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authorraysan5 <raysan5@gmail.com>2014-03-25 12:40:35 +0100
committerraysan5 <raysan5@gmail.com>2014-03-25 12:40:35 +0100
commit96f520ff6d085536205feb1f943974e354577df4 (patch)
treec839c999b38d8f1f07933a2b6a1bb1e45d786532 /src/rlgl.c
parent1c8dce429ee5a58d535fcca0e29fe3711aa3fcb5 (diff)
downloadraylib-96f520ff6d085536205feb1f943974e354577df4.tar.gz
raylib-96f520ff6d085536205feb1f943974e354577df4.zip
Road to raylib 1.1 - Testing rlgl
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+/*********************************************************************************************
+*
+* rlgl - raylib OpenGL abstraction layer
+*
+* raylib now uses OpenGL 1.1 style functions (rlVertex) that are mapped to selected OpenGL version:
+* OpenGL 1.1 - Direct map rl* -> gl*
+* OpenGL 3.3+ - Vertex data is stored in VAOs, call rlglDraw() to render
+* OpenGL ES 2 - Same behaviour as OpenGL 3.3+
+*
+* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
+*
+* This software is provided "as-is", without any express or implied warranty. In no event
+* will the authors be held liable for any damages arising from the use of this software.
+*
+* Permission is granted to anyone to use this software for any purpose, including commercial
+* applications, and to alter it and redistribute it freely, subject to the following restrictions:
+*
+* 1. The origin of this software must not be misrepresented; you must not claim that you
+* wrote the original software. If you use this software in a product, an acknowledgment
+* in the product documentation would be appreciated but is not required.
+*
+* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
+* as being the original software.
+*
+* 3. This notice may not be removed or altered from any source distribution.
+*
+**********************************************************************************************/
+
+#include "rlgl.h"
+
+#include <stdio.h> // Standard input / output lib
+#include <stdlib.h> // Declares malloc() and free() for memory management, rand()
+
+#include "raymath.h" // Required for data type Matrix and Matrix functions
+
+#ifdef USE_OPENGL_11
+ #include <GL/gl.h> // Extensions loading lib
+#endif
+
+#ifdef USE_OPENGL_33
+ #define GLEW_STATIC
+ #include <GL/glew.h> // Extensions loading lib
+#endif
+
+//#include "glad.h" // Extensions loading lib? --> REVIEW
+
+#define USE_VBO_DOUBLE_BUFFERS // Enable VBO double buffers usage --> REVIEW!
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+#define MATRIX_STACK_SIZE 16 // TODO: REVIEW: Matrix stack required?
+#define MAX_DRAWS_BY_TEXTURE 256 // Draws are organized by texture changes
+#define TEMP_VERTEX_BUFFER_SIZE 1024 // Temporal Vertex Buffer (required for post-transformations)
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+typedef struct {
+ int numQuads;
+ int texId;
+} QuadsByTexture;
+
+typedef struct {
+ int vCounter;
+ int cCounter;
+ float *vertices; // 3 components per vertex
+ float *colors; // 4 components per vertex
+} VertexPositionColorBuffer;
+
+typedef struct {
+ int vCounter;
+ int tcCounter;
+ int cCounter;
+ float *vertices; // 3 components per vertex
+ float *texcoords; // 2 components per vertex
+ float *colors; // 4 components per vertex
+} VertexPositionColorTextureBuffer;
+
+typedef struct {
+ int vCounter;
+ int tcCounter;
+ int cCounter;
+ float *vertices; // 3 components per vertex
+ float *texcoords; // 2 components per vertex
+ float *colors; // 4 components per vertex
+ unsigned int *indices; // 6 indices per quad
+} VertexPositionColorTextureIndexBuffer;
+
+typedef struct {
+ GLuint texId;
+ int firstVertex; // Actually, when using glDrawElements, this parameter is useless..
+ int vCount;
+} DrawCall;
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2)
+static Matrix stack[MATRIX_STACK_SIZE];
+static int stackCounter = 0;
+
+static Matrix modelview;
+static Matrix projection;
+static Matrix *currentMatrix;
+static int currentMatrixMode;
+
+static DrawMode currentDrawMode;
+
+// Vertex arrays for lines, triangles and quads
+static VertexPositionColorBuffer lines;
+static VertexPositionColorTextureBuffer triangles;
+static VertexPositionColorTextureIndexBuffer quads;
+
+// Vetex-Fragment Shader Program ID
+static GLuint shaderProgram;
+
+// Shader program attibutes binding locations
+static GLuint vertexLoc, texcoordLoc, colorLoc;
+static GLuint projectionMatrixLoc, modelviewMatrixLoc;
+static GLuint textureLoc;
+
+// Vertex Array Objects (VAO)
+static GLuint vaoLines, vaoTriangles, vaoQuads;
+
+// Vertex Buffer Objects (VBO)
+static GLuint linesBuffer[2];
+static GLuint trianglesBuffer[2];
+static GLuint quadsBuffer[4];
+
+#ifdef USE_VBO_DOUBLE_BUFFERS
+// Double buffering
+// TODO: REVIEW -> Not getting any performance improvement... why?
+static GLuint vaoQuadsB;
+static GLuint quadsBufferB[4];
+static bool useBufferB = false;
+#endif
+
+static DrawCall *draws;
+static int drawsCounter;
+
+// Temp vertex buffer to be used with rlTranslate, rlRotate, rlScale
+static Vector3 *tempBuffer;
+static int tempBufferCount = 0;
+static bool useTempBuffer = false;
+
+// White texture useful for plain color polys (required by shader)
+static GLuint whiteTexture;
+#endif
+
+//----------------------------------------------------------------------------------
+// Module specific Functions Declaration
+//----------------------------------------------------------------------------------
+#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2)
+static GLuint LoadDefaultShaders();
+static void InitializeBuffers();
+static void InitializeVAOs();
+static void UpdateBuffers();
+
+// Shader files loading (external) - Not used but useful...
