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| author | raysan5 <raysan5@gmail.com> | 2014-09-16 22:51:31 +0200 |
|---|---|---|
| committer | raysan5 <raysan5@gmail.com> | 2014-09-16 22:51:31 +0200 |
| commit | fc6081fe70ab7c3b037c0ab9f38478904d3cdde2 (patch) | |
| tree | 6635fd800fa673ef3fb568c6f47ebc76a2b8ad6e /src/rlgl.c | |
| parent | 01651af08a494b1ac08c897695891ad7cf44ad47 (diff) | |
| download | raylib-fc6081fe70ab7c3b037c0ab9f38478904d3cdde2.tar.gz raylib-fc6081fe70ab7c3b037c0ab9f38478904d3cdde2.zip | |
raylib 1.2
This is a huge update. Check CHANGELOG for details
Diffstat (limited to 'src/rlgl.c')
| -rw-r--r-- | src/rlgl.c | 695 |
1 files changed, 505 insertions, 190 deletions
@@ -1,4 +1,4 @@ -/********************************************************************************************* +/********************************************************************************************** * * rlgl - raylib OpenGL abstraction layer * @@ -31,32 +31,21 @@ #include <stdio.h> // Standard input / output lib #include <stdlib.h> // Declares malloc() and free() for memory management, rand() -// Security check in case no USE_OPENGL_* defined -#if !defined(USE_OPENGL_11) && !defined(USE_OPENGL_33) && !defined(USE_OPENGL_ES2) - #define USE_OPENGL_11 -#endif - -// Security check in case multiple USE_OPENGL_* defined -#ifdef USE_OPENGL_11 - #ifdef USE_OPENGL_33 - #undef USE_OPENGL_33 - #endif - - #ifdef USE_OPENGL_ES2 - #undef USE_OPENGL_ES2 - #endif -#endif - -#ifdef USE_OPENGL_11 +#if defined(GRAPHICS_API_OPENGL_11) #include <GL/gl.h> // Basic OpenGL include #endif -#ifdef USE_OPENGL_33 +#if defined(GRAPHICS_API_OPENGL_33) #define GLEW_STATIC #include <GL/glew.h> // Extensions loading lib + //#include "glad.h" // TODO: Other extensions loading lib? --> REVIEW #endif -//#include "glad.h" // Other extensions loading lib? --> REVIEW +#if defined(GRAPHICS_API_OPENGL_ES2) + #include <EGL/egl.h> + #include <GLES2/gl2.h> + #include <GLES2/gl2ext.h> +#endif //---------------------------------------------------------------------------------- // Defines and Macros @@ -64,6 +53,7 @@ #define MATRIX_STACK_SIZE 16 // Matrix stack max size #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) //---------------------------------------------------------------------------------- // Types and Structures Definition @@ -98,6 +88,7 @@ typedef struct { float *vertices; // 3 components per vertex float *texcoords; // 2 components per vertex float *normals; // 3 components per vertex + //short *normals; // NOTE: Less data load... but padding issues and normalizing required! } VertexPositionTextureNormalBuffer; // Vertex buffer (position + texcoords + colors + indices arrays) @@ -109,7 +100,12 @@ typedef struct { float *vertices; // 3 components per vertex float *texcoords; // 2 components per vertex unsigned char *colors; // 4 components per vertex - unsigned int *indices; // 6 indices per quad +#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) + unsigned int *indices; // 6 indices per quad (could be int) +#elif defined(GRAPHICS_API_OPENGL_ES2) + unsigned short *indices; // 6 indices per quad (must be short) + // NOTE: 6*2 byte = 12 byte, not alignment problem! +#endif } VertexPositionColorTextureIndexBuffer; // Draw call type @@ -131,7 +127,7 @@ typedef struct { //---------------------------------------------------------------------------------- // Global Variables Definition //---------------------------------------------------------------------------------- -#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2) +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) static Matrix stack[MATRIX_STACK_SIZE]; static int stackCounter = 0; @@ -173,15 +169,26 @@ static bool useTempBuffer = false; // White texture useful for plain color polys (required by shader) static GLuint whiteTexture; + +// Support for VAOs (OpenGL ES2 could not support VAO extensions) +static bool vaoSupported = false; +#endif + +#if defined(GRAPHICS_API_OPENGL_ES2) +// NOTE: VAO functionality is exposed through extensions (OES) +static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays; +static PFNGLBINDVERTEXARRAYOESPROC glBindVertexArray; +static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays; +static PFNGLISVERTEXARRAYOESPROC glIsVertexArray; #endif //---------------------------------------------------------------------------------- // Module