices = (float *)malloc(mesh.vertexCount*3*sizeof(float));
mesh.normals = (float *)malloc(mesh.vertexCount*3*sizeof(float));
mesh.texcoords = (float *)malloc(mesh.vertexCount*2*sizeof(float));
- mesh.colors = (unsigned char *)malloc(mesh.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*mesh.vertexCount); i++) mesh.colors[i] = 255;
+ mesh.colors = NULL;
int fCounter = 0;
@@ -1100,31 +1215,59 @@ void DrawModel(Model model, Vector3 position, float scale, Color tint)
{
Vector3 vScale = { scale, scale, scale };
Vector3 rotationAxis = { 0.0f, 0.0f, 0.0f };
-
+
DrawModelEx(model, position, rotationAxis, 0.0f, vScale, tint);
}
// Draw a model with extended parameters
void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint)
{
- // NOTE: Rotation must be provided in degrees, it's converted to radians inside rlglDrawModel()
- rlglDrawModel(model, position, rotationAxis, rotationAngle, scale, tint, false);
+ // Calculate transformation matrix from function parameters
+ // Get transform matrix (rotation -> scale -> translation)
+ Matrix matRotation = MatrixRotate(rotationAxis, rotationAngle*DEG2RAD);
+ Matrix matScale = MatrixScale(scale.x, scale.y, scale.z);
+ Matrix matTranslation = MatrixTranslate(position.x, position.y, position.z);
+
+ // Combine model transformation matrix (model.transform) with matrix generated by function parameters (matTransform)
+ //Matrix matModel = MatrixMultiply(model.transform, matTransform); // Transform to world-space coordinates
+
+ model.transform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation);
+ model.material.colDiffuse = tint;
+
+ rlglDrawEx(model.mesh, model.material, model.transform, false);
}
// Draw a model wires (with texture if set)
-void DrawModelWires(Model model, Vector3 position, float scale, Color color)
+void DrawModelWires(Model model, Vector3 position, float scale, Color tint)
{
Vector3 vScale = { scale, scale, scale };
Vector3 rotationAxis = { 0.0f, 0.0f, 0.0f };
- rlglDrawModel(model, position, rotationAxis, 0.0f, vScale, color, true);
+ // Calculate transformation matrix from function parameters
+ // Get transform matrix (rotation -> scale -> translation)
+ Matrix matRotation = MatrixRotate(rotationAxis, 0.0f);
+ Matrix matScale = MatrixScale(vScale.x, vScale.y, vScale.z);
+ Matrix matTranslation = MatrixTranslate(position.x, position.y, position.z);
+
+ model.transform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation);
+ model.material.colDiffuse = tint;
+
+ rlglDrawEx(model.mesh, model.material, model.transform, true);
}
// Draw a model wires (with texture if set) with extended parameters
void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint)
{
- // NOTE: Rotation must be provided in degrees, it's converted to radians inside rlglDrawModel()
- rlglDrawModel(model, position, rotationAxis, rotationAngle, scale, tint, true);
+ // Calculate transformation matrix from function parameters
+ // Get transform matrix (rotation -> scale -> translation)
+ Matrix matRotation = MatrixRotate(rotationAxis, rotationAngle*DEG2RAD);
+ Matrix matScale = MatrixScale(scale.x, scale.y, scale.z);
+ Matrix matTranslation = MatrixTranslate(position.x, position.y, position.z);
+
+ model.transform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation);
+ model.material.colDiffuse = tint;
+
+ rlglDrawEx(model.mesh, model.material, model.transform, true);
}
// Draw a billboard
@@ -1742,7 +1885,7 @@ static Mesh LoadOBJ(const char *fileName)
mesh.vertices = (float *)malloc(mesh.vertexCount*3*sizeof(float));
mesh.texcoords = (float *)malloc(mesh.vertexCount*2*sizeof(float));
mesh.normals = (float *)malloc(mesh.vertexCount*3*sizeof(float));
- mesh.colors = (unsigned char *)malloc(mesh.vertexCount*4*sizeof(unsigned char));
+ mesh.colors = NULL;
int vCounter = 0; // Used to count vertices float by float
int tcCounter = 0; // Used to count texcoords float by float
@@ -1841,10 +1984,6 @@ static Mesh LoadOBJ(const char *fileName)
// Security check, just in case no normals or no texcoords defined in OBJ
if (numTexCoords == 0) for (int i = 0; i < (2*mesh.vertexCount); i++) mesh.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*mesh.vertexCount); i++) mesh.colors[i] = 255;
// Now we can free temp mid* arrays
free(midVertices);
@@ -1856,3 +1995,163 @@ static Mesh LoadOBJ(const char *fileName)
return mesh;
}
+
+// Load MTL material data (specs: http://paulbourke.net/dataformats/mtl/)
+// NOTE: Texture map parameters are not supported
+static Material LoadMTL(const char *fileName)
+{
+ #define MAX_BUFFER_SIZE 128
+
+ Material material = { 0 }; // LoadDefaultMaterial();
+
+ char buffer[MAX_BUFFER_SIZE];
+ Vector3 color = { 1.0f, 1.0f, 1.0f };
+ char *mapFileName;
+
+ FILE *mtlFile;
+
+ mtlFile = fopen(fileName, "rt");
+
+ if (mtlFile == NULL)
+ {
+ TraceLog(WARNING, "[%s] MTL file could not be opened", fileName);
+ return material;
+ }
+
+ while(!feof(mtlFile))
+ {
+ fgets(buffer, MAX_BUFFER_SIZE, mtlFile);
+
+ switch (buffer[0])
+ {
+ case 'n': // newmtl string Material name. Begins a new material description.
+ {
+ // TODO: Support multiple materials in a single .mtl
+ sscanf(buffer, "newmtl %s", mapFileName);
+
+ TraceLog(INFO, "[%s] Loading material...", mapFileName);
+ }
+ case 'i': // illum int Illumination model
+ {
+ // illum = 1 if specular disabled
+ // illum = 2 if specular enabled (lambertian model)
+ // ...
+ }
+ case 'K': // Ka, Kd, Ks, Ke
+ {
+ switch (buffer[1])
+ {
+ case 'a': // Ka float float float Ambient color (RGB)
+ {
+ sscanf(buffer, "Ka %f %f %f", &color.x, &color.y, &color.z);
+ material.colAmbient.r = (unsigned char)(color.x*255);
+ material.colAmbient.g = (unsigned char)(color.y*255);
+ material.colAmbient.b = (unsigned char)(color.z*255);
+ } break;
+ case 'd': // Kd float float float Diffuse color (RGB)
+ {
+ sscanf(buffer, "Kd %f %f %f", &color.x, &color.y, &color.z);
+ material.colDiffuse.r = (unsigned char)(color.x*255);
+ material.colDiffuse.g = (unsigned char)(color.y*255);
+ material.colDiffuse.b = (unsigned char)(color.z*255);
+ } break;
+ case 's': // Ks float float float Specular color (RGB)
+ {
+ sscanf(buffer, "Ks %f %f %f", &color.x, &color.y, &color.z);
+ material.colSpecular.r = (unsigned char)(color.x*255);
+ material.colSpecular.g = (unsigned char)(color.y*255);
+ material.colSpecular.b = (unsigned char)(color.z*255);
+ } break;
+ case 'e': // Ke float float float Emmisive color (RGB)
+ {
+ // TODO: Support Ke ?
+ } break;
+ default: break;
+ }
+ } break;
+ case 'N': // Ns, Ni
+ {
+ if (buffer[1] == 's') // Ns int Shininess (specular exponent). Ranges from 0 to 1000.
