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| author | raysan5 <raysan5@gmail.com> | 2014-03-25 12:40:35 +0100 |
|---|---|---|
| committer | raysan5 <raysan5@gmail.com> | 2014-03-25 12:40:35 +0100 |
| commit | 96f520ff6d085536205feb1f943974e354577df4 (patch) | |
| tree | c839c999b38d8f1f07933a2b6a1bb1e45d786532 /src/rlgl.c | |
| parent | 1c8dce429ee5a58d535fcca0e29fe3711aa3fcb5 (diff) | |
| download | raylib-96f520ff6d085536205feb1f943974e354577df4.tar.gz raylib-96f520ff6d085536205feb1f943974e354577df4.zip | |
Road to raylib 1.1 - Testing rlgl
Diffstat (limited to 'src/rlgl.c')
| -rw-r--r-- | src/rlgl.c | 1364 |
1 files changed, 1364 insertions, 0 deletions
diff --git a/src/rlgl.c b/src/rlgl.c new file mode 100644 index 00000000..63ed9ec4 --- /dev/null +++ b/src/rlgl.c @@ -0,0 +1,1364 @@ +/********************************************************************************************* +* +* 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
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