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authorJoshua Reisenauer <kd7tck@msn.com>2016-05-19 15:31:56 -0700
committerJoshua Reisenauer <kd7tck@msn.com>2016-05-19 15:31:56 -0700
commit847944e24047cb3e2a2c6dfd6dfaa3667cf6f830 (patch)
tree0538b0b3b4fb1238cd66fd7c81f28a3c2c5bf1bc
parentb10425492ac692d7c53001290e3d0b678df634b0 (diff)
parent8bbbe8cd76d93bc85810fd13a6cb6c4df18bd30d (diff)
downloadraylib-847944e24047cb3e2a2c6dfd6dfaa3667cf6f830.tar.gz
raylib-847944e24047cb3e2a2c6dfd6dfaa3667cf6f830.zip
Merge remote-tracking branch 'refs/remotes/raysan5/develop' into newaudio
-rw-r--r--examples/Makefile6
-rw-r--r--examples/resources/shaders/glsl100/bloom.fs2
-rw-r--r--examples/resources/shaders/glsl100/swirl.fs2
-rw-r--r--examples/resources/shaders/glsl330/bloom.fs4
-rw-r--r--examples/resources/shaders/glsl330/phong.fs3
-rw-r--r--examples/resources/shaders/glsl330/swirl.fs4
-rw-r--r--shaders/glsl100/base.vs14
-rw-r--r--shaders/glsl100/bloom.fs25
-rw-r--r--shaders/glsl100/blur.fs5
-rw-r--r--shaders/glsl100/cross_hatching.fs5
-rw-r--r--shaders/glsl100/cross_stitching.fs5
-rw-r--r--shaders/glsl100/dream_vision.fs3
-rw-r--r--shaders/glsl100/fisheye.fs5
-rw-r--r--shaders/glsl100/grayscale.fs13
-rw-r--r--shaders/glsl100/pixel.fs3
-rw-r--r--shaders/glsl100/posterization.fs3
-rw-r--r--shaders/glsl100/predator.fs3
-rw-r--r--shaders/glsl100/scanlines.fs5
-rw-r--r--shaders/glsl100/swirl.fs16
-rw-r--r--shaders/glsl100/template.fs4
-rw-r--r--shaders/glsl330/base.vs12
-rw-r--r--shaders/glsl330/bloom.fs34
-rw-r--r--shaders/glsl330/blur.fs19
-rw-r--r--shaders/glsl330/cross_hatching.fs18
-rw-r--r--shaders/glsl330/cross_stitching.fs12
-rw-r--r--shaders/glsl330/depth.fs27
-rw-r--r--shaders/glsl330/grayscale.fs18
-rw-r--r--shaders/glsl330/phong.fs87
-rw-r--r--shaders/glsl330/phong.vs14
-rw-r--r--shaders/glsl330/pixel.fs12
-rw-r--r--shaders/glsl330/posterization.fs23
-rw-r--r--shaders/glsl330/predator.fs15
-rw-r--r--shaders/glsl330/scanlines.fs15
-rw-r--r--shaders/glsl330/swirl.fs17
-rw-r--r--shaders/glsl330/template.fs11
-rw-r--r--src/core.c4
-rw-r--r--src/models.c54
-rw-r--r--src/rlgl.c447
-rw-r--r--src/rlgl.h9
-rw-r--r--templates/advance_game/Makefile7
-rw-r--r--templates/basic_game/Makefile5
-rw-r--r--templates/basic_test/Makefile7
-rw-r--r--templates/simple_game/Makefile7
-rw-r--r--templates/standard_game/Makefile7
44 files changed, 621 insertions, 390 deletions
diff --git a/examples/Makefile b/examples/Makefile
index 74335fe8..534adee8 100644
--- a/examples/Makefile
+++ b/examples/Makefile
@@ -85,6 +85,8 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# add standard directories for GNU/Linux
ifeq ($(PLATFORM_OS),LINUX)
INCLUDES = -I. -I../src -I/usr/local/include/raylib/
+ else ifeq ($(PLATFORM_OS),OSX)
+ INCLUDES = -I. -I../src
else
INCLUDES = -I. -I../../src -IC:/raylib/raylib/src
# external libraries headers
@@ -103,6 +105,8 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# add standard directories for GNU/Linux
ifeq ($(PLATFORM_OS),LINUX)
LFLAGS = -L. -L../../src
+ else ifeq ($(PLATFORM_OS),OSX)
+ LFLAGS = -L. -L../src
else
LFLAGS = -L. -L../../src -LC:/raylib/raylib/src
# external libraries to link with
@@ -129,7 +133,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# libraries for OS X 10.9 desktop compiling
# requires the following packages:
# libglfw3-dev libopenal-dev libegl1-mesa-dev
- LIBS = -lraylib -lglfw -framework OpenGL -framework OpenAl -framework Cocoa
+ LIBS = -lraylib -lglfw3 -framework OpenGL -framework OpenAl -framework Cocoa
else
# libraries for Windows desktop compiling
# NOTE: GLFW3 and OpenAL Soft libraries should be installed
diff --git a/examples/resources/shaders/glsl100/bloom.fs b/examples/resources/shaders/glsl100/bloom.fs
index 5a08843d..280d2fb6 100644
--- a/examples/resources/shaders/glsl100/bloom.fs
+++ b/examples/resources/shaders/glsl100/bloom.fs
@@ -33,5 +33,5 @@ void main()
else if (texelColor.r < 0.5) tc = sum*sum*0.009 + texelColor;
else tc = sum*sum*0.0075 + texelColor;
- finalColor = tc;
+ gl_FragColor = tc;
} \ No newline at end of file
diff --git a/examples/resources/shaders/glsl100/swirl.fs b/examples/resources/shaders/glsl100/swirl.fs
index e77d4f87..0d6d24f2 100644
--- a/examples/resources/shaders/glsl100/swirl.fs
+++ b/examples/resources/shaders/glsl100/swirl.fs
@@ -20,7 +20,7 @@ float angle = 0.8;
uniform vec2 center = vec2(200.0, 200.0);
-void main (void)
+void main()
{
vec2 texSize = vec2(renderWidth, renderHeight);
vec2 tc = fragTexCoord*texSize;
diff --git a/examples/resources/shaders/glsl330/bloom.fs b/examples/resources/shaders/glsl330/bloom.fs
index c8cb0d32..0307bc06 100644
--- a/examples/resources/shaders/glsl330/bloom.fs
+++ b/examples/resources/shaders/glsl330/bloom.fs
@@ -17,12 +17,12 @@ void main()
{
vec4 sum = vec4(0);
vec4 tc = vec4(0);
-
+
for (int i = -4; i < 4; i++)
{
for (int j = -3; j < 3; j++)
{
- sum += texture2D(texture0, fragTexCoord + vec2(j, i)*0.004)*0.25;
+ sum += texture(texture0, fragTexCoord + vec2(j, i)*0.004)*0.25;
}
}
diff --git a/examples/resources/shaders/glsl330/phong.fs b/examples/resources/shaders/glsl330/phong.fs
index 80e3d673..c14b346a 100644
--- a/examples/resources/shaders/glsl330/phong.fs
+++ b/examples/resources/shaders/glsl330/phong.fs
@@ -29,6 +29,9 @@ uniform float matGlossiness = 50.0;
uniform vec3 lightPosition;
uniform vec3 cameraPosition;
+// Fragment shader output data
+out vec4 fragColor;
+
// Calculate ambient lighting component
vec3 AmbientLighting()
{
diff --git a/examples/resources/shaders/glsl330/swirl.fs b/examples/resources/shaders/glsl330/swirl.fs
index b1dc82f0..80c16cc9 100644
--- a/examples/resources/shaders/glsl330/swirl.fs
+++ b/examples/resources/shaders/glsl330/swirl.fs
@@ -21,7 +21,7 @@ float angle = 0.8;
uniform vec2 center = vec2(200.0, 200.0);
-void main (void)
+void main()
{
vec2 texSize = vec2(renderWidth, renderHeight);
vec2 tc = fragTexCoord*texSize;
@@ -40,7 +40,7 @@ void main (void)
}
tc += center;
- vec3 color = texture2D(texture0, tc/texSize).rgb;
+ vec3 color = texture(texture0, tc/texSize).rgb;
finalColor = vec4(color, 1.0);;
} \ No newline at end of file
diff --git a/shaders/glsl100/base.vs b/shaders/glsl100/base.vs
index 9f339382..e9386939 100644
--- a/shaders/glsl100/base.vs
+++ b/shaders/glsl100/base.vs
@@ -1,20 +1,26 @@
#version 100
+// Input vertex attributes
attribute vec3 vertexPosition;
attribute vec2 vertexTexCoord;
attribute vec3 vertexNormal;
+attribute vec4 vertexColor;
-varying vec2 fragTexCoord;
-
+// Input uniform values
uniform mat4 mvpMatrix;
+// Output vertex attributes (to fragment shader)
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+
// NOTE: Add here your custom variables
void main()
{
- vec3 normal = vertexNormal;
-
+ // Send vertex attributes to fragment shader
fragTexCoord = vertexTexCoord;
+ fragColor = vertexColor;
+ // Calculate final vertex position
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