specific Functions Declaration //---------------------------------------------------------------------------------- -#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2) +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) static GLuint LoadDefaultShaders(void); static void InitializeBuffers(void); -static void InitializeVAOs(void); +static void InitializeBuffersGPU(void); static void UpdateBuffers(void); // Shader files loading (external) - Not used but useful... @@ -189,7 +196,7 @@ static GLuint LoadShaders(char *vertexFileName, char *fragmentFileName); static char *TextFileRead(char *fn); #endif -#ifdef USE_OPENGL_11 +#if defined(GRAPHICS_API_OPENGL_11) static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight); static pixel *GenNextMipmap(pixel *srcData, int srcWidth, int srcHeight); #endif @@ -198,7 +205,7 @@ static pixel *GenNextMipmap(pixel *srcData, int srcWidth, int srcHeight); // Module Functions Definition - Matrix operations //---------------------------------------------------------------------------------- -#ifdef USE_OPENGL_11 +#if defined(GRAPHICS_API_OPENGL_11) // Fallback to OpenGL 1.1 function calls //--------------------------------------- @@ -231,7 +238,7 @@ void rlRotatef(float angleDeg, float x, float y, float z) { glRotatef(angleDeg, void rlScalef(float x, float y, float z) { glScalef(x, y, z); } void rlMultMatrixf(float *mat) { glMultMatrixf(mat); } -#else +#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) // Choose the current matrix to be transformed void rlMatrixMode(int mode) @@ -343,7 +350,7 @@ void rlOrtho(double left, double right, double bottom, double top, double near, //---------------------------------------------------------------------------------- // Module Functions Definition - Vertex level operations //---------------------------------------------------------------------------------- -#ifdef USE_OPENGL_11 +#if defined(GRAPHICS_API_OPENGL_11) // Fallback to OpenGL 1.1 function calls //--------------------------------------- @@ -358,7 +365,7 @@ void rlBegin(int mode) } } -void rlEnd(void) { glEnd(); } +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); } @@ -368,7 +375,7 @@ 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 +#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) // Initialize drawing mode (how to organize vertex) void rlBegin(int mode) @@ -492,31 +499,46 @@ void rlVertex3f(float x, float y, float z) { case RL_LINES: { - lines.vertices[3*lines.vCounter] = x; - lines.vertices[3*lines.vCounter + 1] = y; - lines.vertices[3*lines.vCounter + 2] = z; + // Verify that MAX_LINES_BATCH limit not reached + if (lines.vCounter / 2 < MAX_LINES_BATCH) + { + lines.vertices[3*lines.vCounter] = x; + lines.vertices[3*lines.vCounter + 1] = y; + lines.vertices[3*lines.vCounter + 2] = z; - lines.vCounter++; + lines.vCounter++; + } + else TraceLog(ERROR, "MAX_LINES_BATCH overflow"); } break; case RL_TRIANGLES: { - triangles.vertices[3*triangles.vCounter] = x; - triangles.vertices[3*triangles.vCounter + 1] = y; - triangles.vertices[3*triangles.vCounter + 2] = z; + // Verify that MAX_TRIANGLES_BATCH limit not reached + if (triangles.vCounter / 3 < MAX_TRIANGLES_BATCH) + { + triangles.vertices[3*triangles.vCounter] = x; + triangles.vertices[3*triangles.vCounter + 1] = y; + triangles.vertices[3*triangles.vCounter + 2] = z; - triangles.vCounter++; + triangles.vCounter++; + } + else TraceLog(ERROR, "MAX_TRIANGLES_BATCH overflow"); } break; case RL_QUADS: { - quads.vertices[3*quads.vCounter] = x; - quads.vertices[3*quads.vCounter + 1] = y; - quads.vertices[3*quads.vCounter + 2] = z; + // Verify that MAX_QUADS_BATCH limit not reached + if (quads.vCounter / 4 < MAX_QUADS_BATCH) + { + quads.vertices[3*quads.vCounter] = x; + quads.vertices[3*quads.vCounter + 1] = y; + quads.vertices[3*quads.vCounter + 2] = z; - quads.vCounter++; + quads.vCounter++; - draws[drawsCounter - 1].vertexCount++; + draws[drawsCounter - 1].vertexCount++; + } + else TraceLog(ERROR, "MAX_QUADS_BATCH overflow"); } break; default: break; @@ -527,17 +549,17 @@ void rlVertex3f(float x, float y, float z) // Define one vertex (position) void rlVertex2f(float x, float y) { - rlVertex3f(x, y, 0.0); + rlVertex3f(x, y, 0.0f); } // Define one vertex (position) void rlVertex2i(int x, int y) { - rlVertex3f((float)x, (float)y, 0.0); + rlVertex3f((float)x, (float)y, 