+static GLuint LoadShaders(char *vertexFileName, char *fragmentFileName);
+static char *TextFileRead(char *fn);
+#endif
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - Matrix operations
+//----------------------------------------------------------------------------------
+
+#ifdef USE_OPENGL_11
+
+// Fallback to OpenGL 1.1 function calls
+//---------------------------------------
+void rlMatrixMode(int mode)
+{
+ switch (mode)
+ {
+ case RL_PROJECTION: glMatrixMode(GL_PROJECTION); break;
+ case RL_MODELVIEW: glMatrixMode(GL_MODELVIEW); break;
+ case RL_TEXTURE: glMatrixMode(GL_TEXTURE); break;
+ default: break;
+ }
+}
+
+void rlFrustum(double left, double right, double bottom, double top, double near, double far)
+{
+ glFrustum(left, right, bottom, top, near, far);
+}
+
+void rlOrtho(double left, double right, double bottom, double top, double near, double far)
+{
+ glOrtho(left, right, bottom, top, near, far);
+}
+
+void rlPushMatrix() { glPushMatrix(); }
+void rlPopMatrix() { glPopMatrix(); }
+void rlLoadIdentity() { glLoadIdentity(); }
+void rlTranslatef(float x, float y, float z) { glTranslatef(x, y, z); }
+void rlRotatef(float angleDeg, float x, float y, float z) { glRotatef(angleDeg, x, y, z); }
+void rlScalef(float x, float y, float z) { glScalef(x, y, z); }
+void rlMultMatrixf(float *mat) { glMultMatrixf(mat); }
+
+#else
+
+// Choose the current matrix to be transformed
+void rlMatrixMode(int mode)
+{
+ if (mode == RL_PROJECTION) currentMatrix = &projection;
+ else if (mode == RL_MODELVIEW) currentMatrix = &modelview;
+ //else if (mode == GL_TEXTURE) TODO: NEVER USED!
+
+ currentMatrixMode = mode;
+}
+
+// Push the current matrix to stack
+void rlPushMatrix()
+{
+ if (stackCounter == MATRIX_STACK_SIZE - 1)
+ {
+ printf("ERROR: Stack Buffer Overflow! (MAX 16 MATRIX)");
+
+ exit(1);
+ }
+
+ stack[stackCounter] = *currentMatrix;
+ rlLoadIdentity();
+ stackCounter++;
+
+ if (currentMatrixMode == RL_MODELVIEW) useTempBuffer = true;
+}
+
+// Pop lattest inserted matrix from stack
+void rlPopMatrix()
+{
+ if (stackCounter > 0)
+ {
+ Matrix mat = stack[stackCounter - 1];
+ *currentMatrix = mat;
+ stackCounter--;
+ }
+}
+
+// Reset current matrix to identity matrix
+void rlLoadIdentity()
+{
+ *currentMatrix = MatrixIdentity();
+}
+
+// Multiply the current matrix by a translation matrix
+void rlTranslatef(float x, float y, float z)
+{
+ Matrix mat = MatrixTranslate(x, y, z);
+
+ *currentMatrix = MatrixMultiply(*currentMatrix, mat);
+}
+
+// Multiply the current matrix by a rotation matrix
+void rlRotatef(float angleDeg, float x, float y, float z)
+{
+ // TODO: Rotation matrix --> REVIEW!
+ Matrix rot = MatrixIdentity();
+
+ if (x == 1) rot = MatrixRotateX(angleDeg*DEG2RAD);
+ else if (y == 1) rot = MatrixRotateY(angleDeg*DEG2RAD);
+ else if (z == 1) rot = MatrixRotateZ(angleDeg*DEG2RAD);
+
+ *currentMatrix = MatrixMultiply(*currentMatrix, rot);
+}
+
+// Multiply the current matrix by a scaling matrix
+void rlScalef(float x, float y, float z)
+{
+ Matrix mat = MatrixScale(x, y, z);
+
+ *currentMatrix = MatrixMultiply(*currentMatrix, mat);
+}
+
+// Multiply the current matrix by another matrix
+void rlMultMatrixf(float *m)
+{
+ // TODO: review Matrix creation from array
+ Matrix mat = { m[0], m[1], m[2], m[3],
+ m[4], m[5], m[6], m[7],
+ m[8], m[9], m[10], m[11],
+ m[12], m[13], m[14], m[15] };
+
+ *currentMatrix = MatrixMultiply(*currentMatrix, mat);
+}
+
+// Multiply the current matrix by a perspective matrix generated by parameters
+void rlFrustum(double left, double right, double bottom, double top, double near, double far)
+{
+ Matrix matPerps = MatrixFrustum(left, right, bottom, top, near, far);
+ MatrixTranspose(&matPerps);
+
+ *currentMatrix = MatrixMultiply(*currentMatrix, matPerps);
+}
+
+// Multiply the current matrix by an orthographic matrix generated by parameters
+void rlOrtho(double left, double right, double bottom, double top, double near, double far)
+{
+ Matrix matOrtho = MatrixOrtho(left, right, bottom, top, near, far);
+ MatrixTranspose(&matOrtho);
+
+ *currentMatrix = MatrixMultiply(*currentMatrix, matOrtho);
+}
+
+#endif
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - Vertex level operations
+//----------------------------------------------------------------------------------
+#ifdef USE_OPENGL_11
+
+// Fallback to OpenGL 1.1 function calls
+//---------------------------------------
+void rlBegin(int mode)
+{
+ switch (mode)
+ {
+ case RL_LINES: glBegin(GL_LINES); break;
+ case RL_TRIANGLES: glBegin(GL_TRIANGLES); break;
+ case RL_QUADS: glBegin(GL_QUADS); break;
+ default: break;
+ }
+}
+
+void rlEnd() { glEnd(); }
+void rlVertex2i(int x, int y) { glVertex2i(x, y); }
+void rlVertex2f(float x, float y) { glVertex2f(x, y); }
+void rlVertex3f(float x, float y, float z) { glVertex3f(x, y, z); }
+void rlTexCoord2f(float x, float y) { glTexCoord2f(x, y); }
+void rlNormal3f(float x, float y, float z) { glNormal3f(x, y, z); }
+void rlColor4ub(byte r, byte g, byte b, byte a) { glColor4ub(r, g, b, a); }
+void rlColor3f(float x, float y, float z) { glColor3f(x, y, z); }
+void rlColor4f(float x, float y, float z, float w) { glColor4f(x, y, z, w); }
+
+#else
+
+// Initialize drawing mode (how to organize vertex)
+void rlBegin(int mode)
+{
+ // Draw mode can only be RL_LINES, RL_TRIANGLES and RL_QUADS
+ currentDrawMode = mode;
+}
+
+// Finish vertex providing
+void rlEnd()
+{
+ if (useTempBuffer)
+ {
+ // IT WORKS!!! --> Refactor...