} \ No newline at end of file
diff --git a/shaders/glsl100/bloom.fs b/shaders/glsl100/bloom.fs
index 33754c7e..280d2fb6 100644
--- a/shaders/glsl100/bloom.fs
+++ b/shaders/glsl100/bloom.fs
@@ -2,8 +2,11 @@
precision mediump float;
+// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
+varying vec4 fragColor;
+// Input uniform values
uniform sampler2D texture0;
uniform vec4 fragTintColor;
@@ -22,21 +25,13 @@ void main()
}
}
- if (texture2D(texture0, fragTexCoord).r < 0.3)
- {
- tc = sum*sum*0.012 + texture2D(texture0, fragTexCoord);
- }
- else
- {
- if (texture2D(texture0, fragTexCoord).r < 0.5)
- {
- tc = sum*sum*0.009 + texture2D(texture0, fragTexCoord);
- }
- else
- {
- tc = sum*sum*0.0075 + texture2D(texture0, fragTexCoord);
- }
- }
+ // Texel color fetching from texture sampler
+ vec4 texelColor = texture(texture0, fragTexCoord);
+
+ // Calculate final fragment color
+ if (texelColor.r < 0.3) tc = sum*sum*0.012 + texelColor;
+ else if (texelColor.r < 0.5) tc = sum*sum*0.009 + texelColor;
+ else tc = sum*sum*0.0075 + texelColor;
gl_FragColor = tc;
} \ No newline at end of file
diff --git a/shaders/glsl100/blur.fs b/shaders/glsl100/blur.fs
index a1069c6f..80d40834 100644
--- a/shaders/glsl100/blur.fs
+++ b/shaders/glsl100/blur.fs
@@ -2,7 +2,11 @@
precision mediump float;
+// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
+varying vec4 fragColor;
+
+// Input uniform values
uniform sampler2D texture0;
uniform vec4 fragTintColor;
@@ -16,6 +20,7 @@ float weight[3] = float[]( 0.2270270270, 0.3162162162, 0.0702702703 );
void main()
{
+ // Texel color fetching from texture sampler
vec3 tc = texture2D(texture0, fragTexCoord).rgb*weight[0];
for (int i = 1; i < 3; i++)
diff --git a/shaders/glsl100/cross_hatching.fs b/shaders/glsl100/cross_hatching.fs
index cf01b65e..1f7dab08 100644
--- a/shaders/glsl100/cross_hatching.fs
+++ b/shaders/glsl100/cross_hatching.fs
@@ -2,12 +2,15 @@
precision mediump float;
+// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
+varying vec4 fragColor;
+// Input uniform values
uniform sampler2D texture0;
uniform vec4 fragTintColor;
-// NOTE: Add here your custom variables
+// NOTE: Add here your custom variables
float hatchOffsetY = 5.0f;
float lumThreshold01 = 0.9f;
diff --git a/shaders/glsl100/cross_stitching.fs b/shaders/glsl100/cross_stitching.fs
index f1afef04..6fabc027 100644
--- a/shaders/glsl100/cross_stitching.fs
+++ b/shaders/glsl100/cross_stitching.fs
@@ -2,8 +2,11 @@
precision mediump float;
+// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
+varying vec4 fragColor;
+// Input uniform values
uniform sampler2D texture0;
uniform vec4 fragTintColor;
@@ -46,7 +49,7 @@ vec4 PostFX(sampler2D tex, vec2 uv)
return c;
}
-void main(void)
+void main()
{
vec3 tc = PostFX(texture0, fragTexCoord).rgb;
diff --git a/shaders/glsl100/dream_vision.fs b/shaders/glsl100/dream_vision.fs
index bb828970..d0cdc687 100644
--- a/shaders/glsl100/dream_vision.fs
+++ b/shaders/glsl100/dream_vision.fs
@@ -2,8 +2,11 @@
precision mediump float;
+// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
+varying vec4 fragColor;
+// Input uniform values
uniform sampler2D texture0;
uniform vec4 fragTintColor;
diff --git a/shaders/glsl100/fisheye.fs b/shaders/glsl100/fisheye.fs
index e7a4485c..9dba297b 100644
--- a/shaders/glsl100/fisheye.fs
+++ b/shaders/glsl100/fisheye.fs
@@ -2,12 +2,15 @@
precision mediump float;
+// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
+varying vec4 fragColor;
+// Input uniform values
uniform sampler2D texture0;
uniform vec4 fragTintColor;
-// NOTE: Add here your custom variables
+// NOTE: Add here your custom variables
const float PI = 3.1415926535;
diff --git a/shaders/glsl100/grayscale.fs b/shaders/glsl100/grayscale.fs
index e55545e2..f92ec335 100644
--- a/shaders/glsl100/grayscale.fs
+++ b/shaders/glsl100/grayscale.fs
@@ -2,8 +2,11 @@
precision mediump float;
+// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
+varying vec4 fragColor;
+// Input uniform values
uniform sampler2D texture0;
uniform vec4 fragTintColor;
@@ -11,10 +14,12 @@ uniform vec4 fragTintColor;
void main()
{
- vec4 base = texture2D(texture0, fragTexCoord)*fragTintColor;
+ // Texel color fetching from texture sampler
+ vec4 texelColor = texture(texture0, fragTexCoord)*fragTintColor*fragColor;
- // Convert to grayscale using NTSC conversion weights
- float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114));
+ // Convert texel color to grayscale using NTSC conversion weights
+ float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));
- gl_FragColor = vec4(gray, gray, gray, fragTintColor.a);
+ // Calculate final fragment color
+ gl_FragColor = vec4(gray, gray, gray, texelColor.a);
} \ No newline at end of file
diff --git a/shaders/glsl100/pixel.fs b/shaders/glsl100/pixel.fs
index 552e8900..c532f219 100644
--- a/shaders/glsl100/pixel.fs
+++ b/shaders/glsl100/pixel.fs
@@ -2,8 +2,11 @@
precision mediump float;
+// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
+varying vec4 fragColor;
+// Input uniform values
uniform sampler2D texture0;
uniform vec4 fragTintColor;
diff --git a/shaders/glsl100/posterization.fs b/shaders/glsl100/posterization.fs
index 4f4c4b93..801ca89c 100644
--- a/shaders/glsl100/posterization.fs
+++ b/shaders/glsl100/posterization.fs
@@ -2,8 +2,11 @@
precision mediump float;
+// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
+varying vec4 fragColor;
+// Input uniform values
uniform sampler2D texture0;
uniform vec4 fragTintColor;
diff --git a/shaders/glsl100/predator.fs b/shaders/glsl100/predator.fs
index 2fbdc7af..1f0e2ce5 100644
--- a/shaders/glsl100/predator.fs
+++ b/shaders/glsl100/predator.fs
@@ -2,8 +2,11 @@
precision mediump float;
+// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
+varying vec4 fragColor;
+// Input uniform values
uniform sampler2D texture0;
uniform vec4 fragTintColor;
diff --git a/shaders/glsl100/scanlines.fs b/shaders/glsl100/scanlines.fs
index 85de158d..d885e10b 100644
--- a/shaders/glsl100/scanlines.fs
+++ b/shaders/glsl100/scanlines.fs
@@ -2,8 +2,11 @@
precision mediump float;
+// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
+varying vec4 fragColor;
+// Input uniform values
uniform sampler2D texture0;
uniform vec4 fragTintColor;
@@ -14,7 +17,7 @@ float frequency = 720/3.0;
uniform float time;
-void main (void)
+void main()
{
/*
// Scanlines method 1
diff --git a/shaders/glsl100/swirl.fs b/shaders/glsl100/swirl.fs
index b0d54b23..0d6d24f2 100644
--- a/shaders/glsl100/swirl.fs
+++ b/shaders/glsl100/swirl.fs
@@ -2,28 +2,32 @@
precision mediump float;
+// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
+varying vec4 fragColor;
+// Input uniform values
uniform sampler2D texture0;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
-const float renderWidth = 1280;
-const float renderHeight = 720;
+const float renderWidth = 800.0; // HARDCODED for example!