+ {
+ sscanf(buffer, "Ns %i", &material.glossiness);
+ }
+ else if (buffer[1] == 'i') // Ni int Refraction index.
+ {
+ // Not supported...
+ }
+ } break;
+ case 'm': // map_Kd, map_Ks, map_Ka, map_Bump, map_d
+ {
+ switch (buffer[4])
+ {
+ case 'K': // Color texture maps
+ {
+ if (buffer[5] == 'd') // map_Kd string Diffuse color texture map.
+ {
+ sscanf(buffer, "map_Kd %s", mapFileName);
+ if (mapFileName != NULL) material.texDiffuse = LoadTexture(mapFileName);
+ }
+ else if (buffer[5] == 's') // map_Ks string Specular color texture map.
+ {
+ sscanf(buffer, "map_Ks %s", mapFileName);
+ if (mapFileName != NULL) material.texSpecular = LoadTexture(mapFileName);
+ }
+ else if (buffer[5] == 'a') // map_Ka string Ambient color texture map.
+ {
+ // Not supported...
+ }
+ } break;
+ case 'B': // map_Bump string Bump texture map.
+ {
+ sscanf(buffer, "map_Bump %s", mapFileName);
+ if (mapFileName != NULL) material.texNormal = LoadTexture(mapFileName);
+ } break;
+ case 'b': // map_bump string Bump texture map.
+ {
+ sscanf(buffer, "map_bump %s", mapFileName);
+ if (mapFileName != NULL) material.texNormal = LoadTexture(mapFileName);
+ } break;
+ case 'd': // map_d string Opacity texture map.
+ {
+ // Not supported...
+ } break;
+ default: break;
+ }
+ } break;
+ case 'd': // d, disp
+ {
+ if (buffer[1] == ' ') // d float Dissolve factor. d is inverse of Tr
+ {
+ float alpha = 1.0f;
+ sscanf(buffer, "d %f", &alpha);
+ material.colDiffuse.a = (unsigned char)(alpha*255);
+ }
+ else if (buffer[1] == 'i') // disp string Displacement map
+ {
+ // Not supported...
+ }
+ } break;
+ case 'b': // bump string Bump texture map
+ {
+ sscanf(buffer, "bump %s", mapFileName);
+ if (mapFileName != NULL) material.texNormal = LoadTexture(mapFileName);
+ } break;
+ case 'T': // Tr float Transparency Tr (alpha). Tr is inverse of d
+ {
+ float ialpha = 0.0f;
+ sscanf(buffer, "Tr %f", &ialpha);
+ material.colDiffuse.a = (unsigned char)((1.0f - ialpha)*255);
+
+ } break;
+ case 'r': // refl string Reflection texture map
+ default: break;
+ }
+ }
+
+ fclose(mtlFile);
+
+ // NOTE: At this point we have all material data
+ TraceLog(INFO, "[%s] Material loaded successfully", fileName);
+
+ return material;
+}
diff --git a/src/raylib.h b/src/raylib.h
index 63ab0a5c..d464c8e9 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -369,12 +369,12 @@ typedef struct BoundingBox {
// Vertex data definning a mesh
typedef struct Mesh {
int vertexCount; // num vertices
- float *vertices; // vertex position (XYZ - 3 components per vertex)
- float *texcoords; // vertex texture coordinates (UV - 2 components per vertex)
- float *texcoords2; // vertex second texture coordinates (useful for lightmaps)
- float *normals; // vertex normals (XYZ - 3 components per vertex)
- float *tangents; // vertex tangents (XYZ - 3 components per vertex)
- unsigned char *colors; // vertex colors (RGBA - 4 components per vertex)
+ float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0)
+ float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
+ float *texcoords2; // vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
+ float *normals; // vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
+ float *tangents; // vertex tangents (XYZ - 3 components per vertex) (shader-location = 4)
+ unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
BoundingBox bounds; // mesh limits defined by min and max points
@@ -386,11 +386,13 @@ typedef struct Mesh {
typedef struct Shader {
unsigned int id; // Shader program id
- // Variable attributes locations
- int vertexLoc; // Vertex attribute location point (vertex shader)
- int texcoordLoc; // Texcoord attribute location point (vertex shader)
- int normalLoc; // Normal attribute location point (vertex shader)
- int colorLoc; // Color attibute location point (vertex shader)
+ // Vertex attributes locations (default locations)
+ int vertexLoc; // Vertex attribute location point (default-location = 0)
+ int texcoordLoc; // Texcoord attribute location point (default-location = 1)
+ int normalLoc; // Normal attribute location point (default-location = 2)
+ int colorLoc; // Color attibute location point (default-location = 3)
+ int tangentLoc; // Tangent attribute location point (default-location = 4)
+ int texcoord2Loc; // Texcoord2 attribute location point (default-location = 5)
// Uniform locations
int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
@@ -801,17 +803,20 @@ void DrawGizmo(Vector3 position);
//------------------------------------------------------------------------------------
// Model 3d Loading and Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
-Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
-Model LoadModelEx(Mesh data); // Load a 3d model (from mesh data)
-//Model LoadModelFromRES(const char *rresName, int resId); // TODO: Load a 3d model from rRES file (raylib Resource)
-Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model
-Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
-void UnloadModel(Model model); // Unload 3d model from memory
-void SetModelTexture(Model *model, Texture2D texture); // Link a texture to a model
+Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
+Model LoadModelEx(Mesh data); // Load a 3d model (from mesh data)
+Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d model from rRES file (raylib Resource)
+Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model
+Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
+void UnloadModel(Model model); // Unload 3d model from memory
+void SetModelTexture(Model *model, Texture2D texture); // Link a texture to a model
+
+Material LoadMaterial(const char *fileName); // Load material data (from file)
+Material LoadDefaultMaterial(void); // Load default material (uses default models shader)
void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
-void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires (with texture if set)
+void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
@@ -832,11 +837,11 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
// NOTE: This functions are useless when using OpenGL 1.1
//------------------------------------------------------------------------------------
Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
-unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr); // Load custom shaders strings and return program id
void UnloadShader(Shader shader); // Unload a custom shader from memory
void SetDefaultShader(void); // Set default shader to be used in batch draw
void SetCustomShader(Shader shader); // Set custom shader to be used in batch draw
-void SetModelShader(Model *model, Shader shader); // Link a shader to a model
+Shader GetDefaultShader(void); // Get default shader
+Texture2D GetDefaultTexture(void); // Get default texture
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
diff --git a/src/rlgl.c b/src/rlgl.c
index 9112e47e..33f12deb 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -115,6 +115,15 @@
#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
#endif
+
+// Default vertex attribute names on shader to set location points
+#define DEFAULT_ATTRIB_POSITION_NAME "vertexPosition" // shader-location = 0
+#define DEFAULT_ATTRIB_TEXCOORD_NAME "vertexTexCoord" // shader-location = 1
+#define DEFAULT_ATTRIB_NORMAL_NAME "vertexNormal" // shader-location = 2
+#define DEFAULT_ATTRIB_COLOR_NAME "vertexColor" // shader-location = 3
+#define DEFAULT_ATTRIB_TANGENT_NAME "vertexTangent" // shader-location = 4
+#define DEFAULT_ATTRIB_TEXCOORD2_NAME "vertexTexCoord2" // shader-location = 5
+
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
@@ -255,14 +264,16 @@ unsigned int whiteTexture;