+ Matrix mat = *currentMatrix;
+ MatrixTranspose(&mat);
+
+ // Apply transformation matrix to all temp vertices
+ for (int i = 0; i < tempBufferCount; i++) VectorTransform(&tempBuffer[i], mat);
+
+ // Deactivate tempBuffer usage to allow rlVertex3f do its job
+ useTempBuffer = false;
+
+ // Copy all transformed vertices to right VAO
+ for (int i = 0; i < tempBufferCount; i++) rlVertex3f(tempBuffer[i].x, tempBuffer[i].y, tempBuffer[i].z);
+
+ // Reset temp buffer
+ tempBufferCount = 0;
+ }
+
+ // Make sure vertexCounter is the same for vertices-texcoords-normals-colors
+ // NOTE: In OpenGL 1.1, one glColor call can be made for all the subsequent glVertex calls.
+ switch (currentDrawMode)
+ {
+ case RL_LINES:
+ {
+ if (lines.vCounter != lines.cCounter)
+ {
+ int addColors = lines.vCounter - lines.cCounter;
+
+ for (int i = 0; i < addColors; i++)
+ {
+ lines.colors[4*lines.cCounter] = lines.colors[4*lines.cCounter - 4];
+ lines.colors[4*lines.cCounter + 1] = lines.colors[4*lines.cCounter - 3];
+ lines.colors[4*lines.cCounter + 2] = lines.colors[4*lines.cCounter - 2];
+ lines.colors[4*lines.cCounter + 3] = lines.colors[4*lines.cCounter - 1];
+
+ lines.cCounter++;
+ }
+ }
+ } break;
+ case RL_TRIANGLES:
+ {
+ if (triangles.vCounter != triangles.cCounter)
+ {
+ int addColors = triangles.vCounter - triangles.cCounter;
+
+ for (int i = 0; i < addColors; i++)
+ {
+ triangles.colors[4*triangles.cCounter] = triangles.colors[4*triangles.cCounter - 4];
+ triangles.colors[4*triangles.cCounter + 1] = triangles.colors[4*triangles.cCounter - 3];
+ triangles.colors[4*triangles.cCounter + 2] = triangles.colors[4*triangles.cCounter - 2];
+ triangles.colors[4*triangles.cCounter + 3] = triangles.colors[4*triangles.cCounter - 1];
+
+ triangles.cCounter++;
+ }
+ }
+ } break;
+ case RL_QUADS:
+ {
+ // Make sure colors count match vertex count
+ if (quads.vCounter != quads.cCounter)
+ {
+ int addColors = quads.vCounter - quads.cCounter;
+
+ for (int i = 0; i < addColors; i++)
+ {
+ quads.colors[4*quads.cCounter] = quads.colors[4*quads.cCounter - 4];
+ quads.colors[4*quads.cCounter + 1] = quads.colors[4*quads.cCounter - 3];
+ quads.colors[4*quads.cCounter + 2] = quads.colors[4*quads.cCounter - 2];
+ quads.colors[4*quads.cCounter + 3] = quads.colors[4*quads.cCounter - 1];
+
+ quads.cCounter++;
+ }
+ }
+
+ // Make sure texcoords count match vertex count
+ if (quads.vCounter != quads.tcCounter)
+ {
+ int addTexCoords = quads.vCounter - quads.tcCounter;
+
+ for (int i = 0; i < addTexCoords; i++)
+ {
+ quads.texcoords[2*quads.tcCounter] = 0.0f;
+ quads.texcoords[2*quads.tcCounter + 1] = 0.0f;
+
+ quads.tcCounter++;
+ }
+ }
+
+ // TODO: Make sure normals count match vertex count
+
+ } break;
+ default: break;
+ }
+}
+
+// Define one vertex (position)
+void rlVertex3f(float x, float y, float z)
+{
+ if (useTempBuffer)
+ {
+ tempBuffer[tempBufferCount].x = x;
+ tempBuffer[tempBufferCount].y = y;
+ tempBuffer[tempBufferCount].z = z;
+ tempBufferCount++;
+ }
+ else
+ {
+ switch (currentDrawMode)
+ {
+ case RL_LINES:
+ {
+ lines.vertices[3*lines.vCounter] = x;
+ lines.vertices[3*lines.vCounter + 1] = y;
+ lines.vertices[3*lines.vCounter + 2] = z;
+
+ lines.vCounter++;
+
+ } break;
+ case RL_TRIANGLES:
+ {
+ triangles.vertices[3*triangles.vCounter] = x;
+ triangles.vertices[3*triangles.vCounter + 1] = y;
+ triangles.vertices[3*triangles.vCounter + 2] = z;
+
+ triangles.vCounter++;
+
+ } break;
+ case RL_QUADS:
+ {
+ quads.vertices[3*quads.vCounter] = x;
+ quads.vertices[3*quads.vCounter + 1] = y;
+ quads.vertices[3*quads.vCounter + 2] = z;
+
+ quads.vCounter++;
+
+ draws[drawsCounter - 1].vCount++;
+
+ } break;
+ default: break;
+ }
+ }
+}
+
+// Define one vertex (position)
+void rlVertex2f(float x, float y)
+{
+ rlVertex3f(x, y, 0.0);
+}
+
+// Define one vertex (position)
+void rlVertex2i(int x, int y)
+{
+ rlVertex3f((float)x, (float)y, 0.0);
+}
+
+// Define one vertex (texture coordinate)
+// NOTE: Texture coordinates are limited to TRIANGLES only
+void rlTexCoord2f(float x, float y)
+{
+ if (currentDrawMode == RL_QUADS)
+ {
+ quads.texcoords[2*quads.tcCounter] = x;
+ quads.texcoords[2*quads.tcCounter + 1] = y;
+
+ quads.tcCounter++;
+ }
+}
+
+// Define one vertex (normal)
+// NOTE: Normals limited to TRIANGLES only ?