+const float renderHeight = 480.0; // Use uniforms instead...
float radius = 250.0;
float angle = 0.8;
-uniform vec2 center = vec2(200, 200);
+uniform vec2 center = vec2(200.0, 200.0);
-void main (void)
+void main()
{
vec2 texSize = vec2(renderWidth, renderHeight);
vec2 tc = fragTexCoord*texSize;
tc -= center;
- float dist = length(tc);
+ float dist = length(tc);
+
if (dist < radius)
{
float percent = (radius - dist)/radius;
@@ -33,7 +37,7 @@ void main (void)
tc = vec2(dot(tc, vec2(c, -s)), dot(tc, vec2(s, c)));
}
-
+
tc += center;
vec3 color = texture2D(texture0, tc/texSize).rgb;
diff --git a/shaders/glsl100/template.fs b/shaders/glsl100/template.fs
index 1f4b8ccf..a3942890 100644
--- a/shaders/glsl100/template.fs
+++ b/shaders/glsl100/template.fs
@@ -2,8 +2,11 @@
precision mediump float;
+// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
+varying vec4 fragColor;
+// Input uniform values
uniform sampler2D texture0;
uniform vec4 fragTintColor;
@@ -11,6 +14,7 @@ uniform vec4 fragTintColor;
void main()
{
+ // Texel color fetching from texture sampler
vec4 texelColor = texture2D(texture0, fragTexCoord);
// NOTE: Implement here your fragment shader code
diff --git a/shaders/glsl330/base.vs b/shaders/glsl330/base.vs
index b0f930b7..638cb8ae 100644
--- a/shaders/glsl330/base.vs
+++ b/shaders/glsl330/base.vs
@@ -1,18 +1,26 @@
#version 330
+// Input vertex attributes
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
+in vec4 vertexColor;
-out vec2 fragTexCoord;
-
+// Input uniform values
uniform mat4 mvpMatrix;
+// Output vertex attributes (to fragment shader)
+out vec2 fragTexCoord;
+out vec4 fragColor;
+
// NOTE: Add here your custom variables
void main()
{
+ // Send vertex attributes to fragment shader
fragTexCoord = vertexTexCoord;
+ fragColor = vertexColor;
+ // Calculate final vertex position
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
} \ No newline at end of file
diff --git a/shaders/glsl330/bloom.fs b/shaders/glsl330/bloom.fs
index 34b6295c..0307bc06 100644
--- a/shaders/glsl330/bloom.fs
+++ b/shaders/glsl330/bloom.fs
@@ -1,12 +1,16 @@
#version 330
+// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
+in vec4 fragColor;
-out vec4 fragColor;
-
+// Input uniform values
uniform sampler2D texture0;
uniform vec4 fragTintColor;
+// Output fragment color
+out vec4 finalColor;
+
// NOTE: Add here your custom variables
void main()
@@ -18,25 +22,17 @@ void main()
{
for (int j = -3; j < 3; j++)
{
- sum += texture(texture0, fragTexCoord + vec2(j, i)*0.004) * 0.25;
+ sum += texture(texture0, fragTexCoord + vec2(j, i)*0.004)*0.25;
}
}
- if (texture(texture0, fragTexCoord).r < 0.3)
- {
- tc = sum*sum*0.012 + texture(texture0, fragTexCoord);
- }
- else
- {
- if (texture(texture0, fragTexCoord).r < 0.5)
- {
- tc = sum*sum*0.009 + texture(texture0, fragTexCoord);
- }
- else
- {
- tc = sum*sum*0.0075 + texture(texture0, fragTexCoord);
- }
- }
+ // Texel color fetching from texture sampler
+ vec4 texelColor = texture(texture0, fragTexCoord);
- fragColor = tc;
+ // Calculate final fragment color
+ if (texelColor.r < 0.3) tc = sum*sum*0.012 + texelColor;
+ else if (texelColor.r < 0.5) tc = sum*sum*0.009 + texelColor;
+ else tc = sum*sum*0.0075 + texelColor;
+
+ finalColor = tc;
} \ No newline at end of file
diff --git a/shaders/glsl330/blur.fs b/shaders/glsl330/blur.fs
index 44ea42b1..7c31f727 100644
--- a/shaders/glsl330/blur.fs
+++ b/shaders/glsl330/blur.fs
@@ -1,12 +1,16 @@
#version 330
+// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
+in vec4 fragColor;
-out vec4 fragColor;
-
+// Input uniform values
uniform sampler2D texture0;
uniform vec4 fragTintColor;
+// Output fragment color
+out vec4 finalColor;
+
// NOTE: Add here your custom variables
const float renderWidth = 1280.0;
@@ -17,13 +21,14 @@ float weight[3] = float[](0.2270270270, 0.3162162162, 0.0702702703);
void main()
{
- vec3 tc = texture(texture0, fragTexCoord).rgb*weight[0];
-
+ // Texel color fetching from texture sampler
+ vec3 texelColor = texture(texture0, fragTexCoord).rgb*weight[0];
+
for (int i = 1; i < 3; i++)
{
- tc += texture(texture0, fragTexCoord + vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
- tc += texture(texture0, fragTexCoord - vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
+ texelColor += texture(texture0, fragTexCoord + vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
+ texelColor += texture(texture0, fragTexCoord - vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
}
- fragColor = vec4(tc, 1.0);
+ finalColor = vec4(texelColor, 1.0);
} \ No newline at end of file
diff --git a/shaders/glsl330/cross_hatching.fs b/shaders/glsl330/cross_hatching.fs
index 6f5df964..c12c48cd 100644
--- a/shaders/glsl330/cross_hatching.fs
+++ b/shaders/glsl330/cross_hatching.fs
@@ -1,13 +1,17 @@
#version 330
+// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
+in vec4 fragColor;
-out vec4 fragColor;
-
+// Input uniform values
uniform sampler2D texture0;
uniform vec4 fragTintColor;
-// NOTE: Add here your custom variables
+// Output fragment color
+out vec4 finalColor;
+
+// NOTE: Add here your custom variables
float hatchOffsetY = 5.0;
float lumThreshold01 = 0.9;
@@ -27,18 +31,18 @@ void main()
if (lum < lumThreshold02)
{
- if (mod(gl_FragCoord .x - gl_FragCoord .y, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
+ if (mod(gl_FragCoord.x - gl_FragCoord.y, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
}
if (lum < lumThreshold03)
{
- if (mod(gl_FragCoord .x + gl_FragCoord .y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
+ if (mod(gl_FragCoord.x + gl_FragCoord.y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
}
if (lum < lumThreshold04)
{
- if (mod(gl_FragCoord .x - gl_FragCoord .y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
+ if (mod(gl_FragCoord.x - gl_FragCoord.y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
}
- fragColor = vec4(tc, 1.0);
+ finalColor = vec4(tc, 1.0);
} \ No newline at end of file
diff --git a/shaders/glsl330/cross_stitching.fs b/shaders/glsl330/cross_stitching.fs
index dcb26e79..7c87c6cd 100644
--- a/shaders/glsl330/cross_stitching.fs
+++ b/shaders/glsl330/cross_stitching.fs
@@ -1,12 +1,16 @@
#version 330
+// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
+in vec4 fragColor;
-out vec4 fragColor;
-
+// Input uniform values
uniform sampler2D texture0;
uniform vec4 fragTintColor;
+// Output fragment color
+out vec4 finalColor;
+
// NOTE: Add here your custom variables
const float renderWidth = 1280.0;
@@ -46,9 +50,9 @@ vec4 PostFX(sampler2D tex, vec2 uv)
return c;
}
-void main(void)