//----------------------------------------------------------------------------------
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
static void LoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int compressedFormat);
+static unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr); // Load custom shader strings and return program id
-static Shader LoadDefaultShader(void);
-static void LoadDefaultShaderLocations(Shader *shader);
-static void UnloadDefaultShader(void);
+static Shader LoadDefaultShader(void); // Load default shader (just vertex positioning and texture coloring)
+static void LoadDefaultShaderLocations(Shader *shader); // Bind default shader locations (attributes and uniforms)
+static void UnloadDefaultShader(void); // Unload default shader
-static void LoadDefaultBuffers(void);
-static void UpdateDefaultBuffers(void);
-static void UnloadDefaultBuffers(void);
+static void LoadDefaultBuffers(void); // Load default internal buffers (lines, triangles, quads)
+static void UpdateDefaultBuffers(void); // Update default internal buffers (VAOs/VBOs) with vertex data
+static void DrawDefaultBuffers(void); // Draw default internal buffers vertex data
+static void UnloadDefaultBuffers(void); // Unload default internal buffers vertex data from CPU and GPU
static char *ReadTextFile(const char *fileName);
#endif
@@ -809,9 +820,11 @@ void rlDeleteVertexArrays(unsigned int id)
void rlDeleteBuffers(unsigned int id)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glDeleteBuffers(1, &id);
-
- if (!vaoSupported) TraceLog(INFO, "[VBO ID %i] Unloaded model vertex data from VRAM (GPU)", id);
+ if (id != 0)
+ {
+ glDeleteBuffers(1, &id);
+ if (!vaoSupported) TraceLog(INFO, "[VBO ID %i] Unloaded model vertex data from VRAM (GPU)", id);
+ }
#endif
}
@@ -1061,167 +1074,12 @@ void rlglDraw(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
UpdateDefaultBuffers();
-
- if ((lines.vCounter > 0) || (triangles.vCounter > 0) || (quads.vCounter > 0))
- {
- glUseProgram(currentShader.id);
-
- Matrix matMVP = MatrixMultiply(modelview, projection); // Create modelview-projection matrix
-
- glUniformMatrix4fv(currentShader.mvpLoc, 1, false, MatrixToFloat(matMVP));
- glUniform1i(currentShader.mapDiffuseLoc, 0);
- glUniform4f(currentShader.tintColorLoc, 1.0f, 1.0f, 1.0f, 1.0f);
- }
-
- // NOTE: We draw in this order: lines, triangles, quads
-
- if (lines.vCounter > 0)
- {
- glBindTexture(GL_TEXTURE_2D, whiteTexture);
-
- if (vaoSupported)
- {
- glBindVertexArray(vaoLines);
- }
- else
- {
- glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[0]);
- glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(currentShader.vertexLoc);
-
- if (currentShader.colorLoc != -1)
- {
- glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[1]);
- glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
- glEnableVertexAttribArray(currentShader.colorLoc);
- }
- }
-
- glDrawArrays(GL_LINES, 0, lines.vCounter);
-
- if (!vaoSupported) glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindTexture(GL_TEXTURE_2D, 0);
- }
-
- if (triangles.vCounter > 0)
- {
- glBindTexture(GL_TEXTURE_2D, whiteTexture);
-
- if (vaoSupported)
- {
- glBindVertexArray(vaoTriangles);
- }
- else
- {
- glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[0]);
- glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(currentShader.vertexLoc);
-
- if (currentShader.colorLoc != -1)
- {
- glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[1]);
- glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
- glEnableVertexAttribArray(currentShader.colorLoc);
- }
- }
-
- glDrawArrays(GL_TRIANGLES, 0, triangles.vCounter);
-
- if (!vaoSupported) glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindTexture(GL_TEXTURE_2D, 0);
- }
-
- if (quads.vCounter > 0)
- {
- int quadsCount = 0;
- int numIndicesToProcess = 0;
- int indicesOffset = 0;
-
- if (vaoSupported)
- {
- glBindVertexArray(vaoQuads);
- }
- else
- {
- // Enable vertex attributes
- glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[0]);
- glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(currentShader.vertexLoc);
-
- glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[1]);
- glVertexAttribPointer(currentShader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(currentShader.texcoordLoc);
-
- if (currentShader.colorLoc != -1)
- {
- glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[2]);
- glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
- glEnableVertexAttribArray(currentShader.colorLoc);
- }
-
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quadsBuffer[3]);
- }
-
- //TraceLog(DEBUG, "Draws required per frame: %i", drawsCounter);
-
- for (int i = 0; i < drawsCounter; i++)
- {
- quadsCount = draws[i].vertexCount/4;
- numIndicesToProcess = quadsCount*6; // Get number of Quads * 6 index by Quad
-
- //TraceLog(DEBUG, "Quads to render: %i - Vertex Count: %i", quadsCount, draws[i].vertexCount);
-
- glBindTexture(GL_TEXTURE_2D, draws[i].textureId);
-
- // NOTE: The final parameter tells the GPU the offset in bytes from the start of the index buffer to the location of the first index to process
-#if defined(GRAPHICS_API_OPENGL_33)
- glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_INT, (GLvoid*) (sizeof(GLuint) * indicesOffset));
-#elif defined(GRAPHICS_API_OPENGL_ES2)
- glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_SHORT, (GLvoid*) (sizeof(GLushort) * indicesOffset));
-#endif
- //GLenum err;
- //if ((err = glGetError()) != GL_NO_ERROR) TraceLog(INFO, "OpenGL error: %i", (int)err); //GL_INVALID_ENUM!
-
- indicesOffset += draws[i].vertexCount/4*6;
- }
-
- if (!vaoSupported)
- {
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- }
-
- glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
- }
-
- if (vaoSupported) glBindVertexArray(0); // Unbind VAO
-
- glUseProgram(0); // Unbind shader program
-
- // Reset draws counter
- drawsCounter = 1;
- draws[0].textureId = whiteTexture;
- draws[0].vertexCount = 0;
-
- // Reset vertex counters for next frame
- lines.vCounter = 0;
- lines.cCounter = 0;
-
- triangles.vCounter = 0;
- triangles.cCounter = 0;
-
- quads.vCounter = 0;
- quads.tcCounter = 0;
- quads.cCounter = 0;
-
- // Reset depth for next draw
- currentDepth = -1.0f;
+ DrawDefaultBuffers();
#endif
}
-// Draw a 3d model
-// NOTE: Model transform can come within model struct
-void rlglDrawModel(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color color, bool wires)
+// Draw a 3d mesh with material and transform
+void rlglDrawEx(Mesh mesh, Material material, Matrix transform, bool wires)
{
#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
// NOTE: glPolygonMode() not available on OpenGL ES
@@ -1230,128 +1088,134 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotationAxis, float ro
#if defined(GRAPHICS_API_OPENGL_11)
glEnable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, model.material.texDiffuse.id);
+ glBindTexture(GL_TEXTURE_2D, material.texDiffuse.id);
// NOTE: On OpenGL 1.1 we use Vertex Arrays to draw model
- glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array
- glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable texture coords array
- glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array
+ glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable texture coords array
+ if (mesh.normals != NULL) glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array
+ if (mesh.colors != NULL) glEnableClientState(GL_COLOR_ARRAY); // Enable colors array
- glVertexPointer(3, GL_FLOAT, 0, model.mesh.vertices); // Pointer to vertex coords array
- glTexCoordPointer(2, GL_FLOAT, 0, model.mesh.texcoords); // Pointer to texture coords array