+void rlNormal3f(float x, float y, float z)
+{
+ // TODO: Normals usage...
+}
+
+// Define one vertex (color)
+void rlColor4f(float x, float y, float z, float w)
+{
+ switch (currentDrawMode)
+ {
+ case RL_LINES:
+ {
+ lines.colors[4*lines.cCounter] = x;
+ lines.colors[4*lines.cCounter + 1] = y;
+ lines.colors[4*lines.cCounter + 2] = z;
+ lines.colors[4*lines.cCounter + 3] = w;
+
+ lines.cCounter++;
+
+ } break;
+ case RL_TRIANGLES:
+ {
+ triangles.colors[4*triangles.cCounter] = x;
+ triangles.colors[4*triangles.cCounter + 1] = y;
+ triangles.colors[4*triangles.cCounter + 2] = z;
+ triangles.colors[4*triangles.cCounter + 3] = w;
+
+ triangles.cCounter++;
+
+ } break;
+ case RL_QUADS:
+ {
+ quads.colors[4*quads.cCounter] = x;
+ quads.colors[4*quads.cCounter + 1] = y;
+ quads.colors[4*quads.cCounter + 2] = z;
+ quads.colors[4*quads.cCounter + 3] = w;
+
+ quads.cCounter++;
+
+ } break;
+ default: break;
+ }
+}
+
+// Define one vertex (color)
+void rlColor4ub(byte r, byte g, byte b, byte a)
+{
+ rlColor4f((float)r/255, (float)g/255, (float)b/255, (float)a/255);
+}
+
+// Define one vertex (color)
+void rlColor3f(float x, float y, float z)
+{
+ rlColor4f(x, y, z, 1.0);
+}
+
+#endif
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - OpenGL equivalent functions (common to 1.1, 3.3+, ES2)
+//----------------------------------------------------------------------------------
+
+// Enable texture usage
+void rlEnableTexture(unsigned int id)
+{
+#ifdef USE_OPENGL_11
+ glEnable(GL_TEXTURE_2D);
+ glBindTexture(GL_TEXTURE_2D, id);
+#endif
+
+#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2)
+ if (draws[drawsCounter - 1].texId != id)
+ {
+ if (draws[drawsCounter - 1].vCount > 0) drawsCounter++;
+
+ draws[drawsCounter - 1].texId = id;
+ draws[drawsCounter - 1].firstVertex = draws[drawsCounter - 2].vCount;
+ draws[drawsCounter - 1].vCount = 0;
+ }
+#endif
+}
+
+// Disable texture usage
+void rlDisableTexture()
+{
+#ifdef USE_OPENGL_11
+ glDisable(GL_TEXTURE_2D);
+ glBindTexture(GL_TEXTURE_2D, 0);
+#endif
+}
+
+// Unload texture from GPU memory
+void rlDeleteTextures(unsigned int id)
+{
+ glDeleteTextures(1, &id);
+}
+
+// Clear color buffer with color
+void rlClearColor(byte r, byte g, byte b, byte a)
+{
+ // Color values clamp to 0.0f(0) and 1.0f(255)
+ float cr = (float)r / 255;
+ float cg = (float)g / 255;
+ float cb = (float)b / 255;
+ float ca = (float)a / 255;
+
+ glClearColor(cr, cg, cb, ca);
+}
+
+// Clear used screen buffers (color and depth)
+void rlClearScreenBuffers()
+{
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers: Color and Depth (Depth is used for 3D)
+ //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Stencil buffer not used...