+void main()
{
vec3 tc = PostFX(texture0, fragTexCoord).rgb;
- fragColor = vec4(tc, 1.0);
+ finalColor = vec4(tc, 1.0);
} \ No newline at end of file
diff --git a/shaders/glsl330/depth.fs b/shaders/glsl330/depth.fs
new file mode 100644
index 00000000..06d399f9
--- /dev/null
+++ b/shaders/glsl330/depth.fs
@@ -0,0 +1,27 @@
+#version 330
+
+// Input vertex attributes (from vertex shader)
+in vec2 fragTexCoord;
+in vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0; // Depth texture
+uniform vec4 fragTintColor;
+
+// Output fragment color
+out vec4 finalColor;
+
+// NOTE: Add here your custom variables
+
+void main()
+{
+ float zNear = 0.01; // camera z near
+ float zFar = 10.0; // camera z far
+ float z = texture(texture0, fragTexCoord).x;
+
+ // Linearize depth value
+ float depth = (2.0*zNear)/(zFar + zNear - z*(zFar - zNear));
+
+ // Calculate final fragment color
+ finalColor = vec4(depth, depth, depth, 1.0f);
+} \ No newline at end of file
diff --git a/shaders/glsl330/grayscale.fs b/shaders/glsl330/grayscale.fs
index b3a695bf..d4a8824f 100644
--- a/shaders/glsl330/grayscale.fs
+++ b/shaders/glsl330/grayscale.fs
@@ -1,20 +1,26 @@
#version 330
+// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
+in vec4 fragColor;
-out vec4 fragColor;
-
+// Input uniform values
uniform sampler2D texture0;
uniform vec4 fragTintColor;
+// Output fragment color
+out vec4 finalColor;
+
// NOTE: Add here your custom variables
void main()
{
- vec4 base = texture(texture0, fragTexCoord)*fragTintColor;
+ // Texel color fetching from texture sampler
+ vec4 texelColor = texture(texture0, fragTexCoord)*fragTintColor*fragColor;
- // Convert to grayscale using NTSC conversion weights
- float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114));
+ // Convert texel color to grayscale using NTSC conversion weights
+ float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));
- fragColor = vec4(gray, gray, gray, fragTintColor.a);
+ // Calculate final fragment color
+ finalColor = vec4(gray, gray, gray, texelColor.a);
} \ No newline at end of file
diff --git a/shaders/glsl330/phong.fs b/shaders/glsl330/phong.fs
index 75b7e6d7..c14b346a 100644
--- a/shaders/glsl330/phong.fs
+++ b/shaders/glsl330/phong.fs
@@ -1,76 +1,85 @@
#version 330
-// Vertex shader input data
+// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec3 fragNormal;
-// Diffuse data
+// Input uniform values
uniform sampler2D texture0;
uniform vec4 fragTintColor;
-// Light attributes
-uniform vec3 light_ambientColor = vec3(0.6, 0.3, 0);
-uniform vec3 light_diffuseColor = vec3(1, 0.5, 0);
-uniform vec3 light_specularColor = vec3(0, 1, 0);
-uniform float light_intensity = 1;
-uniform float light_specIntensity = 1;
+// Output fragment color
+out vec4 finalColor;
-// Material attributes
-uniform vec3 mat_ambientColor = vec3(1, 1, 1);
-uniform vec3 mat_specularColor = vec3(1, 1, 1);
-uniform float mat_glossiness = 50;
+// NOTE: Add here your custom variables
-// World attributes
-uniform vec3 lightPos;
-uniform vec3 cameraPos;
+// Light uniform values
+uniform vec3 lightAmbientColor = vec3(0.6, 0.3, 0.0);
+uniform vec3 lightDiffuseColor = vec3(1.0, 0.5, 0.0);
+uniform vec3 lightSpecularColor = vec3(0.0, 1.0, 0.0);
+uniform float lightIntensity = 1.0;
+uniform float lightSpecIntensity = 1.0;
+
+// Material uniform values
+uniform vec3 matAmbientColor = vec3(1.0, 1.0, 1.0);
+uniform vec3 matSpecularColor = vec3(1.0, 1.0, 1.0);
+uniform float matGlossiness = 50.0;
+
+// World uniform values
+uniform vec3 lightPosition;
+uniform vec3 cameraPosition;
// Fragment shader output data
out vec4 fragColor;
+// Calculate ambient lighting component
vec3 AmbientLighting()
{
- return mat_ambientColor * light_ambientColor;
+ return (matAmbientColor*lightAmbientColor);
}
+// Calculate diffuse lighting component
vec3 DiffuseLighting(in vec3 N, in vec3 L)
{
- // Lambertian reflection calculation
- float diffuse = clamp(dot(N, L), 0, 1);
-
- return tintColor.xyz * light_diffuseColor * light_intensity * diffuse;
+ // Lambertian reflection calculation
+ float diffuse = clamp(dot(N, L), 0, 1);
+
+ return (fragTintColor.xyz*lightDiffuseColor*lightIntensity*diffuse);
}
+// Calculate specular lighting component
vec3 SpecularLighting(in vec3 N, in vec3 L, in vec3 V)
{
- float specular = 0;
-
- // Calculate specular reflection only if the surface is oriented to the light source
- if(dot(N, L) > 0)
- {
- // Calculate half vector
- vec3 H = normalize(L + V);
-
- // Calculate specular intensity
- specular = pow(dot(N, H), 3 + mat_glossiness);
- }
+ float specular = 0.0;
+
+ // Calculate specular reflection only if the surface is oriented to the light source
+ if (dot(N, L) > 0)
+ {
+ // Calculate half vector
+ vec3 H = normalize(L + V);
+
+ // Calculate specular intensity
+ specular = pow(dot(N, H), 3 + matGlossiness);
+ }
- return mat_specularColor * light_specularColor * light_specIntensity * specular;
+ return (matSpecularColor*lightSpecularColor*lightSpecIntensity*specular);
}
void main()
{
// Normalize input vectors
- vec3 L = normalize(lightPos);
- vec3 V = normalize(cameraPos);
+ vec3 L = normalize(lightPosition);
+ vec3 V = normalize(cameraPosition);
vec3 N = normalize(fragNormal);
+ // Calculate lighting components
vec3 ambient = AmbientLighting();
vec3 diffuse = DiffuseLighting(N, L);
vec3 specular = SpecularLighting(N, L, V);
- // Get base color from texture
- vec4 textureColor = texture(texture0, fragTexCoord);
- vec3 finalColor = textureColor.rgb;
-
- fragColor = vec4(finalColor * (ambient + diffuse + specular), textureColor.a);
+ // Texel color fetching from texture sampler
+ vec4 texelColor = texture(texture0, fragTexCoord);
+
+ // Calculate final fragment color
+ finalColor = vec4(texelColor.rgb*(ambient + diffuse + specular), texelColor.a);
} \ No newline at end of file
diff --git a/shaders/glsl330/phong.vs b/shaders/glsl330/phong.vs
index ee6d34bf..d68d9b3f 100644
--- a/shaders/glsl330/phong.vs
+++ b/shaders/glsl330/phong.vs
@@ -1,23 +1,25 @@
#version 330
-// Vertex input data
+// Input vertex attributes
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
-// Projection and model data
+// Input uniform values
uniform mat4 mvpMatrix;
-uniform mat4 modelMatrix;
-// Attributes to fragment shader
+// Output vertex attributes (to fragment shader)
out vec2 fragTexCoord;
out vec3 fragNormal;
+// NOTE: Add here your custom variables
+uniform mat4 modelMatrix;
+
void main()
{
- // Send texture coord to fragment shader
+ // Send vertex attributes to fragment shader
fragTexCoord = vertexTexCoord;
-
+