- 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)
+ glVertexPointer(3, GL_FLOAT, 0, mesh.vertices); // Pointer to vertex coords array
+ glTexCoordPointer(2, GL_FLOAT, 0, mesh.texcoords); // Pointer to texture coords array
+ if (mesh.normals != NULL) glNormalPointer(GL_FLOAT, 0, mesh.normals); // Pointer to normals array
+ if (mesh.colors != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh.colors); // Pointer to colors array
rlPushMatrix();
- rlTranslatef(position.x, position.y, position.z);
- rlScalef(scale.x, scale.y, scale.z);
- rlRotatef(rotationAngle, rotationAxis.x, rotationAxis.y, rotationAxis.z);
-
- rlColor4ub(color.r, color.g, color.b, color.a);
-
- glDrawArrays(GL_TRIANGLES, 0, model.mesh.vertexCount);
+ rlMultMatrixf(MatrixToFloat(transform));
+ rlColor4ub(material.colDiffuse.r, material.colDiffuse.g, material.colDiffuse.b, material.colDiffuse.a);
+ glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
rlPopMatrix();
- glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array
- glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array
- glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array
+ glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array
+ if (mesh.normals != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array
+ if (mesh.colors != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable colors array
glDisable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
#endif
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glUseProgram(model.material.shader.id);
+ glUseProgram(material.shader.id);
// At this point the modelview matrix just contains the view matrix (camera)
// That's because Begin3dMode() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix()
Matrix matView = modelview; // View matrix (camera)
Matrix matProjection = projection; // Projection matrix (perspective)
-
- // Calculate transformation matrix from function parameters
- // Get transform matrix (rotation -> scale -> translation)
- Matrix matRotation = MatrixRotate(rotationAxis, rotationAngle*DEG2RAD);
- Matrix matScale = MatrixScale(scale.x, scale.y, scale.z);
- Matrix matTranslation = MatrixTranslate(position.x, position.y, position.z);
- Matrix matTransform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation);
-
- // Combine model internal transformation matrix (model.transform) with matrix generated by function parameters (matTransform)
- Matrix matModel = MatrixMultiply(model.transform, matTransform); // Transform to world-space coordinates
-
+
// Calculate model-view matrix combining matModel and matView
- Matrix matModelView = MatrixMultiply(matModel, matView); // Transform to camera-space coordinates
+ Matrix matModelView = MatrixMultiply(transform, matView); // Transform to camera-space coordinates
// Calculate model-view-projection matrix (MVP)
Matrix matMVP = MatrixMultiply(matModelView, matProjection); // Transform to screen-space coordinates
// Send combined model-view-projection matrix to shader
- glUniformMatrix4fv(model.material.shader.mvpLoc, 1, false, MatrixToFloat(matMVP));
+ glUniformMatrix4fv(material.shader.mvpLoc, 1, false, MatrixToFloat(matMVP));
- // Apply color tinting to model
+ // Apply color tinting (material.colDiffuse)
// 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(model.material.shader.tintColorLoc, 1, vColor);
+ float vColor[4] = { (float)material.colDiffuse.r/255, (float)material.colDiffuse.g/255, (float)material.colDiffuse.b/255, (float)material.colDiffuse.a/255 };
+ glUniform4fv(material.shader.tintColorLoc, 1, vColor);
// Set shader textures (diffuse, normal, specular)
glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, model.material.texDiffuse.id);
- glUniform1i(model.material.shader.mapDiffuseLoc, 0); // Texture fits in active texture unit 0
+ glBindTexture(GL_TEXTURE_2D, material.texDiffuse.id);
+ glUniform1i(material.shader.mapDiffuseLoc, 0); // Texture fits in active texture unit 0
- if ((model.material.texNormal.id != 0) && (model.material.shader.mapNormalLoc != -1))
+ if ((material.texNormal.id != 0) && (material.shader.mapNormalLoc != -1))
{
glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_2D, model.material.texNormal.id);
- glUniform1i(model.material.shader.mapNormalLoc, 1); // Texture fits in active texture unit 1
+ glBindTexture(GL_TEXTURE_2D, material.texNormal.id);
+ glUniform1i(material.shader.mapNormalLoc, 1); // Texture fits in active texture unit 1
}
- if ((model.material.texSpecular.id != 0) && (model.material.shader.mapSpecularLoc != -1))
+ if ((material.texSpecular.id != 0) && (material.shader.mapSpecularLoc != -1))
{
glActiveTexture(GL_TEXTURE2);
- glBindTexture(GL_TEXTURE_2D, model.material.texSpecular.id);
- glUniform1i(model.material.shader.mapSpecularLoc, 2); // Texture fits in active texture unit 2
+ glBindTexture(GL_TEXTURE_2D, material.texSpecular.id);
+ glUniform1i(material.shader.mapSpecularLoc, 2); // Texture fits in active texture unit 2
}
if (vaoSupported)
{
- glBindVertexArray(model.mesh.vaoId);
+ glBindVertexArray(mesh.vaoId);
}
else
{
- // Bind model VBO data: vertex position
- glBindBuffer(GL_ARRAY_BUFFER, model.mesh.vboId[0]);
- glVertexAttribPointer(model.material.shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(model.material.shader.vertexLoc);
+ // Bind mesh VBO data: vertex position (shader-location = 0)
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
+ glVertexAttribPointer(material.shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(material.shader.vertexLoc);
- // Bind model VBO data: vertex texcoords
- glBindBuffer(GL_ARRAY_BUFFER, model.mesh.vboId[1]);
- glVertexAttribPointer(model.material.shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(model.material.shader.texcoordLoc);
+ // Bind mesh VBO data: vertex texcoords (shader-location = 1)
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]);
+ glVertexAttribPointer(material.shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(material.shader.texcoordLoc);
- // Bind model VBO data: vertex normals (if available)
- if (model.material.shader.normalLoc != -1)
+ // Bind mesh VBO data: vertex normals (shader-location = 2, if available)
+ if (material.shader.normalLoc != -1)
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]);
+ glVertexAttribPointer(material.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(material.shader.normalLoc);
+ }
+
+ // Bind mesh VBO data: vertex colors (shader-location = 3, if available) , tangents, texcoords2 (if available)
+ if (material.shader.colorLoc != -1)
{
- glBindBuffer(GL_ARRAY_BUFFER, model.mesh.vboId[2]);
- glVertexAttribPointer(model.material.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(model.material.shader.normalLoc);
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]);
+ glVertexAttribPointer(material.shader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+ glEnableVertexAttribArray(material.shader.colorLoc);
}
- // TODO: Bind model VBO data: colors, tangents, texcoords2 (if available)
+ // Bind mesh VBO data: vertex tangents (shader-location = 4, if available)
+ if (material.shader.tangentLoc != -1)
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]);
+ glVertexAttribPointer(material.shader.tangentLoc, 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(material.shader.tangentLoc);
+ }
+
+ // Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available)
+ if (material.shader.texcoord2Loc != -1)
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]);
+ glVertexAttribPointer(material.shader.texcoord2Loc, 2, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(material.shader.texcoord2Loc);
+ }
}
// Draw call!