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - rlgl Functions
+//----------------------------------------------------------------------------------
+
+#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2)
+
+// Init OpenGL 3.3+ required data
+void rlglInit()
+{
+ // Initialize GLEW
+ glewExperimental = 1; // Needed for core profile
+
+ GLenum error = glewInit();
+
+ if (error != GLEW_OK)
+ {
+ fprintf(stderr, "Failed to initialize GLEW - Error: %s\n", glewGetErrorString(error));
+ exit(1);
+ }
+
+ if (glewIsSupported("GL_VERSION_3_3")) printf("OpenGL 3.3 initialized\n");
+/*
+ if (!gladLoadGL())
+ {
+ printf("Something went wrong!\n");
+ exit(-1);
+ }
+*/
+ // Set default draw mode
+ currentDrawMode = RL_TRIANGLES;
+
+ // Reset projection and modelview matrices
+ projection = MatrixIdentity();
+ modelview = MatrixIdentity();
+ currentMatrix = &modelview;
+
+ // Initialize matrix stack
+ for (int i = 0; i < MATRIX_STACK_SIZE; i++) stack[i] = MatrixIdentity();
+
+ // Init default Shader (GLSL 110) -> Common for GL 3.3+ and ES2
+ shaderProgram = LoadDefaultShaders();
+ //shaderProgram = LoadShaders("simple150.vert", "simple150.frag");
+
+ // Get handles to GLSL input vars locations
+ vertexLoc = glGetAttribLocation(shaderProgram, "vertexPosition");
+ texcoordLoc = glGetAttribLocation(shaderProgram, "vertexTexCoord");
+ colorLoc = glGetAttribLocation(shaderProgram, "vertexColor");
+
+ // Get handles to GLSL uniform vars locations (vertex-shader)
+ modelviewMatrixLoc = glGetUniformLocation(shaderProgram, "modelviewMatrix");
+ projectionMatrixLoc = glGetUniformLocation(shaderProgram, "projectionMatrix");
+
+ // Get handles to GLSL uniform vars locations (fragment-shader)
+ textureLoc = glGetUniformLocation(shaderProgram, "texture0");
+
+ printf("Default shaders loaded\n\n");
+
+ // Print OpenGL and GLSL version
+ printf("Vendor: %s\n", glGetString(GL_VENDOR));
+ printf("Renderer: %s\n", glGetString(GL_RENDERER));
+ printf("Version: %s\n", glGetString(GL_VERSION));
+ printf("GLSL: %s\n\n", glGetString(0x8B8C)); // GL_SHADING_LANGUAGE_VERSION
+
+ InitializeBuffers(); // Init vertex arrays
+ InitializeVAOs(); // Init VBO and VAO
+
+ // Init temp vertex buffer, used when transformation required (translate, rotate, scale)
+ tempBuffer = (Vector3 *)malloc(sizeof(Vector3)*TEMP_VERTEX_BUFFER_SIZE);
+
+ for (int i = 0; i < TEMP_VERTEX_BUFFER_SIZE; i++) tempBuffer[i] = VectorZero();
+
+ // Create default white texture for plain colors (required by shader)
+ unsigned char pixels[4] = { 255, 255, 255, 255 }; // 1 pixel RGBA (4 bytes)
+
+ whiteTexture = rlglTexture(1, 1, pixels);
+
+ // Init draw calls tracking system
+ draws = (DrawCall *)malloc(sizeof(DrawCall)*MAX_DRAWS_BY_TEXTURE);
+
+ for (int i = 0; i < MAX_DRAWS_BY_TEXTURE; i++)
+ {
+ draws[i].texId = 0;
+ draws[i].firstVertex = 0;
+ draws[i].vCount = 0;
+ }
+
+ drawsCounter = 1;
+ draws[drawsCounter - 1].texId = whiteTexture;
+}
+
+// Vertex Buffer Object deinitialization (memory free)
+void rlglClose()
+{
+ // Unbind everything
+ glBindVertexArray(0);
+ glDisableVertexAttribArray(0);
+ glDisableVertexAttribArray(1);
+ glDisableVertexAttribArray(2);
+ glDisableVertexAttribArray(3);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+
+ glUseProgram(0);
+
+ // Delete VAOs and 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]);
+
+ glDeleteVertexArrays(1, &vaoLines);
+ glDeleteVertexArrays(1, &vaoTriangles);
+ glDeleteVertexArrays(1, &vaoQuads);
+
+ //glDetachShader(shaderProgram, v);
+ //glDetachShader(shaderProgram, f);
+ //glDeleteShader(v);
+ //glDeleteShader(f);
+ glDeleteProgram(shaderProgram);
+
+ // 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 GPU texture
+ glDeleteTextures(1, &whiteTexture);
+}
+
+void rlglDraw()
+{
+ glUseProgram(shaderProgram); // Use our shader
+
+ glUniformMatrix4fv(projectionMatrixLoc, 1, false, GetMatrixVector(projection));
+ glUniformMatrix4fv(modelviewMatrixLoc, 1, false, GetMatrixVector(modelview));
+ glUniform1i(textureLoc, 0);
+
+ UpdateBuffers();
+
+ if (lines.vCounter > 0)
+ {
+ glBindTexture(GL_TEXTURE_2D, whiteTexture);
+
+ glBindVertexArray(vaoLines);
+ glDrawArrays(GL_LINES, 0, lines.vCounter);
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+ }
+
+ if (triangles.vCounter > 0)
+ {
+ glBindVertexArray(vaoTriangles);
+ glDrawArrays(GL_TRIANGLES, 0, triangles.vCounter);
+ }
+
+ if (quads.vCounter > 0)
+ {
+ int numQuads = 0;
+ int numIndicesToProcess = 0;
+ int indicesOffset = 0;
+
+#ifdef USE_VBO_DOUBLE_BUFFERS
+ // Depending on useBufferB, use Buffer A or Buffer B
+ if (useBufferB) glBindVertexArray(vaoQuadsB);
+ else
+#endif
+ {
+ glBindVertexArray(vaoQuads);
+ }
+
+ //printf("\nRequired Draws: %i\n", drawsCounter);
+
+ for (int i = 0; i < drawsCounter; i++)
+ {
+ numQuads = draws[i].vCount/4;
+ numIndicesToProcess = numQuads*6; // Get number of Quads * 6 index by Quad
+
+ //printf("Quads to render: %i - ", numQuads);
+ //printf("Vertex Count: %i - ", draws[i].vCount);
+ //printf("Binding texture: %i\n", draws[i].texId);
+
+ glBindTexture(GL_TEXTURE_2D, draws[i].texId);
+
+ // 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
+ glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_INT, (GLvoid*) (sizeof(GLuint) * indicesOffset));
+
+ indicesOffset += draws[i].vCount/4*6;
+
+ //printf("-------Next vertex offset: %i\n", indicesOffset/6*4);
+ }
+ }
+
+ glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
+ glBindVertexArray(0); // Unbind VAO
+
+ // Reset draws counter
+ drawsCounter = 1;
+ draws[0].texId = whiteTexture;
+ draws[0].firstVertex = 0;
+ draws[0].vCount = 0;
+
+ // Reset vertex counters for next frame
+ lines.vCounter = 0;
+ lines.cCounter = 0;
+
+ triangles.vCounter = 0;
+ triangles.vCounter = 0;
+
+ quads.vCounter = 0;
+ quads.tcCounter = 0;
+ quads.cCounter = 0;
+
+ // TODO: Review double buffer performance -> no improvement! (?)
