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authorJoshua Reisenauer <kd7tck@msn.com>2016-05-22 15:03:10 -0700
committerJoshua Reisenauer <kd7tck@msn.com>2016-05-22 15:03:10 -0700
commitf232f34981c9ccc757e486c116db6d22d3042694 (patch)
tree26adf20c7a1f71cfc986df22c0f5e15520485ec1 /src/rlgl.c
parentcd7f25830bcf1f1bdc2efcde8ec70759b8eac3fc (diff)
parent9811a376902b0f568f31d2e8aace28144fbf33ff (diff)
downloadraylib-f232f34981c9ccc757e486c116db6d22d3042694.tar.gz
raylib-f232f34981c9ccc757e486c116db6d22d3042694.zip
Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop
Diffstat (limited to 'src/rlgl.c')
-rw-r--r--src/rlgl.c703
1 files changed, 514 insertions, 189 deletions
diff --git a/src/rlgl.c b/src/rlgl.c
index 0c0da221..85c0cae2 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -71,6 +71,8 @@
#define MAX_DRAWS_BY_TEXTURE 256 // Draws are organized by texture changes
#define TEMP_VERTEX_BUFFER_SIZE 4096 // Temporal Vertex Buffer (required for vertex-transformations)
// NOTE: Every vertex are 3 floats (12 bytes)
+
+#define MAX_LIGHTS 8 // Max lights supported by standard shader
#ifndef GL_SHADING_LANGUAGE_VERSION
#define GL_SHADING_LANGUAGE_VERSION 0x8B8C
@@ -189,6 +191,7 @@ static bool useTempBuffer = false;
// Shader Programs
static Shader defaultShader;
+static Shader standardShader;
static Shader currentShader; // By default, defaultShader
// Flags for supported extensions
@@ -199,6 +202,10 @@ static bool texCompETC1Supported = false; // ETC1 texture compression support
static bool texCompETC2Supported = false; // ETC2/EAC texture compression support
static bool texCompPVRTSupported = false; // PVR texture compression support
static bool texCompASTCSupported = false; // ASTC texture compression support
+
+// Lighting data
+static Light lights[MAX_LIGHTS]; // Lights pool
+static int lightsCount; // Counts current enabled physic objects
#endif
// Compressed textures support flags
@@ -227,14 +234,18 @@ static void LoadCompressedTexture(unsigned char *data, int width, int height, in
static unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr); // Load custom shader strings and return program id
static Shader LoadDefaultShader(void); // Load default shader (just vertex positioning and texture coloring)
+static Shader LoadStandardShader(void); // Load standard shader (support materials and lighting)
static void LoadDefaultShaderLocations(Shader *shader); // Bind default shader locations (attributes and uniforms)
static void UnloadDefaultShader(void); // Unload default shader
+static void UnloadStandardShader(void); // Unload standard shader
static void LoadDefaultBuffers(void); // Load default internal buffers (lines, triangles, quads)
static void UpdateDefaultBuffers(void); // Update default internal buffers (VAOs/VBOs) with vertex data
static void DrawDefaultBuffers(void); // Draw default internal buffers vertex data
static void UnloadDefaultBuffers(void); // Unload default internal buffers vertex data from CPU and GPU
+static void SetShaderLights(Shader shader); // Sets shader uniform values for lights array
+
static char *ReadTextFile(const char *fileName);
#endif
@@ -740,6 +751,24 @@ 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)
{
@@ -991,6 +1020,7 @@ void rlglInit(void)
// Init default Shader (customized for GL 3.3 and ES2)
defaultShader = LoadDefaultShader();
+ standardShader = LoadStandardShader();
currentShader = defaultShader;
LoadDefaultBuffers(); // Initialize default vertex arrays buffers (lines, triangles, quads)
@@ -1019,6 +1049,7 @@ void rlglClose(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
UnloadDefaultShader();