- glDrawArrays(GL_TRIANGLES, 0, model.mesh.vertexCount);
-
- //glDisableVertexAttribArray(model.shader.vertexLoc);
- //glDisableVertexAttribArray(model.shader.texcoordLoc);
- //if (model.shader.normalLoc != -1) glDisableVertexAttribArray(model.shader.normalLoc);
+ glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
- if (model.material.texNormal.id != 0)
+ if (material.texNormal.id != 0)
{
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, 0);
}
- if (model.material.texSpecular.id != 0)
+ if (material.texSpecular.id != 0)
{
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, 0);
@@ -1808,95 +1672,130 @@ void rlglGenerateMipmaps(Texture2D texture)
glBindTexture(GL_TEXTURE_2D, 0);
}
-// Load vertex data into a VAO (if supported) and VBO
-Model rlglLoadModel(Mesh mesh)
+// Upload vertex data into a VAO (if supported) and VBO
+void rlglLoadMesh(Mesh *mesh)
{
- Model model;
-
- model.mesh = mesh;
- model.mesh.vaoId = 0; // Vertex Array Object
- model.mesh.vboId[0] = 0; // Vertex positions VBO
- model.mesh.vboId[1] = 0; // Vertex texcoords VBO
- model.mesh.vboId[2] = 0; // Vertex normals VBO
-
- // TODO: Consider attributes: color, texcoords2, tangents (if available)
+ mesh->vaoId = 0; // Vertex Array Object
+ mesh->vboId[0] = 0; // Vertex positions VBO
+ mesh->vboId[1] = 0; // Vertex texcoords VBO
+ mesh->vboId[2] = 0; // Vertex normals VBO
+ mesh->vboId[3] = 0; // Vertex colors VBO
+ mesh->vboId[4] = 0; // Vertex tangents VBO
+ mesh->vboId[5] = 0; // Vertex texcoords2 VBO
- model.transform = MatrixIdentity();
-#if defined(GRAPHICS_API_OPENGL_11)
- model.material.texDiffuse.id = 0; // No texture required
- model.material.shader.id = 0; // No shader used
-
-#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- model.material.shader = defaultShader; // Default model shader
-
- model.material.texDiffuse.id = whiteTexture; // Default whiteTexture
- model.material.texDiffuse.width = 1; // Default whiteTexture width
- model.material.texDiffuse.height = 1; // Default whiteTexture height
- model.material.texDiffuse.format = UNCOMPRESSED_R8G8B8A8; // Default whiteTexture format
-
- model.material.texNormal.id = 0; // By default, no normal texture
- model.material.texSpecular.id = 0; // By default, no specular texture
-
- // TODO: Fill default material properties (color, glossiness...)
-
- GLuint vaoModel = 0; // Vertex Array Objects (VAO)
- GLuint vertexBuffer[3]; // Vertex Buffer Objects (VBO)
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ GLuint vaoId = 0; // Vertex Array Objects (VAO)
+ GLuint vboId[6]; // Vertex Buffer Objects (VBOs)
if (vaoSupported)
{
// Initialize Quads VAO (Buffer A)
- glGenVertexArrays(1, &vaoModel);
- glBindVertexArray(vaoModel);
+ glGenVertexArrays(1, &vaoId);
+ glBindVertexArray(vaoId);
}
- // Create buffers for our vertex data (positions, texcoords, normals)
- glGenBuffers(3, vertexBuffer);
+ // NOTE: Attributes must be uploaded considering default locations points
- // NOTE: Default shader is assigned to model, so vbo buffers are properly linked to vertex attribs
- // If model shader is changed, vbo buffers must be re-assigned to new location points (previously loaded)
+ // Enable vertex attributes: position (shader-location = 0)
+ glGenBuffers(1, &vboId[0]);
+ glBindBuffer(GL_ARRAY_BUFFER, vboId[0]);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->vertices, GL_STATIC_DRAW);
+ glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(0);
- // Enable vertex attributes: position
- glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[0]);
- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh.vertexCount, mesh.vertices, GL_STATIC_DRAW);
- glVertexAttribPointer(model.material.shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(model.material.shader.vertexLoc);
+ // Enable vertex attributes: texcoords (shader-location = 1)
+ glGenBuffers(1, &vboId[1]);
+ glBindBuffer(GL_ARRAY_BUFFER, vboId[1]);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords, GL_STATIC_DRAW);
+ glVertexAttribPointer(1, 2, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(1);
- // Enable vertex attributes: texcoords
- glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[1]);
- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh.vertexCount, mesh.texcoords, GL_STATIC_DRAW);
- glVertexAttribPointer(model.material.shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(model.material.shader.texcoordLoc);
-
- // Enable vertex attributes: normals
- glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[2]);
- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh.vertexCount, mesh.normals, GL_STATIC_DRAW);
- glVertexAttribPointer(model.material.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(model.material.shader.normalLoc);
+ // Enable vertex attributes: normals (shader-location = 2)
+ if (mesh->normals != NULL)
+ {
+ glGenBuffers(1, &vboId[2]);
+ glBindBuffer(GL_ARRAY_BUFFER, vboId[2]);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->normals, GL_STATIC_DRAW);
+ glVertexAttribPointer(2, 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(2);
+ }
+ else
+ {
+ // Default color vertex attribute set to WHITE
+ glVertexAttrib3f(2, 1.0f, 1.0f, 1.0f);
+ glDisableVertexAttribArray(2);
+ }
+
+ // Default color vertex attribute (shader-location = 3)
+ if (mesh->colors != NULL)
+ {
+ glGenBuffers(1, &vboId[3]);
+ glBindBuffer(GL_ARRAY_BUFFER, vboId[3]);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*mesh->vertexCount, mesh->colors, GL_STATIC_DRAW);
+ glVertexAttribPointer(3, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+ glEnableVertexAttribArray(3);
+ }
+ else
+ {
+ // Default color vertex attribute set to WHITE
+ glVertexAttrib4f(3, 1.0f, 1.0f, 1.0f, 1.0f);
+ glDisableVertexAttribArray(3);
+ }
+
+ // Default tangent vertex attribute (shader-location = 4)
+ if (mesh->tangents != NULL)
+ {
+ glGenBuffers(1, &vboId[4]);
+ glBindBuffer(GL_ARRAY_BUFFER, vboId[4]);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->tangents, GL_STATIC_DRAW);
+ glVertexAttribPointer(4, 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(4);
+ }
+ else
+ {
+ // Default tangents vertex attribute
+ glVertexAttrib3f(4, 0.0f, 0.0f, 0.0f);
+ glDisableVertexAttribArray(4);
+ }
- glVertexAttrib4f(model.material.shader.colorLoc, 1.0f, 1.0f, 1.0f, 1.0f); // Color vertex attribute set to default: WHITE
- glDisableVertexAttribArray(model.material.shader.colorLoc);
+ // Default texcoord2 vertex attribute (shader-location = 5)
+ if (mesh->texcoords2 != NULL)
+ {
+ glGenBuffers(1, &vboId[5]);
+ glBindBuffer(GL_ARRAY_BUFFER, vboId[5]);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords2, GL_STATIC_DRAW);
+ glVertexAttribPointer(5, 2, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(5);
+ }
+ else
+ {
+ // Default tangents vertex attribute
+ glVertexAttrib2f(5, 0.0f, 0.0f);
+ glDisableVertexAttribArray(5);
+ }
- model.mesh.vboId[0] = vertexBuffer[0]; // Vertex position VBO
- model.mesh.vboId[1] = vertexBuffer[1]; // Texcoords VBO
- model.mesh.vboId[2] = vertexBuffer[2]; // Normals VBO
+ mesh->vboId[0] = vboId[0]; // Vertex position VBO
+ mesh->vboId[1] = vboId[1]; // Texcoords VBO
+ mesh->vboId[2] = vboId[2]; // Normals VBO
+ mesh->vboId[3] = vboId[3]; // Colors VBO
+ mesh->vboId[4] = vboId[4]; // Tangents VBO
+ mesh->vboId[5] = vboId[5]; // Texcoords2 VBO
if (vaoSupported)
{
- if (vaoModel > 0)
+ if (vaoId > 0)
{
- model.mesh.vaoId = vaoModel;
- TraceLog(INFO, "[VAO ID %i] Model uploaded successfully to VRAM (GPU)", vaoModel);
+ mesh->vaoId = vaoId;
+ TraceLog(INFO, "[VAO ID %i] Mesh uploaded successfully to VRAM (GPU)", mesh->vaoId);
}
