diff options
| author | Joshua Reisenauer <kd7tck@msn.com> | 2016-05-22 15:03:10 -0700 |
|---|---|---|
| committer | Joshua Reisenauer <kd7tck@msn.com> | 2016-05-22 15:03:10 -0700 |
| commit | f232f34981c9ccc757e486c116db6d22d3042694 (patch) | |
| tree | 26adf20c7a1f71cfc986df22c0f5e15520485ec1 /src/rlgl.c | |
| parent | cd7f25830bcf1f1bdc2efcde8ec70759b8eac3fc (diff) | |
| parent | 9811a376902b0f568f31d2e8aace28144fbf33ff (diff) | |
| download | raylib-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.c | 703 |
1 files changed, 514 insertions, 189 deletions
@@ -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; |