// Calculate view vector normal from model
mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
fragNormal = normalize(normalMatrix*vertexNormal);
diff --git a/shaders/glsl330/pixel.fs b/shaders/glsl330/pixel.fs
index aa5a22fe..9ed3ea7d 100644
--- a/shaders/glsl330/pixel.fs
+++ b/shaders/glsl330/pixel.fs
@@ -1,13 +1,17 @@
#version 330
+// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
+in vec4 fragColor;
-out vec4 fragColor;
-
+// Input uniform values
uniform sampler2D texture0;
uniform vec4 fragTintColor;
-// NOTE: Add here your custom variables
+// Output fragment color
+out vec4 finalColor;
+
+// NOTE: Add here your custom variables
const float renderWidth = 1280.0;
const float renderHeight = 720.0;
@@ -24,5 +28,5 @@ void main()
vec3 tc = texture(texture0, coord).rgb;
- fragColor = vec4(tc, 1.0);
+ finalColor = vec4(tc, 1.0);
} \ No newline at end of file
diff --git a/shaders/glsl330/posterization.fs b/shaders/glsl330/posterization.fs
index 5215bd8b..f1d72a19 100644
--- a/shaders/glsl330/posterization.fs
+++ b/shaders/glsl330/posterization.fs
@@ -1,12 +1,16 @@
#version 330
+// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
+in vec4 fragColor;
-out vec4 fragColor;
-
+// Input uniform values
uniform sampler2D texture0;
uniform vec4 fragTintColor;
+// Output fragment color
+out vec4 finalColor;
+
// NOTE: Add here your custom variables
float gamma = 0.6;
@@ -14,13 +18,14 @@ float numColors = 8.0;
void main()
{
- vec3 color = texture(texture0, fragTexCoord.xy).rgb;
+ // Texel color fetching from texture sampler
+ vec3 texelColor = texture(texture0, fragTexCoord.xy).rgb;
- color = pow(color, vec3(gamma, gamma, gamma));
- color = color*numColors;
- color = floor(color);
- color = color/numColors;
- color = pow(color, vec3(1.0/gamma));
+ texelColor = pow(texelColor, vec3(gamma, gamma, gamma));
+ texelColor = texelColor*numColors;
+ texelColor = floor(texelColor);
+ texelColor = texelColor/numColors;
+ texelColor = pow(texelColor, vec3(1.0/gamma));
- fragColor = vec4(color, 1.0);
+ finalColor = vec4(texelColor, 1.0);
} \ No newline at end of file
diff --git a/shaders/glsl330/predator.fs b/shaders/glsl330/predator.fs
index 85c93d0c..9269dfd4 100644
--- a/shaders/glsl330/predator.fs
+++ b/shaders/glsl330/predator.fs
@@ -1,27 +1,32 @@
#version 330
+// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
+in vec4 fragColor;
-out vec4 fragColor;
-
+// Input uniform values
uniform sampler2D texture0;
uniform vec4 fragTintColor;
+// Output fragment color
+out vec4 finalColor;
+
// NOTE: Add here your custom variables
void main()
{
- vec3 color = texture(texture0, fragTexCoord).rgb;
+ // Texel color fetching from texture sampler
+ vec3 texelColor = texture(texture0, fragTexCoord).rgb;
vec3 colors[3];
colors[0] = vec3(0.0, 0.0, 1.0);
colors[1] = vec3(1.0, 1.0, 0.0);
colors[2] = vec3(1.0, 0.0, 0.0);
- float lum = (color.r + color.g + color.b)/3.0;
+ float lum = (texelColor.r + texelColor.g + texelColor.b)/3.0;
int ix = (lum < 0.5)? 0:1;
vec3 tc = mix(colors[ix], colors[ix + 1], (lum - float(ix)*0.5)/0.5);
- fragColor = vec4(tc, 1.0);
+ finalColor = vec4(tc, 1.0);
} \ No newline at end of file
diff --git a/shaders/glsl330/scanlines.fs b/shaders/glsl330/scanlines.fs
index 0c89e610..177f000d 100644
--- a/shaders/glsl330/scanlines.fs
+++ b/shaders/glsl330/scanlines.fs
@@ -1,12 +1,16 @@
#version 330
+// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
+in vec4 fragColor;
-out vec4 fragColor;
-
+// Input uniform values
uniform sampler2D texture0;
uniform vec4 fragTintColor;
+// Output fragment color
+out vec4 finalColor;
+
// NOTE: Add here your custom variables
float offset = 0.0;
@@ -14,7 +18,7 @@ float frequency = 720.0/3.0;
uniform float time;
-void main (void)
+void main()
{
/*
// Scanlines method 1
@@ -35,7 +39,8 @@ void main (void)
float globalPos = (fragTexCoord.y + offset) * frequency;
float wavePos = cos((fract(globalPos) - 0.5)*3.14);
- vec4 color = texture(texture0, fragTexCoord);
+ // Texel color fetching from texture sampler
+ vec4 texelColor = texture(texture0, fragTexCoord);
- fragColor = mix(vec4(0.0, 0.3, 0.0, 0.0), color, wavePos);
+ finalColor = mix(vec4(0.0, 0.3, 0.0, 0.0), texelColor, wavePos);
} \ No newline at end of file
diff --git a/shaders/glsl330/swirl.fs b/shaders/glsl330/swirl.fs
index 19d7468b..80c16cc9 100644
--- a/shaders/glsl330/swirl.fs
+++ b/shaders/glsl330/swirl.fs
@@ -1,27 +1,32 @@
#version 330
+// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
+in vec4 fragColor;
-out vec4 fragColor;
-
+// Input uniform values
uniform sampler2D texture0;
uniform vec4 fragTintColor;
+// Output fragment color
+out vec4 finalColor;
+
// NOTE: Add here your custom variables
-const float renderWidth = 1280.0;
-const float renderHeight = 720.0;
+const float renderWidth = 800.0; // HARDCODED for example!
+const float renderHeight = 480.0; // Use uniforms instead...
float radius = 250.0;
float angle = 0.8;
uniform vec2 center = vec2(200.0, 200.0);
-void main (void)
+void main()
{
vec2 texSize = vec2(renderWidth, renderHeight);
vec2 tc = fragTexCoord*texSize;
tc -= center;
+
float dist = length(tc);
if (dist < radius)
@@ -37,5 +42,5 @@ void main (void)
tc += center;
vec3 color = texture(texture0, tc/texSize).rgb;
- fragColor = vec4(color, 1.0);;
+ finalColor = vec4(color, 1.0);;
} \ No newline at end of file
diff --git a/shaders/glsl330/template.fs b/shaders/glsl330/template.fs
index ad7210a4..55b8d4a4 100644
--- a/shaders/glsl330/template.fs
+++ b/shaders/glsl330/template.fs
@@ -1,19 +1,24 @@
#version 330
+// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
+in vec4 fragColor;
-out vec4 fragColor;
-
+// Input uniform values
uniform sampler2D texture0;
uniform vec4 fragTintColor;
+// Output fragment color
+out vec4 finalColor;
+
// NOTE: Add here your custom variables
void main()
{
+ // Texel color fetching from texture sampler
vec4 texelColor = texture(texture0, fragTexCoord);
// NOTE: Implement here your fragment shader code
- fragColor = texelColor*fragTintColor;
+ finalColor = texelColor*fragTintColor;
}
diff --git a/src/core.c b/src/core.c
index 54d42f83..a94ad48d 100644
--- a/src/core.c
+++ b/src/core.c
@@ -1447,7 +1447,11 @@ static void InitDisplay(int width, int height)
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // Choose OpenGL minor version (just hint)
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
+#ifdef __APPLE__
+ glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // OSX Requires
+#else
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_FALSE); // Fordward Compatibility Hint: Only 3.3 and above!