0.0f); } // Define one vertex (texture coordinate) -// NOTE: Texture coordinates are limited to TRIANGLES only +// NOTE: Texture coordinates are limited to QUADS only void rlTexCoord2f(float x, float y) { if (currentDrawMode == RL_QUADS) @@ -616,12 +638,12 @@ void rlColor3f(float x, float y, float z) // Enable texture usage void rlEnableTexture(unsigned int id) { -#ifdef USE_OPENGL_11 +#if defined(GRAPHICS_API_OPENGL_11) glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, id); #endif -#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2) +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) if (draws[drawsCounter - 1].textureId != id) { if (draws[drawsCounter - 1].vertexCount > 0) drawsCounter++; @@ -635,7 +657,7 @@ void rlEnableTexture(unsigned int id) // Disable texture usage void rlDisableTexture(void) { -#ifdef USE_OPENGL_11 +#if defined(GRAPHICS_API_OPENGL_11) glDisable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, 0); #endif @@ -647,11 +669,19 @@ void rlDeleteTextures(unsigned int id) glDeleteTextures(1, &id); } -// Unload vertex data from GPU memory +// Unload vertex data (VAO) from GPU memory void rlDeleteVertexArrays(unsigned int id) { -#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2) - glDeleteVertexArrays(1, &id); +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + if (vaoSupported) glDeleteVertexArrays(1, &id); +#endif +} + +// Unload vertex data (VBO) from GPU memory +void rlDeleteBuffers(unsigned int id) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glDeleteBuffers(1, &id); #endif } @@ -674,40 +704,109 @@ void rlClearScreenBuffers(void) //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Stencil buffer not used... } +// Returns current OpenGL version +int rlGetVersion(void) +{ +#if defined(GRAPHICS_API_OPENGL_11) + return OPENGL_11; +#elif defined(GRAPHICS_API_OPENGL_33) + return OPENGL_33; +#elif defined(GRAPHICS_API_OPENGL_ES2) + return OPENGL_ES_20; +#endif +} + //---------------------------------------------------------------------------------- // Module Functions Definition - rlgl Functions //---------------------------------------------------------------------------------- -#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2) - // Init OpenGL 3.3+ required data void rlglInit(void) { - // Initialize GLEW +#if defined(GRAPHICS_API_OPENGL_33) + // Loading extensions the hard way (Example) +/* + GLint numExt; + glGetIntegerv(GL_NUM_EXTENSIONS, &numExt); + + for (int i = 0; i < numExt; i++) + { + const GLubyte *extensionName = glGetStringi(GL_EXTENSIONS, i); + if (strcmp(extensionName, (const GLubyte *)"GL_ARB_vertex_array_object") == 0) + { + // The extension is supported by our hardware and driver, try to get related functions popinters + glGenVertexArrays = (PFNGLGENVERTEXARRAYSOESPROC)wglGetProcAddress("glGenVertexArrays"); + glBindVertexArray = (PFNGLBINDVERTEXARRAYOESPROC)wglGetProcAddress("glBindVertexArray"); + glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSOESPROC)wglGetProcAddress("glDeleteVertexArrays"); + glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)wglGetProcAddress("glIsVertexArray"); + } + } +*/ + + // Initialize extensions using GLEW glewExperimental = 1; // Needed for core profile GLenum error = glewInit(); - if (error != GLEW_OK) + if (error != GLEW_OK) TraceLog(ERROR, "Failed to initialize GLEW - Error Code: %s\n", glewGetErrorString(error)); + + if (glewIsSupported("GL_VERSION_3_3")) TraceLog(INFO, "OpenGL 3.3 extensions supported"); + + // NOTE: GLEW is a big library that loads ALL extensions, using glad we can only load required ones... + //if (!gladLoadGL()) TraceLog("ERROR: Failed to initialize glad\n"); + + vaoSupported = true; +#endif + +#if defined(GRAPHICS_API_OPENGL_ES2) + glGenVertexArrays = (PFNGLGENVERTEXARRAYSOESPROC)eglGetProcAddress("glGenVertexArraysOES"); + glBindVertexArray = (PFNGLBINDVERTEXARRAYOESPROC)eglGetProcAddress("glBindVertexArrayOES"); + glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSOESPROC)eglGetProcAddress("glDeleteVertexArraysOES"); + glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)eglGetProcAddress("glIsVertexArrayOES"); + + if (glGenVertexArrays == NULL) TraceLog(WARNING, "Could not initialize VAO extensions, VAOs not supported"); + else { - TraceLog(ERROR, "Failed to initialize GLEW - Error Code: %s\n", glewGetErrorString(error)); + vaoSupported = true; + TraceLog(INFO, "VAO extensions initialized successfully"); } +#endif - if (glewIsSupported("GL_VERSION_3_3")) TraceLog(INFO, "OpenGL 3.3 initialized successfully\n"); + // Print current OpenGL and GLSL version + TraceLog(INFO, "GPU: Vendor: %s", glGetString(GL_VENDOR)); + TraceLog(INFO, "GPU: Renderer: %s", glGetString(GL_RENDERER)); + TraceLog(INFO, "GPU: Version: %s", glGetString(GL_VERSION)); + TraceLog(INFO, "GPU: GLSL: %s", glGetString(0x8B8C)); //GL_SHADING_LANGUAGE_VERSION - // Print OpenGL and GLSL version - TraceLog(INFO, "Vendor: %s", glGetString(GL_VENDOR)); - TraceLog(INFO, "Renderer: %s", glGetString(GL_RENDERER)); - TraceLog(INFO, "Version: %s", glGetString(GL_VERSION)); - TraceLog(INFO, "GLSL: %s\n", glGetString(0x8B8C)); //GL_SHADING_LANGUAGE_VERSION + // NOTE: We can get a bunch of extra information about GPU capabilities (glGet*) + //int maxTexSize; + //glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTexSize); + //TraceLog(INFO, "GL_MAX_TEXTURE_SIZE: %i", maxTexSize); + //int numAuxBuffers; + //glGetIntegerv(GL_AUX_BUFFERS, &numAuxBuffers); + //TraceLog(INFO, "GL_AUX_BUFFERS: %i", numAuxBuffers); + + // Show supported extensions + // NOTE: We don't need that much data on screen... right now... /* - // TODO: GLEW is a big library that loads ALL extensions, maybe using glad we can only load required ones... - if (!gladLoadGL()) +#if defined(GRAPHICS_API_OPENGL_33) + GLint numExt; + glGetIntegerv(GL_NUM_EXTENSIONS, &numExt); + + for (int i = 0; i < numExt; i++) { - TraceLog("ERROR: Failed to initialize glad\n"); + TraceLog(INFO, "Supported extension: %s", glGetStringi(GL_EXTENSIONS, i)); } +#elif defined(GRAPHICS_API_OPENGL_ES2) + char *extensions = (char *)glGetString(GL_EXTENSIONS); // One big string + + // NOTE: String could be splitted using strtok() function (string.h) + TraceLog(INFO, "Supported extension: %s", extensions); +#endif */ + +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) // Set default draw mode currentDrawMode = RL_TRIANGLES; @@ -735,8 +834,8 @@ void rlglInit(void) // Get handles to GLSL uniform vars locations (fragment-shader) textureLoc = glGetUniformLocation(shaderProgram, "texture0"); - InitializeBuffers(); // Init vertex arrays - InitializeVAOs(); // Init VBO and VAO + InitializeBuffers(); // Init vertex arrays + InitializeBuffersGPU(); // Init VBO and VAO // Init temp vertex buffer, used when transformation required (translate, rotate, scale) tempBuffer = (Vector3 *)malloc(sizeof(Vector3)*TEMP_VERTEX_BUFFER_SIZE); @@ -748,7 +847,7 @@ void rlglInit(void) whiteTexture = rlglLoadTexture(pixels, 1, 1, false); - if (whiteTexture != 0) TraceLog(INFO, "[ID %i] Base white texture created successfully", whiteTexture); + if (whiteTexture != 0) TraceLog(INFO, "[TEX ID %i] Base white texture created successfully", whiteTexture); else TraceLog(WARNING, "Base white texture could not be created"); // Init draw calls tracking system @@ -762,13 +861,15 @@ void rlglInit(void) drawsCounter = 1; draws[drawsCounter - 1].textureId = whiteTexture; +#endif } // Vertex Buffer Object deinitialization (memory free) void rlglClose(void) { +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) // Unbind everything - glBindVertexArray(0); + if (vaoSupported) glBindVertexArray(0); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); glDisableVertexAttribArray(2); @@ -778,7 +879,7 @@ void rlglClose(void) glUseProgram(0); - // Delete VAOs and VBOs + // Delete VBOs glDeleteBuffers(1, &linesBuffer[0]); glDeleteBuffers(1, &linesBuffer[1]); glDeleteBuffers(1, &trianglesBuffer[0]); @@ -788,9 +889,13 @@ void rlglClose(void) glDeleteBuffers(1, &quadsBuffer[2]); glDeleteBuffers(1, &quadsBuffer[3]); - glDeleteVertexArrays(1, &vaoLines); - glDeleteVertexArrays(1, &vaoTriangles); - glDeleteVertexArrays(1, &vaoQuads); + if (vaoSupported) + { + // Delete VAOs + glDeleteVertexArrays(1, &vaoLines); + glDeleteVertexArrays(1, &vaoTriangles); + glDeleteVertexArrays(1, &vaoQuads); + } //glDetachShader(shaderProgram, v); //glDetachShader(shaderProgram, f); @@ -808,15 +913,18 @@ void rlglClose(void) free(quads.vertices); free(quads.texcoords); free(quads.colors); + free(quads.indices); // Free GPU texture glDeleteTextures(1, &whiteTexture); free(draws); +#endif } void rlglDraw(void) { +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) UpdateBuffers(); glUseProgram(shaderProgram); // Use