+ UnloadStandardShader();
UnloadDefaultBuffers();
// Delete default white texture
@@ -1033,175 +1064,15 @@ 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)
+/*
+ for (int i = 0; i < modelsCount; i++)
{
- glActiveTexture(GL_TEXTURE2);
- glBindTexture(GL_TEXTURE_2D, 0);
+ rlglDrawMesh(models[i]->mesh, models[i]->material, models[i]->transform);
}
-
- 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
-
-#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
}
@@ -1526,7 +1397,7 @@ RenderTexture2D rlglLoadRenderTexture(int width, int height)
{
TraceLog(WARNING, "Framebuffer object could not be created...");
- switch(status)
+ switch (status)
{
case GL_FRAMEBUFFER_UNSUPPORTED: TraceLog(WARNING, "Framebuffer is unsupported"); break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TraceLog(WARNING, "Framebuffer incomplete attachment"); break;
@@ -1642,7 +1513,7 @@ void rlglGenerateMipmaps(Texture2D texture)
}
// Upload vertex data into a VAO (if supported) and VBO
-void rlglLoadMesh(Mesh *mesh)
+void rlglLoadMesh(Mesh *mesh, bool dynamic)
{
mesh->vaoId = 0; // Vertex Array Object
mesh->vboId[0] = 0; // Vertex positions VBO
@@ -1652,6 +1523,9 @@ void rlglLoadMesh(Mesh *mesh)
mesh->vboId[4] = 0; // Vertex tangents VBO
mesh->vboId[5] = 0; // Vertex texcoords2 VBO
mesh->vboId[6] = 0; // Vertex indices VBO
+
+ int drawHint = GL_STATIC_DRAW;
+ if (dynamic) drawHint = GL_DYNAMIC_DRAW;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
GLuint vaoId = 0; // Vertex Array Objects (VAO)
@@ -1669,14 +1543,14 @@ void rlglLoadMesh(Mesh *mesh)
// Enable vertex attributes: position (shader-location = 0)
glGenBuffers(1, &vboId[0]);
glBindBuffer(GL_ARRAY_BUFFER, vboId[0]);
- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->vertices, GL_STATIC_DRAW);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->vertices, drawHint);
glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(0);
// Enable vertex attributes: texcoords (shader-location = 1)
glGenBuffers(1, &vboId[1]);
glBindBuffer(GL_ARRAY_BUFFER, vboId[1]);
- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords, GL_STATIC_DRAW);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords, drawHint);
glVertexAttribPointer(1, 2, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(1);
@@ -1685,7 +1559,7 @@ void rlglLoadMesh(Mesh *mesh)
{
glGenBuffers(1, &vboId[2]);
glBindBuffer(GL_ARRAY_BUFFER, vboId[2]);
- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->normals, GL_STATIC_DRAW);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->normals, drawHint);
glVertexAttribPointer(2, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(2);
}
@@ -1701,7 +1575,7 @@ void rlglLoadMesh(Mesh *mesh)
{
glGenBuffers(1, &vboId[3]);
glBindBuffer(GL_ARRAY_BUFFER, vboId[3]);
- glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*mesh->vertexCount, mesh->colors, GL_STATIC_DRAW);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*mesh->vertexCount, mesh->colors, drawHint);
glVertexAttribPointer(3, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
glEnableVertexAttribArray(3);
}
@@ -1717,7 +1591,7 @@ void rlglLoadMesh(Mesh *mesh)
{
glGenBuffers(1, &vboId[4]);
glBindBuffer(GL_ARRAY_BUFFER, vboId[4]);
- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->tangents, GL_STATIC_DRAW);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->tangents, drawHint);
glVertexAttribPointer(4, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(4);
}
@@ -1733,7 +1607,7 @@ void rlglLoadMesh(Mesh *mesh)
{
glGenBuffers(1, &vboId[5]);
glBindBuffer(GL_ARRAY_BUFFER, vboId[5]);
- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords2, GL_STATIC_DRAW);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords2, drawHint);
glVertexAttribPointer(5, 2, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(5);
}
@@ -1776,6 +1650,270 @@ 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));
+
+ // Upload to shader material.colDiffuse
+ float vColorDiffuse[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, vColorDiffuse);
+
+ // Check if using standard shader to get location points
+ // NOTE: standard shader specific locations are got at render time to keep Shader struct as simple as possible (with just default shader locations)
+ if (material.shader.id == standardShader.id)
+ {
+ // Send model transformations matrix to shader
+ glUniformMatrix4fv(glGetUniformLocation(material.shader.id, "modelMatrix"), 1, false, MatrixToFloat(transform));
+
+ // Send view transformation matrix to shader. View matrix 8, 9 and 10 are view direction vector axis values (target - position)
+ glUniform3f(glGetUniformLocation(material.shader.id, "viewDir"), matView.m8, matView.m9, matView.m10);
+
+ // Setup shader uniforms for lights
+ SetShaderLights(material.shader);
+
+ // Upload to shader material.colAmbient
+ glUniform4f(glGetUniformLocation(material.shader.id, "colAmbient"), (float)material.colAmbient.r/255, (float)material.colAmbient.g/255, (float)material.colAmbient.b/255, (float)material.colAmbient.a/255);
+
+ // Upload to shader material.colSpecular
+ glUniform4f(glGetUniformLocation(material.shader.id, "colSpecular"), (float)material.colSpecular.r/255, (float)material.colSpecular.g/255, (float)material.colSpecular.b/255, (float)material.colSpecular.a/255);
+
+ // Upload to shader glossiness
+ glUniform1f(glGetUniformLocation(material.shader.id, "glossiness"), material.glossiness);
+ }
+
+ // 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
+
+ // TODO: Upload to shader normalDepth
+ //glUniform1f(???, material.normalDepth);
+ }
+
+ 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)
{
@@ -2022,6 +2160,17 @@ Shader GetDefaultShader(void)
#endif
}
+// Get default shader
+Shader GetStandardShader(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ return standardShader;
+#else
+ Shader shader = { 0 };
+ return shader;
+#endif
+}
+
// Get shader uniform location
int GetShaderLocation(Shader shader, const char *uniformName)
{
@@ -2098,6 +2247,78 @@ void SetBlendMode(int mode)
}
}
+// Create a new light, initialize it and add to pool
+Light CreateLight(int type, Vector3 position, Color diffuse)
+{
+ // Allocate dynamic memory
+ Light light = (Light)malloc(sizeof(LightData));
+
+ // Initialize light values with generic values
+ light->id = lightsCount;
+ light->type = type;
+ light->enabled = true;
+
+ light->position = position;
+ light->target = (Vector3){ 0.0f, 0.0f, 0.0f };
+ light->intensity = 1.0f;
+ light->diffuse = diffuse;
+
+ // Add new light to the array
+ lights[lightsCount] = light;
+
+ // Increase enabled lights count
+ lightsCount++;
+
+ return light;
+}
+
+// Draw all created lights in 3D world
+void DrawLights(void)
+{
+ for (int i = 0; i < lightsCount; i++)
+ {
+ switch (lights[i]->type)
+ {
+ case LIGHT_POINT: DrawSphereWires(lights[i]->position, 0.3f*lights[i]->intensity, 4, 8, (lights[i]->enabled ? lights[i]->diffuse : BLACK)); break;
+ case LIGHT_DIRECTIONAL:
+ {
+ Draw3DLine(lights[i]->position, lights[i]->target, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
+ DrawSphereWires(lights[i]->position, 0.3f*lights[i]->intensity, 4, 8, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
+ DrawCubeWires(lights[i]->target, 0.3f, 0.3f, 0.3f, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