- else TraceLog(WARNING, "Model could not be uploaded to VRAM (GPU)");
+ else TraceLog(WARNING, "Mesh could not be uploaded to VRAM (GPU)");
}
else
{
- TraceLog(INFO, "[VBO ID %i][VBO ID %i][VBO ID %i] Model uploaded successfully to VRAM (GPU)", model.mesh.vboId[0], model.mesh.vboId[1], model.mesh.vboId[2]);
+ TraceLog(INFO, "[VBOs] Mesh uploaded successfully to VRAM (GPU)");
}
#endif
-
- return model;
}
// Read screen pixel data (color buffer)
@@ -2058,6 +1957,20 @@ void *rlglReadTexturePixels(Texture2D texture)
// NOTE: Those functions are exposed directly to the user in raylib.h
//----------------------------------------------------------------------------------
+// Get default internal texture (white texture)
+Texture2D GetDefaultTexture(void)
+{
+ Texture2D texture;
+
+ texture.id = whiteTexture;
+ texture.width = 1;
+ texture.height = 1;
+ texture.mipmaps = 1;
+ texture.format = UNCOMPRESSED_R8G8B8A8;
+
+ return texture;
+}
+
// Load a custom shader and bind default locations
Shader LoadShader(char *vsFileName, char *fsFileName)
{
@@ -2090,106 +2003,6 @@ Shader LoadShader(char *vsFileName, char *fsFileName)
return shader;
}
-// Load custom shader strings and return program id
-unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr)
-{
- unsigned int program = 0;
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- GLuint vertexShader;
- GLuint fragmentShader;
-
- vertexShader = glCreateShader(GL_VERTEX_SHADER);
- fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
-
- const char *pvs = vShaderStr;
- const char *pfs = fShaderStr;
-
- 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 vertex shader...", vertexShader);
-
- int maxLength = 0;
- int length;
-
- glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &maxLength);
-
- char log[maxLength];
-
- glGetShaderInfoLog(vertexShader, maxLength, &length, log);
-
- TraceLog(INFO, "%s", log);
- }
- else TraceLog(INFO, "[VSHDR ID %i] 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 fragment shader...", fragmentShader);
-
- int maxLength = 0;
- int length;
-
- glGetShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &maxLength);
-
- char log[maxLength];
-
- glGetShaderInfoLog(fragmentShader, maxLength, &length, log);
-
- TraceLog(INFO, "%s", log);
- }
- else TraceLog(INFO, "[FSHDR ID %i] Fragment shader compiled successfully", fragmentShader);
-
- program = glCreateProgram();
-
- glAttachShader(program, vertexShader);
- glAttachShader(program, fragmentShader);
-
- glLinkProgram(program);
-
- // NOTE: All uniform variables are intitialised to 0 when a program links
-
- glGetProgramiv(program, GL_LINK_STATUS, &success);
-
- if (success == GL_FALSE)
- {
- TraceLog(WARNING, "[SHDR ID %i] Failed to link shader program...", program);
-
- int maxLength = 0;
- int length;
-
- glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
-
- char log[maxLength];
-
- glGetProgramInfoLog(program, maxLength, &length, log);
-
- TraceLog(INFO, "%s", log);
-
- glDeleteProgram(program);
-
- program = 0;
- }
- else TraceLog(INFO, "[SHDR ID %i] Shader program loaded successfully", program);
-
- glDeleteShader(vertexShader);
- glDeleteShader(fragmentShader);
-#endif
- return program;
-}
-
// Unload a custom shader from memory
void UnloadShader(Shader shader)
{
@@ -2220,33 +2033,14 @@ void SetDefaultShader(void)
#endif
}
-// Link shader to model
-void SetModelShader(Model *model, Shader shader)
+// Get default shader
+Shader GetDefaultShader(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- model->material.shader = shader;
-
- if (vaoSupported) glBindVertexArray(model->mesh.vaoId);
-
- // Enable vertex attributes: position
- glBindBuffer(GL_ARRAY_BUFFER, model->mesh.vboId[0]);
- glEnableVertexAttribArray(shader.vertexLoc);
- glVertexAttribPointer(shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
-
- // Enable vertex attributes: texcoords
- glBindBuffer(GL_ARRAY_BUFFER, model->mesh.vboId[1]);
- glEnableVertexAttribArray(shader.texcoordLoc);
- glVertexAttribPointer(shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
-
- // Enable vertex attributes: normals
- glBindBuffer(GL_ARRAY_BUFFER, model->mesh.vboId[2]);
- glEnableVertexAttribArray(shader.normalLoc);
- glVertexAttribPointer(shader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
-
- if (vaoSupported) glBindVertexArray(0); // Unbind VAO
-
-#elif (GRAPHICS_API_OPENGL_11)
- TraceLog(WARNING, "Shaders not supported on OpenGL 1.1");
+ return defaultShader;
+#else
+ Shader shader = { 0 };
+ return shader;
#endif
}
@@ -2367,7 +2161,118 @@ static void LoadCompressedTexture(unsigned char *data, int width, int height, in
}
}
-// Load default shader (Vertex and Fragment)
+// Load custom shader strings and return program id
+static unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr)
+{
+ unsigned int program = 0;
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ GLuint vertexShader;
+ GLuint fragmentShader;
+
+ vertexShader = glCreateShader(GL_VERTEX_SHADER);
+ fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
+
+ const char *pvs = vShaderStr;
+ const char *pfs = fShaderStr;
+
+ 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 vertex shader...", vertexShader);
+
+ int maxLength = 0;
+ int length;
+
+ glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &maxLength);
+
+ char log[maxLength];
+
+ glGetShaderInfoLog(vertexShader, maxLength, &length, log);
+
+ TraceLog(INFO, "%s", log);
+ }
+ else TraceLog(INFO, "[VSHDR ID %i] 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 fragment shader...", fragmentShader);
+
+ int maxLength = 0;
+ int length;
+
+ glGetShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &maxLength);
+
+ char log[maxLength];
+
+ glGetShaderInfoLog(fragmentShader, maxLength, &length, log);
+
+ TraceLog(INFO, "%s", log);
+ }
+ else TraceLog(INFO, "[FSHDR ID %i] Fragment shader compiled successfully", fragmentShader);
+
+ program = glCreateProgram();
+
+ glAttachShader(program, vertexShader);
+ glAttachShader(program, fragmentShader);
+
+ // NOTE: Default attribute shader locations must be binded before linking
+ glBindAttribLocation(program, 0, DEFAULT_ATTRIB_POSITION_NAME);
+ glBindAttribLocation(program, 1, DEFAULT_ATTRIB_TEXCOORD_NAME);
+ glBindAttribLocation(program, 2, DEFAULT_ATTRIB_NORMAL_NAME);
+ glBindAttribLocation(program, 3, DEFAULT_ATTRIB_COLOR_NAME);
+ glBindAttribLocation(program, 4, DEFAULT_ATTRIB_TANGENT_NAME);
+ glBindAttribLocation(program, 5, DEFAULT_ATTRIB_TEXCOORD2_NAME);
+
+ // NOTE: If some attrib name is no found on the shader, it locations becomes -1
+
+ glLinkProgram(program);
+
+ // NOTE: All uniform variables are intitialised to 0 when a program links
+
+ glGetProgramiv(program, GL_LINK_STATUS, &success);
+
+ if (success == GL_FALSE)
+ {
+ TraceLog(WARNING, "[SHDR ID %i] Failed to link shader program...", program);
+
+ int maxLength = 0;
+ int length;
+
+ glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
+
+ char log[maxLength];
+
+ glGetProgramInfoLog(program, maxLength, &length, log);
+
+ TraceLog(INFO, "%s", log);
+
+ glDeleteProgram(program);
+
+ program = 0;
+ }
+ else TraceLog(INFO, "[SHDR ID %i] Shader program loaded successfully", program);
+
+ glDeleteShader(vertexShader);
+ glDeleteShader(fragmentShader);
+#endif
+ return program;
+}
+
+
+// Load default shader (just vertex positioning and texture coloring)
// NOTE: This shader program is used for batch buffers (lines, triangles, quads)
static Shader LoadDefaultShader(void)
{
@@ -2436,11 +2341,21 @@ static Shader LoadDefaultShader(void)
// NOTE: If any location is not found, loc point becomes -1
static void LoadDefaultShaderLocations(Shader *shader)
{