+#ifdef USE_VBO_DOUBLE_BUFFERS
+ useBufferB = !useBufferB; // Change buffers usage!
+#endif
+}
+
+#endif
+
+// Initialize Graphics Device (OpenGL stuff)
+void rlglInitGraphicsDevice(int fbWidth, int fbHeight)
+{
+ //glViewport(0, 0, fbWidth, fbHeight); // Set viewport width and height
+ // NOTE: Not required, viewport will be full window space
+
+ // NOTE: Don't confuse glViewport with the transformation matrix
+ // NOTE: glViewport just defines the area of the context that you will actually draw to.
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers, depth buffer is used for 3D
+ glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set background color (black)
+ //glClearDepth(1.0f); // Clear depth buffer (default)
+
+ glEnable(GL_DEPTH_TEST); // Enables depth testing (required for 3D)
+ glDepthFunc(GL_LEQUAL); // Type of depth testing to apply
+
+ glEnable(GL_BLEND); // Enable color blending (required to work with transparencies)
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Color blending function (how colors are mixed)
+
+#ifdef USE_OPENGL_11
+ glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Improve quality of color and texture coordinate interpolation (Deprecated in OGL 3.0)
+ // Other options: GL_FASTEST, GL_DONT_CARE (default)
+#endif
+
+ rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
+ rlLoadIdentity(); // Reset current matrix (PROJECTION)
+
+ rlOrtho(0, fbWidth, fbHeight, 0, 0, 1); // Config orthographic mode: top-left corner --> (0,0)
+
+ rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
+ rlLoadIdentity(); // Reset current matrix (MODELVIEW)
+
+ // TODO: Review all shapes/models are drawn CCW and enable backface culling
+
+ glEnable(GL_CULL_FACE); // Enable backface culling (Disabled by default)
+ //glCullFace(GL_BACK); // Cull the Back face (default)
+ //glFrontFace(GL_CCW); // Front face are defined counter clockwise (default)
+
+#ifdef USE_OPENGL_11
+ glShadeModel(GL_SMOOTH); // Smooth shading between vertex (vertex colors interpolation) (Deprecated on OpenGL 3.3+)
+ // Possible options: GL_SMOOTH (Color interpolation) or GL_FLAT (no interpolation)
+#endif
+}
+
+// Convert image data to OpenGL texture (returns OpenGL valid Id)
+// NOTE: Image is not unloaded, it should be done manually...
+unsigned int rlglTexture(int width, int height, unsigned char *pixels)
+{
+ glBindTexture(GL_TEXTURE_2D,0); // Free any old binding
+
+ GLuint id;
+ glGenTextures(1, &id); // Generate Pointer to the texture
+
+ //glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, id);
+
+ // NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used!
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repead on x-axis
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repead on y-axis
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR
+
+#ifdef USE_OPENGL_33
+ // Trilinear filtering!
+ //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // Activate use of mipmaps (must be available)
+ //glGenerateMipmap(GL_TEXTURE_2D); // OpenGL 3.3!
+#endif
+
+ // NOTE: Not using mipmappings (texture for 2D drawing)
+ // At this point we have the image converted to texture and uploaded to GPU
+
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
+
+ // At this point we have the image converted to texture and uploaded to GPU
+
+ // Unbind current texture
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ printf("New texture created, id: %i (%i x %i)\n", id, width, height);
+
+ return id;
+}
+
+// Read screen pixel data (color buffer)
+unsigned char *rlglReadScreenPixels(int width, int height)
+{
+ unsigned char *screenData = (unsigned char *)malloc(width * height * sizeof(unsigned char) * 4);
+
+ // NOTE: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer
+ glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, screenData);
+
+ // Flip image vertically!
+ unsigned char *imgData = (unsigned char *)malloc(width * height * sizeof(unsigned char) * 4);
+
+ for (int y = height-1; y >= 0; y--)
+ {
+ for (int x = 0; x < (width*4); x++)
+ {
+ imgData[x + (height - y - 1)*width*4] = screenData[x + (y*width*4)];
+ }
+ }
+
+ free(screenData);
+
+ return imgData; // NOTE: image data should be freed
+}
+
+#ifdef USE_OPENGL_33
+
+void PrintProjectionMatrix()
+{
+ PrintMatrix(projection);
+}
+
+void PrintModelviewMatrix()
+{
+ PrintMatrix(modelview);
+}
+
+#endif
+
+//----------------------------------------------------------------------------------
+// Module specific Functions Definition
+//----------------------------------------------------------------------------------
+
+#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2)
+
+// Load Shaders (Vertex and Fragment)
+static GLuint LoadDefaultShaders()
+{
+ // NOTE: Shaders are written using GLSL 110 (desktop), that is equivalent to GLSL 100 on ES2
+
+ // Vertex shader directly defined, no external file required
+ char vShaderStr[] = " #version 110 \n" // Equivalent to version 100 on ES2
+ "uniform mat4 projectionMatrix; \n"
+ "uniform mat4 modelviewMatrix; \n"
+ "attribute vec3 vertexPosition; \n"
+ "attribute vec2 vertexTexCoord; \n"
+ "attribute vec4 vertexColor; \n"
+ "varying vec2 fragTexCoord; \n"
+ "varying vec4 fragColor; \n"
+ "void main() \n"
+ "{ \n"
+ " fragTexCoord = vertexTexCoord; \n"
+ " fragColor = vertexColor; \n"
+ " gl_Position = projectionMatrix * modelviewMatrix * vec4(vertexPosition, 1.0); \n"
+ "} \n";
+