+ } break;
+ case LIGHT_SPOT:
+ {
+ Draw3DLine(lights[i]->position, lights[i]->target, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
+ DrawCylinderWires(lights[i]->position, 0.0f, 0.3f*lights[i]->coneAngle/50, 0.6f, 5, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
+ DrawCubeWires(lights[i]->target, 0.3f, 0.3f, 0.3f, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
+ } break;
+ default: break;
+ }
+ }
+}
+
+// Destroy a light and take it out of the list
+void DestroyLight(Light light)
+{
+ // Free dynamic memory allocation
+ free(lights[light->id]);
+
+ // Remove *obj from the pointers array
+ for (int i = light->id; i < lightsCount; i++)
+ {
+ // Resort all the following pointers of the array
+ if ((i + 1) < lightsCount)
+ {
+ lights[i] = lights[i + 1];
+ lights[i]->id = lights[i + 1]->id;
+ }
+ else free(lights[i]);
+ }
+
+ // Decrease enabled physic objects count
+ lightsCount--;
+}
+
//----------------------------------------------------------------------------------
// Module specific Functions Definition
//----------------------------------------------------------------------------------
@@ -2293,15 +2514,15 @@ static Shader LoadDefaultShader(void)
"varying vec4 fragColor; \n"
#endif
"uniform sampler2D texture0; \n"
- "uniform vec4 fragTintColor; \n"
+ "uniform vec4 colDiffuse; \n"
"void main() \n"
"{ \n"
#if defined(GRAPHICS_API_OPENGL_33)
" vec4 texelColor = texture(texture0, fragTexCoord); \n"
- " finalColor = texelColor*fragTintColor*fragColor; \n"
+ " finalColor = texelColor*colDiffuse*fragColor; \n"
#elif defined(GRAPHICS_API_OPENGL_ES2)
" vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0
- " gl_FragColor = texelColor*fragTintColor*fragColor; \n"
+ " gl_FragColor = texelColor*colDiffuse*fragColor; \n"
#endif
"} \n";
@@ -2315,6 +2536,24 @@ static Shader LoadDefaultShader(void)
return shader;
}
+// Load standard shader
+// NOTE: This shader supports:
+// - Up to 3 different maps: diffuse, normal, specular
+// - Material properties: colAmbient, colDiffuse, colSpecular, glossiness, normalDepth
+// - Up to 8 lights: Point, Directional or Spot
+static Shader LoadStandardShader(void)
+{
+ // Load standard shader (TODO: rewrite as char pointers)
+ Shader shader = LoadShader("resources/shaders/standard.vs", "resources/shaders/standard.fs");
+
+ if (shader.id != 0) TraceLog(INFO, "[SHDR ID %i] Standard shader loaded successfully", shader.id);
+ else TraceLog(WARNING, "[SHDR ID %i] Standard shader could not be loaded", shader.id);
+
+ if (shader.id != 0) LoadDefaultShaderLocations(&shader);
+
+ return shader;
+}
+
// Get location handlers to for shader attributes and uniforms
// NOTE: If any location is not found, loc point becomes -1
static void LoadDefaultShaderLocations(Shader *shader)
@@ -2328,18 +2567,18 @@ 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");
// Get handles to GLSL uniform locations (fragment shader)
- shader->tintColorLoc = glGetUniformLocation(shader->id, "fragTintColor");
+ shader->tintColorLoc = glGetUniformLocation(shader->id, "colDiffuse");
shader->mapDiffuseLoc = glGetUniformLocation(shader->id, "texture0");
shader->mapNormalLoc = glGetUniformLocation(shader->id, "texture1");
shader->mapSpecularLoc = glGetUniformLocation(shader->id, "texture2");
@@ -2350,13 +2589,26 @@ 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
+ //glDeleteShader(fragmentShader); // Already deleted on shader compilation
glDeleteProgram(defaultShader.id);
}
+// Unload standard shader
+static void UnloadStandardShader(void)
+{
+ glUseProgram(0);
+
+ //glDetachShader(defaultShader, vertexShader);
+ //glDetachShader(defaultShader, fragmentShader);