+#endif
//glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
}
diff --git a/src/models.c b/src/models.c
index 066b919e..bb2d56c2 100644
--- a/src/models.c
+++ b/src/models.c
@@ -691,31 +691,14 @@ Model LoadCubicmap(Image cubicmap)
return model;
}
-// Unload 3d model from memory
+// Unload 3d model from memory (mesh and material)
void UnloadModel(Model model)
{
- // Unload mesh data
- if (model.mesh.vertices != NULL) free(model.mesh.vertices);
- if (model.mesh.texcoords != NULL) free(model.mesh.texcoords);
- 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);
- if (model.mesh.indices != NULL) free(model.mesh.indices);
-
- 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]); // colors
- rlDeleteBuffers(model.mesh.vboId[4]); // tangents
- rlDeleteBuffers(model.mesh.vboId[5]); // texcoords2
- rlDeleteBuffers(model.mesh.vboId[6]); // indices
-
- rlDeleteVertexArrays(model.mesh.vaoId);
-
+ rlglUnloadMesh(&model.mesh);
+
UnloadMaterial(model.material);
+
+ TraceLog(INFO, "Unloaded model data from RAM and VRAM");
}
// Load material data (from file)
@@ -1247,40 +1230,27 @@ void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rota
model.transform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation);
model.material.colDiffuse = tint;
- rlglDrawEx(model.mesh, model.material, model.transform, false);
+ rlglDrawMesh(model.mesh, model.material, model.transform);
}
// Draw a model wires (with texture if set)
void DrawModelWires(Model model, Vector3 position, float scale, Color tint)
{
- Vector3 vScale = { scale, scale, scale };
- Vector3 rotationAxis = { 0.0f, 0.0f, 0.0f };
-
- // 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);
+ rlEnableWireMode();
- model.transform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation);
- model.material.colDiffuse = tint;
+ DrawModel(model, position, scale, tint);
- rlglDrawEx(model.mesh, model.material, model.transform, true);
+ rlDisableWireMode();
}
// 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)
{
- // 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);
+ rlEnableWireMode();
- model.transform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation);
- model.material.colDiffuse = tint;
+ DrawModelEx(model, position, rotationAxis, rotationAngle, scale, tint);
- rlglDrawEx(model.mesh, model.material, model.transform, true);
+ rlDisableWireMode();
}
// Draw a billboard
diff --git a/src/rlgl.c b/src/rlgl.c
index 0c0da221..888a9313 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -740,6 +740,24 @@ void rlDisableDepthTest(void)
glDisable(GL_DEPTH_TEST);
}
+// Enable wire mode
+void rlEnableWireMode(void)
+{
+#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
+ // NOTE: glPolygonMode() not available on OpenGL ES
+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+#endif
+}
+
+// Disable wire mode
+void rlDisableWireMode(void)
+{
+#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
+ // NOTE: glPolygonMode() not available on OpenGL ES
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+#endif
+}
+
// Unload texture from GPU memory
void rlDeleteTextures(unsigned int id)
{
@@ -1033,175 +1051,15 @@ void rlglClose(void)
void rlglDraw(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- UpdateDefaultBuffers();
- DrawDefaultBuffers();
-#endif
-}
-
-// Draw a 3d mesh with material and transform
-void rlglDrawEx(Mesh mesh, Material material, Matrix transform, bool wires)
-{
-#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
- // NOTE: glPolygonMode() not available on OpenGL ES
- if (wires) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_11)
- glEnable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, material.texDiffuse.id);
-
- // NOTE: On OpenGL 1.1 we use Vertex Arrays to draw model
- glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array
- glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable texture coords array
- if (mesh.normals != NULL) glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array
- if (mesh.colors != NULL) glEnableClientState(GL_COLOR_ARRAY); // Enable colors array
-
- glVertexPointer(3, GL_FLOAT, 0, mesh.vertices); // Pointer to vertex coords array
- glTexCoordPointer(2, GL_FLOAT, 0, mesh.texcoords); // Pointer to texture coords array
- if (mesh.normals != NULL) glNormalPointer(GL_FLOAT, 0, mesh.normals); // Pointer to normals array
- if (mesh.colors != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh.colors); // Pointer to colors array
-
- rlPushMatrix();
- rlMultMatrixf(MatrixToFloat(transform));
- rlColor4ub(material.colDiffuse.r, material.colDiffuse.g, material.colDiffuse.b, material.colDiffuse.a);
-
- if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, mesh.indices);
- else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
- rlPopMatrix();
-
- glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array
- glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array
- if (mesh.normals != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array
- if (mesh.colors != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable colors array
-
- glDisable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, 0);
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glUseProgram(material.shader.id);
-
- // At this point the modelview matrix just contains the view matrix (camera)
- // That's because Begin3dMode() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix()
- Matrix matView = modelview; // View matrix (camera)
- Matrix matProjection = projection; // Projection matrix (perspective)
-
- // Calculate model-view matrix combining matModel and matView
- Matrix matModelView = MatrixMultiply(transform, matView); // Transform to camera-space coordinates
-
- // Calculate model-view-projection matrix (MVP)
- Matrix matMVP = MatrixMultiply(matModelView, matProjection); // Transform to screen-space coordinates
-
- // Send combined model-view-projection matrix to shader
- glUniformMatrix4fv(material.shader.mvpLoc, 1, false, MatrixToFloat(matMVP));
-
- // Apply color tinting (material.colDiffuse)
- // NOTE: Just update one uniform on fragment shader
- float vColor[4] = { (float)material.colDiffuse.r/255, (float)material.colDiffuse.g/255, (float)material.colDiffuse.b/255, (float)material.colDiffuse.a/255 };
- glUniform4fv(material.shader.tintColorLoc, 1, vColor);
-
- // Set shader textures (diffuse, normal, specular)
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, material.texDiffuse.id);
- glUniform1i(material.shader.mapDiffuseLoc, 0); // Texture fits in active texture unit 0
-
- if ((material.texNormal.id != 0) && (material.shader.mapNormalLoc != -1))
- {
- glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_2D, material.texNormal.id);
- glUniform1i(material.shader.mapNormalLoc, 1); // Texture fits in active texture unit 1
- }
-
- if ((material.texSpecular.id != 0) && (material.shader.mapSpecularLoc != -1))
- {
- glActiveTexture(GL_TEXTURE2);
- glBindTexture(GL_TEXTURE_2D, material.texSpecular.id);
- glUniform1i(material.shader.mapSpecularLoc, 2); // Texture fits in active texture unit 2
- }
-
- if (vaoSupported)
- {
- glBindVertexArray(mesh.vaoId);
- }
- else
- {
- // Bind mesh VBO data: vertex position (shader-location = 0)
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
- glVertexAttribPointer(material.shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(material.shader.vertexLoc);
-
- // Bind mesh VBO data: vertex texcoords (shader-location = 1)
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]);
- glVertexAttribPointer(material.shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(material.shader.texcoordLoc);
-
- // Bind mesh VBO data: vertex normals (shader-location = 2, if available)
- if (material.shader.normalLoc != -1)
- {
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]);
- glVertexAttribPointer(material.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(material.shader.normalLoc);
- }
-
- // Bind mesh VBO data: vertex colors (shader-location = 3, if available) , tangents, texcoords2 (if available)
- if (material.shader.colorLoc != -1)
- {
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]);
- glVertexAttribPointer(material.shader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
- glEnableVertexAttribArray(material.shader.colorLoc);
- }
-
- // Bind mesh VBO data: vertex tangents (shader-location = 4, if available)
- if (material.shader.tangentLoc != -1)
- {
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]);
- glVertexAttribPointer(material.shader.tangentLoc, 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(material.shader.tangentLoc);
- }
-
- // Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available)
- if (material.shader.texcoord2Loc != -1)
- {
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]);
- glVertexAttribPointer(material.shader.texcoord2Loc, 2, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(material.shader.texcoord2Loc);
- }
-
- if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]);
- }
-
- // Draw call!
- if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, 0); // Indexed vertices draw
- else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
-
- if (material.texNormal.id != 0)
- {
- glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_2D, 0);
- }
-
- if (material.texSpecular.id != 0)
- {
- glActiveTexture(GL_TEXTURE2);
- glBindTexture(GL_TEXTURE_2D, 0);
- }
-
- glActiveTexture(GL_TEXTURE0); // Set shader active texture to default 0
- glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
-
- if (vaoSupported) glBindVertexArray(0); // Unbind VAO
- else
+/*
+ for (int i = 0; i < modelsCount; i++)
{
- glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind VBOs
- if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ rlglDrawMesh(models[i]->mesh, models[i]->material, models[i]->transform);
}
-
- glUseProgram(0); // Unbind shader program
-#endif
-
-#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
- // NOTE: glPolygonMode() not available on OpenGL ES
- if (wires) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+*/
+ // NOTE: Default buffers always drawn at the end
+ UpdateDefaultBuffers();
+ DrawDefaultBuffers();
#endif
}
@@ -1776,6 +1634,245 @@ void rlglLoadMesh(Mesh *mesh)
#endif
}
+// Update vertex data on GPU (upload new data to one buffer)
+void rlglUpdateMesh(Mesh mesh, int buffer, int numVertex)
+{
+ // Activate mesh VAO
+ if (vaoSupported) glBindVertexArray(mesh.vaoId);
+
+ switch (buffer)
+ {
+ case 0: // Update vertices (vertex position)
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
+ if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.vertices, GL_DYNAMIC_DRAW);
+ else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.vertices);
+
+ } break;
+ case 1: // Update texcoords (vertex texture coordinates)
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]);
+ if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*numVertex, mesh.texcoords, GL_DYNAMIC_DRAW);
+ else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*numVertex, mesh.texcoords);
+
+ } break;
+ case 2: // Update normals (vertex normals)
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
+ if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.normals, GL_DYNAMIC_DRAW);
+ else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.normals);
+
+ } break;
+ case 3: // Update colors (vertex colors)
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]);
+ if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*numVertex, mesh.colors, GL_DYNAMIC_DRAW);
+ else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*numVertex, mesh.colors);
+
+ } break;
+ case 4: // Update tangents (vertex tangents)
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
+ if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.tangents, GL_DYNAMIC_DRAW);
+ else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.tangents);
+ } break;
+ case 5: // Update texcoords2 (vertex second texture coordinates)
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]);
+ if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*numVertex, mesh.texcoords2, GL_DYNAMIC_DRAW);
+ else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*numVertex, mesh.texcoords2);
+ } break;
+ default: break;
+ }
+
+ // Unbind the current VAO
+ if (vaoSupported) glBindVertexArray(0);
+
+ // Another option would be using buffer mapping...