+ // Fragment shader directly defined, no external file required
+ char fShaderStr[] = " #version 110 \n" // Equivalent to version 100 on ES2
+ "uniform sampler2D texture0; \n"
+ "varying vec2 fragTexCoord; \n"
+ "varying vec4 fragColor; \n"
+ "void main() \n"
+ "{ \n"
+ " gl_FragColor = texture2D(texture0, fragTexCoord) * fragColor; \n"
+ "} \n";
+
+ GLuint program;
+ GLuint vertexShader;
+ GLuint fragmentShader;
+
+ vertexShader = glCreateShader(GL_VERTEX_SHADER);
+ fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
+
+ const char *pvs = vShaderStr;
+ const char *pfs = fShaderStr;
+
+ glShaderSource(vertexShader, 1, &pvs, NULL);
+ glShaderSource(fragmentShader, 1, &pfs, NULL);
+
+ glCompileShader(vertexShader);
+ glCompileShader(fragmentShader);
+
+ program = glCreateProgram();
+
+ glAttachShader(program, vertexShader);
+ glAttachShader(program, fragmentShader);
+
+ glLinkProgram(program);
+
+ glDeleteShader(vertexShader);
+ glDeleteShader(fragmentShader);
+
+ return(program);
+}
+
+
+// Load Shaders
+static GLuint LoadShaders(char *vertexFileName, char *fragmentFileName)
+{
+ // Shaders loading from external text file
+ char *vShaderStr = TextFileRead(vertexFileName);
+ char *fShaderStr = TextFileRead(fragmentFileName);
+
+ GLuint program;
+ 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);
+
+ glCompileShader(vertexShader);
+ glCompileShader(fragmentShader);
+
+ program = glCreateProgram();
+
+ glAttachShader(program, vertexShader);
+ glAttachShader(program, fragmentShader);
+
+ glLinkProgram(program);
+
+ glDeleteShader(vertexShader);
+ glDeleteShader(fragmentShader);
+
+ return(program);
+}
+
+// Read shader text file
+static char *TextFileRead(char *fn)
+{
+ FILE *fp;
+ char *content = NULL;
+
+ int count=0;
+
+ if (fn != NULL)
+ {
+ fp = fopen(fn,"rt");
+
+ if (fp != NULL)
+ {
+ fseek(fp, 0, SEEK_END);
+ count = ftell(fp);
+ rewind(fp);
+
+ if (count > 0)
+ {
+ content = (char *)malloc(sizeof(char) * (count+1));
+ count = fread(content, sizeof(char), count, fp);
+ content[count] = '\0';
+ }
+
+ fclose(fp);
+ }
+ }
+ return content;
+}
+
+// Allocate and initialize float array buffers to store vertex data (lines, triangles, quads)
+static void InitializeBuffers()
+{
+ // 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 = (float *)malloc(sizeof(float)*4*2*MAX_LINES_BATCH); // 4 float by color, 2 colors by line
+
+ for (int i = 0; i < (3*2*MAX_LINES_BATCH); i++) lines.vertices[i] = 0.0;
+ for (int i = 0; i < (4*2*MAX_LINES_BATCH); i++) lines.colors[i] = 0.0;
+
+ lines.vCounter = 0;
+ lines.cCounter = 0;
+
+ // Initialize triangles 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 = (float *)malloc(sizeof(float)*4*3*MAX_TRIANGLES_BATCH); // 4 float by color, 3 colors by triangle
+
+ for (int i = 0; i < (3*3*MAX_TRIANGLES_BATCH); i++) triangles.vertices[i] = 0.0;
+ for (int i = 0; i < (4*3*MAX_TRIANGLES_BATCH); i++) triangles.colors[i] = 0.0;
+
+ triangles.vCounter = 0;
+ triangles.cCounter = 0;
+
+ // Initialize quads arrays (vertex position, texcoord and 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 = (float *)malloc(sizeof(float)*4*4*MAX_QUADS_BATCH); // 4 float by color, 4 colors by quad
+ quads.indices = (unsigned int *)malloc(sizeof(int)*6*MAX_QUADS_BATCH); // 6 int by quad (indices)
+
+ for (int i = 0; i < (3*4*MAX_QUADS_BATCH); i++) quads.vertices[i] = 0.0;
+ for (int i = 0; i < (2*4*MAX_QUADS_BATCH); i++) quads.texcoords[i] = 0.0;
+ for (int i = 0; i < (4*4*MAX_QUADS_BATCH); i++) quads.colors[i] = 0.0;
+
+ int k = 0;
+
+ // Indices can be initialized right now
+ for (int i = 0; i < (6*MAX_QUADS_BATCH); i+=6)
+ {
+ quads.indices[i] = 4*k;
+ quads.indices[i+1] = 4*k+1;
+ quads.indices[i+2] = 4*k+2;
+ quads.indices[i+3] = 4*k;
+ quads.indices[i+4] = 4*k+2;
+ quads.indices[i+5] = 4*k+3;
+
+ k++;
+ }
+
+ quads.vCounter = 0;
+ quads.tcCounter = 0;
+ quads.cCounter = 0;
+}
+
+// Initialize Vertex Array Objects (Contain VBO)
+static void InitializeVAOs()
+{
+ // Initialize Lines VAO
+ glGenVertexArrays(1, &vaoLines);
+ glBindVertexArray(vaoLines);
+
+ // Create buffers for our vertex data
+ glGenBuffers(2, linesBuffer);
+
+ // Lines - Vertex positions buffer binding and attributes enable
+ glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[0]);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*2*MAX_LINES_BATCH, lines.vertices, GL_DYNAMIC_DRAW);
+ glEnableVertexAttribArray(vertexLoc);
+ glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0);
+
+ // Lines - colors buffer
+ glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[1]);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*2*MAX_LINES_BATCH, lines.colors, GL_DYNAMIC_DRAW);
+ glEnableVertexAttribArray(colorLoc);
+ glVertexAttribPointer(colorLoc, 4, GL_FLOAT, 0, 0, 0);
+
+ //--------------------------------------------------------------
+
+ // Initialize Triangles VAO
+ glGenVertexArrays(1, &vaoTriangles);
+ glBindVertexArray(vaoTriangles);
+
+ // Create buffers for our vertex data
+ glGenBuffers(2, trianglesBuffer);
+
+ // Enable vertex attributes
+ glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[0]);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*3*MAX_TRIANGLES_BATCH, triangles.vertices, GL_DYNAMIC_DRAW);
+ glEnableVertexAttribArray(vertexLoc);
+ glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0);
+
+ glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[1]);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW);