our shader @@ -831,9 +939,24 @@ void rlglDraw(void) { glBindTexture(GL_TEXTURE_2D, whiteTexture); - glBindVertexArray(vaoTriangles); + if (vaoSupported) + { + glBindVertexArray(vaoTriangles); + } + else + { + glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[0]); + glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(vertexLoc); + + glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[1]); + glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); + glEnableVertexAttribArray(colorLoc); + } + glDrawArrays(GL_TRIANGLES, 0, triangles.vCounter); + if (!vaoSupported) glBindBuffer(GL_ARRAY_BUFFER, 0); glBindTexture(GL_TEXTURE_2D, 0); } @@ -843,7 +966,27 @@ void rlglDraw(void) int numIndicesToProcess = 0; int indicesOffset = 0; - glBindVertexArray(vaoQuads); + if (vaoSupported) + { + glBindVertexArray(vaoQuads); + } + else + { + // Enable vertex attributes + glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[0]); + glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(vertexLoc); + + glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[1]); + glVertexAttribPointer(texcoordLoc, 2, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(texcoordLoc); + + glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[2]); + glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); + glEnableVertexAttribArray(colorLoc); + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quadsBuffer[3]); + } //TraceLog(DEBUG, "Draws required per frame: %i", drawsCounter); @@ -857,11 +1000,23 @@ void rlglDraw(void) glBindTexture(GL_TEXTURE_2D, draws[i].textureId); // 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 +#if defined(GRAPHICS_API_OPENGL_33) glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_INT, (GLvoid*) (sizeof(GLuint) * indicesOffset)); +#elif defined(GRAPHICS_API_OPENGL_ES2) + glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_SHORT, (GLvoid*) (sizeof(GLushort) * indicesOffset)); +#endif + //GLenum err; + //if ((err = glGetError()) != GL_NO_ERROR) TraceLog(INFO, "OpenGL error: %i", (int)err); //GL_INVALID_ENUM! indicesOffset += draws[i].vertexCount/4*6; } + if (!vaoSupported) + { + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + } + glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures } @@ -869,13 +1024,28 @@ void rlglDraw(void) { glBindTexture(GL_TEXTURE_2D, whiteTexture); - glBindVertexArray(vaoLines); + if (vaoSupported) + { + glBindVertexArray(vaoLines); + } + else + { + glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[0]); + glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(vertexLoc); + + glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[1]); + glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); + glEnableVertexAttribArray(colorLoc); + } + glDrawArrays(GL_LINES, 0, lines.vCounter); + if (!vaoSupported) glBindBuffer(GL_ARRAY_BUFFER, 0); glBindTexture(GL_TEXTURE_2D, 0); } - glBindVertexArray(0); // Unbind VAO + if (vaoSupported) glBindVertexArray(0); // Unbind VAO // Reset draws counter drawsCounter = 1; @@ -892,16 +1062,18 @@ void rlglDraw(void) quads.vCounter = 0; quads.tcCounter = 0; quads.cCounter = 0; +#endif } -#endif // End for OpenGL 3.3+ and ES2 only functions - // Draw a 3d model void rlglDrawModel(Model model, Vector3 position, Vector3 rotation, Vector3 scale, Color color, 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 -#ifdef USE_OPENGL_11 +#if defined(GRAPHICS_API_OPENGL_11) glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, model.textureId); @@ -937,7 +1109,7 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotation, Vector3 scal glBindTexture(GL_TEXTURE_2D, 0); #endif -#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2) +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) glUseProgram(shaderProgram); // Use our shader // Get transform matrix (rotation -> scale -> translation) @@ -964,7 +1136,7 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotation, Vector3 scal } // Update colors buffer in CPU (using Shader) - glBindVertexArray(model.vaoId); + if (vaoSupported) glBindVertexArray(model.vaoId); GLuint colorVboId; glGetVertexAttribIuiv(2, GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, &colorVboId); // NOTE: Color VBO is buffer index 2 glBindBuffer(GL_ARRAY_BUFFER, colorVboId); @@ -977,23 +1149,47 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotation, Vector3 