+ // NOTE: Default shader attrib locations have been fixed before linking:
+ // vertex position location = 0
+ // vertex texcoord location = 1
+ // vertex normal location = 2
+ // vertex color location = 3
+ // vertex tangent location = 4
+ // vertex texcoord2 location = 5
+
// Get handles to GLSL input attibute locations
shader->vertexLoc = glGetAttribLocation(shader->id, "vertexPosition");
shader->texcoordLoc = glGetAttribLocation(shader->id, "vertexTexCoord");
shader->normalLoc = glGetAttribLocation(shader->id, "vertexNormal");
shader->colorLoc = glGetAttribLocation(shader->id, "vertexColor");
+ shader->tangentLoc = glGetAttribLocation(shader->id, "vertexTangent");
+ shader->texcoord2Loc = glGetAttribLocation(shader->id, "vertexTexCoord2");
// Get handles to GLSL uniform locations (vertex shader)
shader->mvpLoc = glGetUniformLocation(shader->id, "mvpMatrix");
@@ -2470,7 +2385,7 @@ static void LoadDefaultBuffers(void)
// [CPU] Allocate and initialize float array buffers to store vertex data (lines, triangles, quads)
//--------------------------------------------------------------------------------------------
- // Initialize lines arrays (vertex position and color data)
+ // Lines - Initialize arrays (vertex position and color data)
lines.vertices = (float *)malloc(sizeof(float)*3*2*MAX_LINES_BATCH); // 3 float by vertex, 2 vertex by line
lines.colors = (unsigned char *)malloc(sizeof(unsigned char)*4*2*MAX_LINES_BATCH); // 4 float by color, 2 colors by line
@@ -2480,7 +2395,7 @@ static void LoadDefaultBuffers(void)
lines.vCounter = 0;
lines.cCounter = 0;
- // Initialize triangles arrays (vertex position and color data)
+ // Triangles - Initialize arrays (vertex position and color data)
triangles.vertices = (float *)malloc(sizeof(float)*3*3*MAX_TRIANGLES_BATCH); // 3 float by vertex, 3 vertex by triangle
triangles.colors = (unsigned char *)malloc(sizeof(unsigned char)*4*3*MAX_TRIANGLES_BATCH); // 4 float by color, 3 colors by triangle
@@ -2490,7 +2405,7 @@ static void LoadDefaultBuffers(void)
triangles.vCounter = 0;
triangles.cCounter = 0;
- // Initialize quads arrays (vertex position, texcoord and color data... and indexes)
+ // Quads - Initialize arrays (vertex position, texcoord, color data and indexes)
quads.vertices = (float *)malloc(sizeof(float)*3*4*MAX_QUADS_BATCH); // 3 float by vertex, 4 vertex by quad
quads.texcoords = (float *)malloc(sizeof(float)*2*4*MAX_QUADS_BATCH); // 2 float by texcoord, 4 texcoord by quad
quads.colors = (unsigned char *)malloc(sizeof(unsigned char)*4*4*MAX_QUADS_BATCH); // 4 float by color, 4 colors by quad
@@ -2523,7 +2438,7 @@ static void LoadDefaultBuffers(void)
quads.tcCounter = 0;
quads.cCounter = 0;
- TraceLog(INFO, "Default buffers initialized successfully in CPU (lines, triangles, quads)");
+ TraceLog(INFO, "[CPU] Default buffers initialized successfully (lines, triangles, quads)");
//--------------------------------------------------------------------------------------------
// [GPU] Upload vertex data and initialize VAOs/VBOs (lines, triangles, quads)
@@ -2541,20 +2456,21 @@ static void LoadDefaultBuffers(void)
// Create buffers for our vertex data
glGenBuffers(2, linesBuffer);
- // Lines - Vertex positions buffer binding and attributes enable
+ // Lines - Vertex buffers binding and attributes enable
+ // Vertex position buffer (shader-location = 0)
glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*2*MAX_LINES_BATCH, lines.vertices, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(currentShader.vertexLoc);
glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
- // Lines - colors buffer
+ // Vertex color buffer (shader-location = 3)
glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*2*MAX_LINES_BATCH, lines.colors, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(currentShader.colorLoc);
glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
- if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers (lines) VAO initialized successfully", vaoLines);
- else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Default buffers (lines) VBOs initialized successfully", linesBuffer[0], linesBuffer[1]);
+ if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers VAO initialized successfully (lines)", vaoLines);
+ else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully (lines)", linesBuffer[0], linesBuffer[1]);
// Upload and link triangles vertex buffers
if (vaoSupported)
@@ -2567,19 +2483,21 @@ static void LoadDefaultBuffers(void)
// Create buffers for our vertex data
glGenBuffers(2, trianglesBuffer);
- // Enable vertex attributes
+ // Triangles - Vertex buffers binding and attributes enable
+ // Vertex position buffer (shader-location = 0)
glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*3*MAX_TRIANGLES_BATCH, triangles.vertices, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(currentShader.vertexLoc);
glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
+ // Vertex color buffer (shader-location = 3)
glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(currentShader.colorLoc);
glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
- if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers (triangles) VAO initialized successfully", vaoTriangles);
- else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Default buffers (triangles) VBOs initialized successfully", trianglesBuffer[0], trianglesBuffer[1]);
+ if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers VAO initialized successfully (triangles)", vaoTriangles);
+ else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully(triangles)", trianglesBuffer[0], trianglesBuffer[1]);
// Upload and link quads vertex buffers
if (vaoSupported)
@@ -2592,17 +2510,20 @@ static void LoadDefaultBuffers(void)
// Create buffers for our vertex data
glGenBuffers(4, quadsBuffer);
- // Enable vertex attributes
+ // Quads - Vertex buffers binding and attributes enable
+ // Vertex position buffer (shader-location = 0)
glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(currentShader.vertexLoc);
glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
+ // Vertex texcoord buffer (shader-location = 1)
glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(currentShader.texcoordLoc);
glVertexAttribPointer(currentShader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
+ // Vertex color buffer (shader-location = 3)
glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[2]);
glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(currentShader.colorLoc);
@@ -2616,15 +2537,15 @@ static void LoadDefaultBuffers(void)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(short)*6*MAX_QUADS_BATCH, quads.indices, GL_STATIC_DRAW);
#endif
- if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers (quads) VAO initialized successfully", vaoQuads);
- else TraceLog(INFO, "[VBO ID %i][VBO ID %i][VBO ID %i][VBO ID %i] Default buffers (quads) VBOs initialized successfully", quadsBuffer[0], quadsBuffer[1], quadsBuffer[2], quadsBuffer[3]);
+ if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers VAO initialized successfully (quads)", vaoQuads);
+ else TraceLog(INFO, "[VBO ID %i][VBO ID %i][VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully (quads)", quadsBuffer[0], quadsBuffer[1], quadsBuffer[2], quadsBuffer[3]);
// Unbind the current VAO
if (vaoSupported) glBindVertexArray(0);
//--------------------------------------------------------------------------------------------
}
-// Update default buffers (VAOs/VBOs) with vertex array data
+// Update default internal buffers (VAOs/VBOs) with vertex array data
// NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0)
// TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (change flag required)
static void UpdateDefaultBuffers(void)
@@ -2695,7 +2616,165 @@ static void UpdateDefaultBuffers(void)
if (vaoSupported) glBindVertexArray(0);
}
-// Unload default buffers vertex data from CPU and GPU
+// Draw default internal buffers vertex data
+// NOTE: We draw in this order: lines, triangles, quads
+static void DrawDefaultBuffers(void)
+{
+ // Set current shader and upload current MVP matrix
+ if ((lines.vCounter > 0) || (triangles.vCounter > 0) || (quads.vCounter > 0))
+ {
+ glUseProgram(currentShader.id);
+
+ // Create modelview-projection matrix
+ Matrix matMVP = MatrixMultiply(modelview, projection);
+
+ glUniformMatrix4fv(currentShader.mvpLoc, 1, false, MatrixToFloat(matMVP));
+ glUniform1i(currentShader.mapDiffuseLoc, 0);
+ glUniform4f(currentShader.tintColorLoc, 1.0f, 1.0f, 1.0f, 1.0f);
+ }
+
+ // Draw lines buffers
+ if (lines.vCounter > 0)
+ {
+ glBindTexture(GL_TEXTURE_2D, whiteTexture);
+
+ if (vaoSupported)
+ {
+ glBindVertexArray(vaoLines);
+ }
+ else
+ {
+ // Bind vertex attrib: position (shader-location = 0)
+ glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[0]);
+ glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(currentShader.vertexLoc);
+
+ // Bind vertex attrib: color (shader-location = 3)
+ glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[1]);
+ glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+ glEnableVertexAttribArray(currentShader.colorLoc);
+ }
+
+ glDrawArrays(GL_LINES, 0, lines.vCounter);
+
+ if (!vaoSupported) glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ }
+
+ // Draw triangles buffers
+ if (triangles.vCounter > 0)
+ {
+ glBindTexture(GL_TEXTURE_2D, whiteTexture);
+
+ if (vaoSupported)
+ {
+ glBindVertexArray(vaoTriangles);
+ }
+ else
+ {
+ // Bind vertex attrib: position (shader-location = 0)
+ glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[0]);
+ glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(currentShader.vertexLoc);
+
+ // Bind vertex attrib: color (shader-location = 3)
+ glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[1]);
+ glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+ glEnableVertexAttribArray(currentShader.colorLoc);
+ }
+
+ glDrawArrays(GL_TRIANGLES, 0, triangles.vCounter);
+
+ if (!vaoSupported) glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ }
+
+ // Draw quads buffers
+ if (quads.vCounter > 0)
+ {
+ int quadsCount = 0;
+ int numIndicesToProcess = 0;
+ int indicesOffset = 0;
+
+ if (vaoSupported)
+ {
+ glBindVertexArray(vaoQuads);
+ }
+ else
+ {
+ // Bind vertex attrib: position (shader-location = 0)
+ glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[0]);
+ glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(currentShader.vertexLoc);
+
+ // Bind vertex attrib: texcoord (shader-location = 1)
+ glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[1]);
+ glVertexAttribPointer(currentShader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(currentShader.texcoordLoc);
+
+ // Bind vertex attrib: color (shader-location = 3)
+ glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[2]);
+ glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+ glEnableVertexAttribArray(currentShader.colorLoc);
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quadsBuffer[3]);
+ }
+
+ //TraceLog(DEBUG, "Draws required per frame: %i", drawsCounter);
+
+ for (int i = 0; i < drawsCounter; i++)
+ {
+ quadsCount = draws[i].vertexCount/4;
+ numIndicesToProcess = quadsCount*6; // Get number of Quads * 6 index by Quad
+
+ //TraceLog(DEBUG, "Quads to render: %i - Vertex Count: %i", quadsCount, draws[i].vertexCount);
+
+ glBindTexture(GL_TEXTURE_2D, draws[i].textureId);
+
+ // NOTE: The final parameter tells the GPU the offset in bytes from the start of the index buffer to the location of the first index to process
+#if defined(GRAPHICS_API_OPENGL_33)
+ glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_INT, (GLvoid*) (sizeof(GLuint) * indicesOffset));
+#elif defined(GRAPHICS_API_OPENGL_ES2)
+ glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_SHORT, (GLvoid*) (sizeof(GLushort) * indicesOffset));
+#endif
+ //GLenum err;
+ //if ((err = glGetError()) != GL_NO_ERROR) TraceLog(INFO, "OpenGL error: %i", (int)err); //GL_INVALID_ENUM!
+
+ indicesOffset += draws[i].vertexCount/4*6;
+ }
+
+ if (!vaoSupported)
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ }
+
+ glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
+ }
+
+ if (vaoSupported) glBindVertexArray(0); // Unbind VAO
+
+ glUseProgram(0); // Unbind shader program
+
+ // Reset draws counter
+ drawsCounter = 1;
+ draws[0].textureId = whiteTexture;
+ draws[0].vertexCount = 0;
+
+ // Reset vertex counters for next frame
+ lines.vCounter = 0;
+ lines.cCounter = 0;
+ triangles.vCounter = 0;
+ triangles.cCounter = 0;
+ quads.vCounter = 0;
+ quads.tcCounter = 0;
+ quads.cCounter = 0;
+
+ // Reset depth for next draw
+ currentDepth = -1.0f;
+}
+
+// Unload default internal buffers vertex data from CPU and GPU
static void UnloadDefaultBuffers(void)
{
// Unbind everything
diff --git a/src/rlgl.h b/src/rlgl.h
index cd8e6d1d..afc2ab96 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -280,29 +280,28 @@ unsigned int rlglLoadTexture(void *data, int width, int height, int textureForma
RenderTexture2D rlglLoadRenderTexture(int width, int height); // Load a texture to be used for rendering (fbo with color and depth attachments)
void rlglUpdateTexture(unsigned int id, int width, int height, int format, void *data); // Update GPU texture with new data
void rlglGenerateMipmaps(Texture2D texture); // Generate mipmap data for selected texture
-
-// NOTE: There is a set of shader related functions that are available to end user,
-// to avoid creating function wrappers through core module, they have been directly declared in raylib.h
-
-Model rlglLoadModel(Mesh mesh); // Upload vertex data into GPU and provided VAO/VBO ids
-void rlglDrawModel(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color color, bool wires);
+void rlglLoadMesh(Mesh *mesh); // Upload vertex data into GPU and provided VAO/VBO ids
+void rlglDrawEx(Mesh mesh, Material material, Matrix transform, bool wires);
Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coordinates from screen coordinates
unsigned char *rlglReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
void *rlglReadTexturePixels(Texture2D texture); // Read texture pixel data
+// NOTE: There is a set of shader related functions that are available to end user,
+// to avoid creating function wrappers through core module, they have been directly declared in raylib.h
+
#if defined(RLGL_STANDALONE)
//------------------------------------------------------------------------------------
// Shaders System Functions (Module: rlgl)
// NOTE: This functions are useless when using OpenGL 1.1
//------------------------------------------------------------------------------------
Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
-unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr); // Load custom shader strings and return program id
void UnloadShader(Shader shader); // Unload a custom shader from memory
void SetCustomShader(Shader shader); // Set custom shader to be used in batch draw
void SetDefaultShader(void); // Set default shader to be used in batch draw
-void SetModelShader(Model *model, Shader shader); // Link a shader to a model
+Shader GetDefaultShader(void); // Get default shader
+Texture2D GetDefaultTexture(void); // Get default texture
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)