+ glEnableVertexAttribArray(colorLoc);
+ glVertexAttribPointer(colorLoc, 4, GL_FLOAT, 0, 0, 0);
+
+ //--------------------------------------------------------------
+
+ // Initialize Quads VAO (Buffer A)
+ glGenVertexArrays(1, &vaoQuads);
+ glBindVertexArray(vaoQuads);
+
+ // Create buffers for our vertex data
+ glGenBuffers(4, quadsBuffer);
+
+ // Enable vertex attributes
+ glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[0]);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW);
+ glEnableVertexAttribArray(vertexLoc);
+ glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0);
+
+ glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[1]);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW);
+ glEnableVertexAttribArray(texcoordLoc);
+ glVertexAttribPointer(texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
+
+ glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[2]);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW);
+ glEnableVertexAttribArray(colorLoc);
+ glVertexAttribPointer(colorLoc, 4, GL_FLOAT, 0, 0, 0);
+
+ // Fill index buffer
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quadsBuffer[3]);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int)*6*MAX_QUADS_BATCH, quads.indices, GL_STATIC_DRAW);
+
+#ifdef USE_VBO_DOUBLE_BUFFERS
+ // Initialize Quads VAO (Buffer B)
+ glGenVertexArrays(1, &vaoQuadsB);
+ glBindVertexArray(vaoQuadsB);
+
+ // Create buffers for our vertex data
+ glGenBuffers(4, quadsBufferB);
+
+ // Enable vertex attributes
+ glBindBuffer(GL_ARRAY_BUFFER, quadsBufferB[0]);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW);
+ glEnableVertexAttribArray(vertexLoc);
+ glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0);
+
+ glBindBuffer(GL_ARRAY_BUFFER, quadsBufferB[1]);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW);
+ glEnableVertexAttribArray(texcoordLoc);
+ glVertexAttribPointer(texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
+
+ glBindBuffer(GL_ARRAY_BUFFER, quadsBufferB[2]);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW);
+ glEnableVertexAttribArray(colorLoc);
+ glVertexAttribPointer(colorLoc, 4, GL_FLOAT, 0, 0, 0);
+
+ // Fill index buffer
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quadsBufferB[3]);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int)*6*MAX_QUADS_BATCH, quads.indices, GL_STATIC_DRAW);
+
+ printf("Using VBO double buffering\n");
+#endif
+
+ printf("Vertex buffers initialized (lines, triangles, quads)\n\n");
+
+ // Unbind the current VAO
+ glBindVertexArray(0);
+}
+
+// Update VBOs with vertex array data
+static void UpdateBuffers()
+{
+ // Activate Lines VAO
+ glBindVertexArray(vaoLines);
+
+ // Lines - vertex positions buffer
+ glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[0]);
+ //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*2*MAX_LINES_BATCH, lines.vertices, GL_DYNAMIC_DRAW);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*lines.vCounter, lines.vertices); // target - offset (in bytes) - size (in bytes) - data pointer
+
+ // Lines - colors buffer
+ glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[1]);
+ //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*2*MAX_LINES_BATCH, lines.colors, GL_DYNAMIC_DRAW);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*4*lines.vCounter, lines.colors);
+
+ //--------------------------------------------------------------
+
+ // Activate Triangles VAO
+ glBindVertexArray(vaoTriangles);
+
+ // Triangles - vertex positions buffer
+ glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[0]);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*3*MAX_TRIANGLES_BATCH, triangles.vertices, GL_DYNAMIC_DRAW);
+
+ // Triangles - colors buffer
+ glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[1]);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW);
+
+ //--------------------------------------------------------------
+
+ // Depending on useBufferB, update Buffer A or Buffer B
+#ifdef USE_VBO_DOUBLE_BUFFERS
+ if (useBufferB)
+ {
+ // Activate Quads VAO (Buffer B)
+ glBindVertexArray(vaoQuadsB);
+
+ // Quads - vertex positions buffer
+ glBindBuffer(GL_ARRAY_BUFFER, quadsBufferB[0]);
+ //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*quads.vCounter, quads.vertices);
+
+ // Quads - texture coordinates buffer
+ glBindBuffer(GL_ARRAY_BUFFER, quadsBufferB[1]);
+ //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*quads.vCounter, quads.texcoords);
+
+ // Quads - colors buffer
+ glBindBuffer(GL_ARRAY_BUFFER, quadsBufferB[2]);
+ //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*4*quads.vCounter, quads.colors);
+ }
+ else
+#endif
+ {
+ // Activate Quads VAO (Buffer A)
+ glBindVertexArray(vaoQuads);
+
+ // Quads - vertex positions buffer
+ glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[0]);
+ //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*quads.vCounter, quads.vertices);
+
+ // Quads - texture coordinates buffer
+ glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[1]);
+ //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*quads.vCounter, quads.texcoords);
+
+ // Quads - colors buffer
+ glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[2]);
+ //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*4*quads.vCounter, quads.colors);
+ }
+
+ //--------------------------------------------------------------
+
+ // Unbind the current VAO
+ glBindVertexArray(0);
+}
+
+#endif \ No newline at end of file