scal //TraceLog(DEBUG, "ShaderProgram: %i, VAO ID: %i, VertexCount: %i", shaderProgram, model.vaoId, model.mesh.vertexCount); - glBindVertexArray(model.vaoId); + if (vaoSupported) + { + glBindVertexArray(model.vaoId); + } + else + { + // Bind model VBOs data + glBindBuffer(GL_ARRAY_BUFFER, model.vboId[0]); + glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(vertexLoc); + + glBindBuffer(GL_ARRAY_BUFFER, model.vboId[1]); + glVertexAttribPointer(texcoordLoc, 2, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(texcoordLoc); + + glBindBuffer(GL_ARRAY_BUFFER, model.vboId[2]); + glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); + glEnableVertexAttribArray(colorLoc); + } + glBindTexture(GL_TEXTURE_2D, model.textureId); glDrawArrays(GL_TRIANGLES, 0, model.mesh.vertexCount); - glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures - glBindVertexArray(0); // Unbind VAO + glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures + + if (vaoSupported) glBindVertexArray(0); // Unbind VAO + else glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind VBOs #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); +#endif } // Initialize Graphics Device (OpenGL stuff) -void rlglInitGraphicsDevice(int fbWidth, int fbHeight) +void rlglInitGraphics(int offsetX, int offsetY, int width, int height) { - glViewport(0, 0, fbWidth, fbHeight); // Set viewport width and height - // NOTE: Required! viewport must be recalculated if screen resized! + // NOTE: Required! viewport must be recalculated if screen resized! + glViewport(offsetX/2, offsetY/2, width - offsetX, height - offsetY); // Set viewport width and height // NOTE: Don't confuse glViewport with the transformation matrix // NOTE: glViewport just defines the area of the context that you will actually draw to. @@ -1008,7 +1204,7 @@ void rlglInitGraphicsDevice(int fbWidth, int fbHeight) 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 +#if defined(GRAPHICS_API_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 @@ -1016,7 +1212,7 @@ void rlglInitGraphicsDevice(int fbWidth, int fbHeight) 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) + rlOrtho(0, width - offsetX, height - offsetY, 0, 0, 1); // Config orthographic mode: top-left corner --> (0,0) rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix rlLoadIdentity(); // Reset current matrix (MODELVIEW) @@ -1027,12 +1223,12 @@ void rlglInitGraphicsDevice(int fbWidth, int fbHeight) //glCullFace(GL_BACK); // Cull the Back face (default) //glFrontFace(GL_CCW); // Front face are defined counter clockwise (default) -#ifdef USE_OPENGL_11 +#if defined(GRAPHICS_API_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 - TraceLog(INFO, "OpenGL Graphics Device initialized successfully"); + TraceLog(INFO, "OpenGL Graphics initialized successfully"); } // Convert image data to OpenGL texture (returns OpenGL valid Id) @@ -1057,7 +1253,7 @@ unsigned int rlglLoadTexture(unsigned char *data, int width, int height, bool ge if (genMipmaps && !texIsPOT) { - TraceLog(WARNING, "[ID %i] Texture is not power-of-two, mipmaps can not be generated", id); + TraceLog(WARNING, "[TEX ID %i] Texture is not power-of-two, mipmaps can not be generated", id); genMipmaps = false; } @@ -1076,10 +1272,10 @@ unsigned int rlglLoadTexture(unsigned char *data, int width, int height, bool ge glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR } -#ifdef USE_OPENGL_11 +#if defined(GRAPHICS_API_OPENGL_11) if (genMipmaps) { - TraceLog(WARNING, "[ID %i] Mipmaps generated manually on CPU side", id); + TraceLog(WARNING, "[TEX ID %i] Mipmaps generated manually on CPU side", id); // Compute required mipmaps // NOTE: data size is reallocated to fit mipmaps data @@ -1106,17 +1302,20 @@ unsigned int rlglLoadTexture(unsigned char *data, int width, int height, bool ge else glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); #endif - -#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2) - +#if defined(GRAPHICS_API_OPENGL_33) + // NOTE: We define internal (GPU) format as GL_RGBA8 (probably BGRA8 in practice, driver takes care) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); +#elif defined(GRAPHICS_API_OPENGL_ES2) + // NOTE: On embedded systems, we let the driver choose the best internal format + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); +#endif +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) if (genMipmaps) { glGenerateMipmap(GL_TEXTURE_2D); // Generate mipmaps automatically - TraceLog(INFO, "[ID %i] Mipmaps generated automatically for new texture", id); + TraceLog(INFO, "[TEX ID %i] Mipmaps generated automatically for new texture", id); } - #endif // At this point we have the image converted to texture and uploaded to GPU @@ -1124,23 +1323,102 @@ unsigned int rlglLoadTexture(unsigned char *data, int width, int height, bool ge // Unbind current texture glBindTexture(GL_TEXTURE_2D, 0); - TraceLog(INFO, "[ID %i] New texture created (%i x %i)", id, width, height); + TraceLog(INFO, "[TEX ID %i] Texture created successfully (%i x %i)", id, width, height); return id; } +// Load vertex data into a VAO (if supported) and VBO +Model rlglLoadModel(VertexData mesh) +{ + Model model; + + model.mesh = mesh; + +#if defined(GRAPHICS_API_OPENGL_11) + model.textureId = 0; // No texture required + model.vaoId = 0; // Vertex Array Object + model.vboId[0] = 0; // Vertex position VBO + model.vboId[1] = 0; // Texcoords VBO + //model.vboId[2] = 0; // Normals VBO (not used) + model.vboId[2] = 0; // Colors VBO + +#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + model.textureId = 1; // Default whiteTexture + + GLuint vaoModel; // Vertex Array Objects (VAO) + GLuint vertexBuffer[3]; // Vertex Buffer Objects (VBO) + + if (vaoSupported) + { + // Initialize Quads VAO (Buffer A) + glGenVertexArrays(1, &vaoModel); + glBindVertexArray(vaoModel); + } + + // Create buffers for our vertex data (positions, texcoords, normals) + glGenBuffers(3, vertexBuffer); + + // Enable vertex attributes: position + glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[0]); + glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh.vertexCount, mesh.vertices, GL_STATIC_DRAW); + glEnableVertexAttribArray(vertexLoc); + glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0); + + // Enable vertex attributes: texcoords + glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[1]); + glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh.vertexCount, mesh.texcoords, GL_STATIC_DRAW); + glEnableVertexAttribArray(texcoordLoc); + glVertexAttribPointer(texcoordLoc, 2, GL_FLOAT, 0, 0, 0); + + // TODO: Normals support -> Lighting + + // Enable vertex attributes: normals + //glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[2]); + //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh.vertexCount, mesh.normals, GL_STATIC_DRAW); + //glEnableVertexAttribArray(normalLoc); + //glVertexAttribPointer(normalLoc, 3, GL_FLOAT, 0, 0, 0); + + // Enable vertex attributes: colors + glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[2]); + glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*mesh.vertexCount, mesh.colors, GL_STATIC_DRAW); + glEnableVertexAttribArray(colorLoc); + glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); + + if (vaoSupported) + { + if (vaoModel > 0) + { + model.vaoId = vaoModel; + TraceLog(INFO, "[VAO ID %i] Model uploaded successfully to VRAM (GPU)", vaoModel); + } + else TraceLog(WARNING, "Model could not be uploaded to VRAM (GPU)"); + } + else + { + model.vboId[0] = vertexBuffer[0]; // Vertex position VBO + model.vboId[1] = vertexBuffer[1]; // Texcoords VBO + //model.vboId[2] = 0; // Normals VBO (not used) + model.vboId[2] = vertexBuffer[2]; // Colors VBO + + TraceLog(INFO, "[VBO ID %i][VBO ID %i][VBO ID %i] Model uploaded successfully to VRAM (GPU)", model.vboId[0], model.vboId[1], model.vboId[2]); + } +#endif -#ifdef USE_OPENGL_33 + return model; +} // Convert image data to OpenGL texture (returns OpenGL valid Id) // NOTE: Expected compressed image data and POT image unsigned int rlglLoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int compFormat) { - // Create one OpenGL texture GLuint id; - glGenTextures(1, &id); +#if defined(GRAPHICS_API_OPENGL_11) + id = 0; + TraceLog(WARNING, "GPU compressed textures not supported on OpenGL 1.1"); +#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) TraceLog(DEBUG, "Compressed texture width: %i", width); TraceLog(DEBUG, "Compressed texture height: %i", height); TraceLog(DEBUG, "Compressed texture mipmap levels: %i", mipmapCount); @@ -1148,15 +1426,35 @@ unsigned int rlglLoadCompressedTexture(unsigned char *data, int width, int heigh if (compFormat == 0) { - TraceLog(WARNING, "[ID %i] Texture compressed format not