+ //glDeleteShader(vertexShader); // Already deleted on shader compilation
+ //glDeleteShader(fragmentShader); // Already deleted on shader compilation
+ glDeleteProgram(standardShader.id);
+}
+
+
// Load default internal buffers (lines, triangles, quads)
static void LoadDefaultBuffers(void)
{
@@ -2800,6 +3052,79 @@ static void UnloadDefaultBuffers(void)
free(quads.indices);
}
+// Sets shader uniform values for lights array
+// NOTE: It would be far easier with shader UBOs but are not supported on OpenGL ES 2.0f
+static void SetShaderLights(Shader shader)
+{
+ int locPoint = glGetUniformLocation(shader.id, "lightsCount");
+ glUniform1i(locPoint, lightsCount);
+
+ char locName[32] = "lights[x].position\0";
+
+ for (int i = 0; i < lightsCount; i++)
+ {
+ locName[7] = '0' + i;
+
+ memcpy(&locName[10], "enabled\0", strlen("enabled\0") + 1);
+ locPoint = GetShaderLocation(shader, locName);
+ glUniform1i(locPoint, lights[i]->enabled);
+
+ memcpy(&locName[10], "type\0", strlen("type\0") + 1);
+ locPoint = GetShaderLocation(shader, locName);
+ glUniform1i(locPoint, lights[i]->type);
+
+ memcpy(&locName[10], "diffuse\0", strlen("diffuse\0") + 2);
+ locPoint = glGetUniformLocation(shader.id, locName);
+ glUniform4f(locPoint, (float)lights[i]->diffuse.r/255, (float)lights[i]->diffuse.g/255, (float)lights[i]->diffuse.b/255, (float)lights[i]->diffuse.a/255);
+
+ memcpy(&locName[10], "intensity\0", strlen("intensity\0"));
+ locPoint = glGetUniformLocation(shader.id, locName);
+ glUniform1f(locPoint, lights[i]->intensity);
+
+ switch (lights[i]->type)
+ {
+ case LIGHT_POINT:
+ {
+ memcpy(&locName[10], "position\0", strlen("position\0") + 1);
+ locPoint = GetShaderLocation(shader, locName);
+ glUniform3f(locPoint, lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
+
+ memcpy(&locName[10], "attenuation\0", strlen("attenuation\0"));
+ locPoint = GetShaderLocation(shader, locName);
+ glUniform1f(locPoint, lights[i]->attenuation);
+ } break;
+ case LIGHT_DIRECTIONAL:
+ {
+ memcpy(&locName[10], "direction\0", strlen("direction\0") + 2);
+ locPoint = GetShaderLocation(shader, locName);
+ Vector3 direction = { lights[i]->target.x - lights[i]->position.x, lights[i]->target.y - lights[i]->position.y, lights[i]->target.z - lights[i]->position.z };
+ VectorNormalize(&direction);
+ glUniform3f(locPoint, direction.x, direction.y, direction.z);
+ } break;
+ case LIGHT_SPOT:
+ {
+ memcpy(&locName[10], "position\0", strlen("position\0") + 1);
+ locPoint = GetShaderLocation(shader, locName);
+ glUniform3f(locPoint, lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
+
+ memcpy(&locName[10], "direction\0", strlen("direction\0") + 2);
+ locPoint = GetShaderLocation(shader, locName);
+
+ Vector3 direction = { lights[i]->target.x - lights[i]->position.x, lights[i]->target.y - lights[i]->position.y, lights[i]->target.z - lights[i]->position.z };
+ VectorNormalize(&direction);
+ glUniform3f(locPoint, direction.x, direction.y, direction.z);
+
+ memcpy(&locName[10], "coneAngle\0", strlen("coneAngle\0"));
+ locPoint = GetShaderLocation(shader, locName);
+ glUniform1f(locPoint, lights[i]->coneAngle);
+ } break;
+ default: break;
+ }
+
+ // TODO: Pass to the shader any other required data from LightData struct
+ }
+}
+
// Read text data from file
// NOTE: text chars array should be freed manually
static char *ReadTextFile(const char *fileName)
@@ -2970,7 +3295,7 @@ static void TraceLog(int msgType, const char *text, ...)
va_list args;
va_start(args, text);
- switch(msgType)
+ switch (msgType)
{
case INFO: fprintf(stdout, "INFO: "); break;
case ERROR: fprintf(stdout, "ERROR: "); break;