+ //mesh.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
+ // Now we can modify vertices
+ //glUnmapBuffer(GL_ARRAY_BUFFER);
+}
+
+// Draw a 3d mesh with material and transform
+void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
+{
+#if defined(GRAPHICS_API_OPENGL_11)
+ glEnable(GL_TEXTURE_2D);
+ glBindTexture(GL_TEXTURE_2D, material.texDiffuse.id);
+
+ // NOTE: On OpenGL 1.1 we use Vertex Arrays to draw model
+ glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable texture coords array
+ if (mesh.normals != NULL) glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array
+ if (mesh.colors != NULL) glEnableClientState(GL_COLOR_ARRAY); // Enable colors array
+
+ glVertexPointer(3, GL_FLOAT, 0, mesh.vertices); // Pointer to vertex coords array
+ glTexCoordPointer(2, GL_FLOAT, 0, mesh.texcoords); // Pointer to texture coords array
+ if (mesh.normals != NULL) glNormalPointer(GL_FLOAT, 0, mesh.normals); // Pointer to normals array
+ if (mesh.colors != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh.colors); // Pointer to colors array
+
+ rlPushMatrix();
+ rlMultMatrixf(MatrixToFloat(transform));
+ rlColor4ub(material.colDiffuse.r, material.colDiffuse.g, material.colDiffuse.b, material.colDiffuse.a);
+
+ if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, mesh.indices);
+ else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
+ rlPopMatrix();
+
+ glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array
+ if (mesh.normals != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array
+ if (mesh.colors != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable colors array
+
+ glDisable(GL_TEXTURE_2D);
+ glBindTexture(GL_TEXTURE_2D, 0);
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glUseProgram(material.shader.id);
+
+ // At this point the modelview matrix just contains the view matrix (camera)
+ // That's because Begin3dMode() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix()
+ Matrix matView = modelview; // View matrix (camera)
+ Matrix matProjection = projection; // Projection matrix (perspective)
+
+ // Calculate model-view matrix combining matModel and matView
+ Matrix matModelView = MatrixMultiply(transform, matView); // Transform to camera-space coordinates
+
+ // Calculate model-view-projection matrix (MVP)
+ Matrix matMVP = MatrixMultiply(matModelView, matProjection); // Transform to screen-space coordinates
+
+ // Send combined model-view-projection matrix to shader
+ glUniformMatrix4fv(material.shader.mvpLoc, 1, false, MatrixToFloat(matMVP));
+
+ // Apply color tinting (material.colDiffuse)
+ // NOTE: Just update one uniform on fragment shader
+ float vColor[4] = { (float)material.colDiffuse.r/255, (float)material.colDiffuse.g/255, (float)material.colDiffuse.b/255, (float)material.colDiffuse.a/255 };
+ glUniform4fv(material.shader.tintColorLoc, 1, vColor);
+
+ // Set shader textures (diffuse, normal, specular)
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, material.texDiffuse.id);
+ glUniform1i(material.shader.mapDiffuseLoc, 0); // Texture fits in active texture unit 0
+
+ if ((material.texNormal.id != 0) && (material.shader.mapNormalLoc != -1))
+ {
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, material.texNormal.id);
+ glUniform1i(material.shader.mapNormalLoc, 1); // Texture fits in active texture unit 1
+ }
+
+ if ((material.texSpecular.id != 0) && (material.shader.mapSpecularLoc != -1))
+ {
+ glActiveTexture(GL_TEXTURE2);
+ glBindTexture(GL_TEXTURE_2D, material.texSpecular.id);
+ glUniform1i(material.shader.mapSpecularLoc, 2); // Texture fits in active texture unit 2
+ }
+
+ if (vaoSupported)
+ {
+ glBindVertexArray(mesh.vaoId);
+ }
+ else
+ {
+ // Bind mesh VBO data: vertex position (shader-location = 0)
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
+ glVertexAttribPointer(material.shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(material.shader.vertexLoc);
+
+ // Bind mesh VBO data: vertex texcoords (shader-location = 1)
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]);
+ glVertexAttribPointer(material.shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(material.shader.texcoordLoc);
+
+ // Bind mesh VBO data: vertex normals (shader-location = 2, if available)
+ if (material.shader.normalLoc != -1)
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]);
+ glVertexAttribPointer(material.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(material.shader.normalLoc);
+ }
+
+ // Bind mesh VBO data: vertex colors (shader-location = 3, if available) , tangents, texcoords2 (if available)
+ if (material.shader.colorLoc != -1)
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]);
+ glVertexAttribPointer(material.shader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+ glEnableVertexAttribArray(material.shader.colorLoc);
+ }
+
+ // Bind mesh VBO data: vertex tangents (shader-location = 4, if available)
+ if (material.shader.tangentLoc != -1)
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]);
+ glVertexAttribPointer(material.shader.tangentLoc, 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(material.shader.tangentLoc);
+ }
+
+ // Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available)
+ if (material.shader.texcoord2Loc != -1)
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]);
+ glVertexAttribPointer(material.shader.texcoord2Loc, 2, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(material.shader.texcoord2Loc);
+ }
+
+ if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]);
+ }
+
+ // Draw call!
+ if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, 0); // Indexed vertices draw
+ else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
+
+ if (material.texNormal.id != 0)
+ {
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ }
+
+ if (material.texSpecular.id != 0)
+ {
+ glActiveTexture(GL_TEXTURE2);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ }
+
+ glActiveTexture(GL_TEXTURE0); // Set shader active texture to default 0
+ glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
+
+ if (vaoSupported) glBindVertexArray(0); // Unbind VAO
+ else
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind VBOs
+ if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ }
+
+ glUseProgram(0); // Unbind shader program
+#endif
+}
+
+// Unload mesh data from CPU and GPU
+void rlglUnloadMesh(Mesh *mesh)
+{
+ if (mesh->vertices != NULL) free(mesh->vertices);
+ if (mesh->texcoords != NULL) free(mesh->texcoords);
+ if (mesh->normals != NULL) free(mesh->normals);
+ if (mesh->colors != NULL) free(mesh->colors);
+ if (mesh->tangents != NULL) free(mesh->tangents);
+ if (mesh->texcoords2 != NULL) free(mesh->texcoords2);
+ if (mesh->indices != NULL) free(mesh->indices);
+
+ rlDeleteBuffers(mesh->vboId[0]); // vertex
+ rlDeleteBuffers(mesh->vboId[1]); // texcoords
+ rlDeleteBuffers(mesh->vboId[2]); // normals
+ rlDeleteBuffers(mesh->vboId[3]); // colors
+ rlDeleteBuffers(mesh->vboId[4]); // tangents
+ rlDeleteBuffers(mesh->vboId[5]); // texcoords2
+ rlDeleteBuffers(mesh->vboId[6]); // indices
+
+ rlDeleteVertexArrays(mesh->vaoId);
+}
+
// Read screen pixel data (color buffer)
unsigned char *rlglReadScreenPixels(int width, int height)
{
@@ -2328,12 +2425,12 @@ static void LoadDefaultShaderLocations(Shader *shader)
// vertex texcoord2 location = 5
// Get handles to GLSL input attibute locations
- shader->vertexLoc = glGetAttribLocation(shader->id, "vertexPosition");
- shader->texcoordLoc = glGetAttribLocation(shader->id, "vertexTexCoord");
- shader->normalLoc = glGetAttribLocation(shader->id, "vertexNormal");
- shader->colorLoc = glGetAttribLocation(shader->id, "vertexColor");
- shader->tangentLoc = glGetAttribLocation(shader->id, "vertexTangent");
- shader->texcoord2Loc = glGetAttribLocation(shader->id, "vertexTexCoord2");
+ shader->vertexLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_POSITION_NAME);
+ shader->texcoordLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD_NAME);
+ shader->normalLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_NORMAL_NAME);
+ shader->colorLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_COLOR_NAME);
+ shader->tangentLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TANGENT_NAME);
+ shader->texcoord2Loc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD2_NAME);
// Get handles to GLSL uniform locations (vertex shader)
shader->mvpLoc = glGetUniformLocation(shader->id, "mvpMatrix");
@@ -2350,8 +2447,8 @@ static void UnloadDefaultShader(void)
{
glUseProgram(0);
- //glDetachShader(defaultShaderProgram, vertexShader);
- //glDetachShader(defaultShaderProgram, fragmentShader);
+ //glDetachShader(defaultShader, vertexShader);
+ //glDetachShader(defaultShader, fragmentShader);
//glDeleteShader(vertexShader); // Already deleted on shader compilation
//glDeleteShader(fragmentShader); // Already deleted on sahder compilation
glDeleteProgram(defaultShader.id);
diff --git a/src/rlgl.h b/src/rlgl.h
index 7b88bc9e..a33e3a0a 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -256,6 +256,8 @@ void rlEnableRenderTexture(unsigned int id); // Enable render texture (fbo)
void rlDisableRenderTexture(void); // Disable render texture (fbo), return to default framebuffer
void rlEnableDepthTest(void); // Enable depth test
void rlDisableDepthTest(void); // Disable depth test
+void rlEnableWireMode(void); // Enable wire mode
+void rlDisableWireMode(void); // Disable wire mode
void rlDeleteTextures(unsigned int id); // Delete OpenGL texture from GPU
void rlDeleteRenderTextures(RenderTexture2D target); // Delete render textures (fbo) from GPU
void rlDeleteShader(unsigned int id); // Delete OpenGL shader program from GPU
@@ -277,8 +279,11 @@ 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
-void rlglLoadMesh(Mesh *mesh); // Upload vertex data into GPU and provided VAO/VBO ids
-void rlglDrawEx(Mesh mesh, Material material, Matrix transform, bool wires);
+
+void rlglLoadMesh(Mesh *mesh); // Upload vertex data into GPU and provided VAO/VBO ids
+void rlglUpdateMesh(Mesh mesh, int buffer, int numVertex); // Update vertex data on GPU (upload new data to one buffer)
+void rlglDrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
+void rlglUnloadMesh(Mesh *mesh); // Unload mesh data from CPU and GPU
Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coordinates from screen coordinates
diff --git a/templates/advance_game/Makefile b/templates/advance_game/Makefile
index ee982de4..b3947205 100644
--- a/templates/advance_game/Makefile
+++ b/templates/advance_game/Makefile
@@ -109,7 +109,10 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),LINUX)
LFLAGS = -L. -L../../src
else
- LFLAGS = -L. -L../../src -LC:/raylib/raylib/src
+ LFLAGS = -L. -L../../src
+ ifeq ($(PLATFORM_OS),WINDOWS)
+ LFLAGS += -LC:/raylib/raylib/src
+ endif
# external libraries to link with
# GLFW3
LFLAGS += -L../../external/glfw3/lib/$(LIBPATH)
@@ -134,7 +137,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# libraries for OS X 10.9 desktop compiling
# requires the following packages:
# libglfw3-dev libopenal-dev libegl1-mesa-dev
- LIBS = -lraylib -lglfw -framework OpenGL -framework OpenAl -framework Cocoa
+ LIBS = -lraylib -lglfw3 -framework OpenGL -framework OpenAl -framework Cocoa
else
# libraries for Windows desktop compiling
# NOTE: GLFW3 and OpenAL Soft libraries should be installed
diff --git a/templates/basic_game/Makefile b/templates/basic_game/Makefile
index 3b2a06d0..76337490 100644
--- a/templates/basic_game/Makefile
+++ b/templates/basic_game/Makefile
@@ -109,7 +109,10 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),LINUX)
LFLAGS = -L. -L../../src
else
- LFLAGS = -L. -L../../src -LC:/raylib/raylib/src
+ LFLAGS = -L. -L../../src
+ ifeq ($(PLATFORM_OS),WINDOWS)
+ LFLAGS += -LC:/raylib/raylib/src
+ endif
# external libraries to link with
# GLFW3
LFLAGS += -L../../external/glfw3/lib/$(LIBPATH)
diff --git a/templates/basic_test/Makefile b/templates/basic_test/Makefile
index b08aacdf..b6fd44a7 100644
--- a/templates/basic_test/Makefile
+++ b/templates/basic_test/Makefile
@@ -108,7 +108,10 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),LINUX)
LFLAGS = -L. -L../../src
else
- LFLAGS = -L. -L../../src -LC:/raylib/raylib/src
+ LFLAGS = -L. -L../../src
+ ifeq ($(PLATFORM_OS),WINDOWS)
+ LFLAGS += -LC:/raylib/raylib/src
+ endif
# external libraries to link with
# GLFW3
LFLAGS += -L../../external/glfw3/lib/$(LIBPATH)
@@ -133,7 +136,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# libraries for OS X 10.9 desktop compiling
# requires the following packages:
# libglfw3-dev libopenal-dev libegl1-mesa-dev
- LIBS = -lraylib -lglfw -framework OpenGL -framework OpenAl -framework Cocoa
+ LIBS = -lraylib -lglfw3 -framework OpenGL -framework OpenAl -framework Cocoa
else
# libraries for Windows desktop compiling
# NOTE: GLFW3 and OpenAL Soft libraries should be installed
diff --git a/templates/simple_game/Makefile b/templates/simple_game/Makefile
index 6a3adcc8..3d303082 100644
--- a/templates/simple_game/Makefile
+++ b/templates/simple_game/Makefile
@@ -109,7 +109,10 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),LINUX)
LFLAGS = -L. -L../../src
else
- LFLAGS = -L. -L../../src -LC:/raylib/raylib/src
+ LFLAGS = -L. -L../../src
+ ifeq ($(PLATFORM_OS),WINDOWS)
+ LFLAGS += -LC:/raylib/raylib/src
+ endif
# external libraries to link with
# GLFW3
LFLAGS += -L../../external/glfw3/lib/$(LIBPATH)
@@ -134,7 +137,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# libraries for OS X 10.9 desktop compiling
# requires the following packages:
# libglfw3-dev libopenal-dev libegl1-mesa-dev
- LIBS = -lraylib -lglfw -framework OpenGL -framework OpenAl -framework Cocoa
+ LIBS = -lraylib -lglfw3 -framework OpenGL -framework OpenAl -framework Cocoa
else
# libraries for Windows desktop compiling
# NOTE: GLFW3 and OpenAL Soft libraries should be installed
diff --git a/templates/standard_game/Makefile b/templates/standard_game/Makefile
index 4629d1b1..c7cb7add 100644
--- a/templates/standard_game/Makefile
+++ b/templates/standard_game/Makefile
@@ -109,7 +109,10 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),LINUX)
LFLAGS = -L. -L../../src
else
- LFLAGS = -L. -L../../src -LC:/raylib/raylib/src
+ LFLAGS = -L. -L../../src
+ ifeq ($(PLATFORM_OS),WINDOWS)
+ LFLAGS += -LC:/raylib/raylib/src
+ endif
# external libraries to link with
# GLFW3
LFLAGS += -L../../external/glfw3/lib/$(LIBPATH)
@@ -134,7 +137,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# libraries for OS X 10.9 desktop compiling
# requires the following packages:
# libglfw3-dev libopenal-dev libegl1-mesa-dev
- LIBS = -lraylib -lglfw -framework OpenGL -framework OpenAl -framework Cocoa
+ LIBS = -lraylib -lglfw3 -framework OpenGL -framework OpenAl -framework Cocoa
else
# libraries for Windows desktop compiling
# NOTE: GLFW3 and OpenAL Soft libraries should be installed