recognized", id); id = 0; + TraceLog(WARNING, "Texture compressed format not recognized", id); } else { + glGenTextures(1, &id); + // Bind the texture glBindTexture(GL_TEXTURE_2D, id); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + // Set texture parameters + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + + // If mipmaps are being used, we configure mag-min filters accordingly + if (mipmapCount > 1) + { + // Trilinear filtering with mipmaps + 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) + } + else + { + // Not using mipmappings + 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 + } + int blockSize = 0; int offset = 0; @@ -1166,9 +1464,13 @@ unsigned int rlglLoadCompressedTexture(unsigned char *data, int width, int heigh // Load the mipmaps for (int level = 0; level < mipmapCount && (width || height); level++) { - // NOTE: size specifies the number of bytes of image data (S3TC/DXTC) - unsigned int size = ((width + 3)/4)*((height + 3)/4)*blockSize; + unsigned int size = 0; + // NOTE: size specifies the number of bytes of image data (S3TC/DXTC) + if (compFormat == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT) size = ((width + 3)/4)*((height + 3)/4)*blockSize; // S3TC/DXTC +#if defined(GRAPHICS_API_OPENGL_ES2) + else if (compFormat == GL_ETC1_RGB8_OES) size = 8*((width + 3) >> 2)*((height + 3) >> 2); // ETC1 +#endif glCompressedTexImage2D(GL_TEXTURE_2D, level, compFormat, width, height, 0, size, data + offset); offset += size; @@ -1180,54 +1482,11 @@ unsigned int rlglLoadCompressedTexture(unsigned char *data, int width, int heigh if (height < 1) height = 1; } } +#endif return id; } -// Load vertex data into a VAO -unsigned int rlglLoadModel(VertexData mesh) -{ - GLuint vaoModel; // Vertex Array Objects (VAO) - GLuint vertexBuffer[3]; // Vertex Buffer Objects (VBO) - - // Initialize Quads VAO (Buffer A) - glGenVertexArrays(1, &vaoModel); - glBindVertexArray(vaoModel); - - // Create buffers for our vertex data (positions, texcoords, normals) - glGenBuffers(3, vertexBuffer); - - // Enable vertex attributes: position - glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[0]); - glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh.vertexCount, mesh.vertices, GL_STATIC_DRAW); - glEnableVertexAttribArray(vertexLoc); - glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0); - - // Enable vertex attributes: texcoords - glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[1]); - glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh.vertexCount, mesh.texcoords, GL_STATIC_DRAW); - glEnableVertexAttribArray(texcoordLoc); - glVertexAttribPointer(texcoordLoc, 2, GL_FLOAT, 0, 0, 0); - - // Enable vertex attributes: normals - //glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[2]); - //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh.vertexCount, mesh.normals, GL_STATIC_DRAW); - //glEnableVertexAttribArray(normalLoc); - //glVertexAttribPointer(normalLoc, 3, GL_FLOAT, 0, 0, 0); - - // Enable vertex attributes: colors - glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[2]); - glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*mesh.vertexCount, mesh.colors, GL_STATIC_DRAW); - glEnableVertexAttribArray(colorLoc); - glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); - - if (vaoModel > 0) TraceLog(INFO, "[ID %i] Model uploaded successfully to VRAM (GPU)", vaoModel); - else TraceLog(WARNING, "Model could not be uploaded to VRAM (GPU)"); - - return vaoModel; -} -#endif - // Read screen pixel data (color buffer) unsigned char *rlglReadScreenPixels(int width, int height) { @@ -1252,14 +1511,14 @@ unsigned char *rlglReadScreenPixels(int width, int height) return imgData; // NOTE: image data should be freed } -#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2) +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) -void PrintProjectionMatrix(void) +void PrintProjectionMatrix() { PrintMatrix(projection); } -void PrintModelviewMatrix(void) +void PrintModelviewMatrix() { PrintMatrix(modelview); } @@ -1270,7 +1529,7 @@ void PrintModelviewMatrix(void) // Module specific Functions Definition //---------------------------------------------------------------------------------- -#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2) +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) // Load Shaders (Vertex and Fragment) static GLuint LoadDefaultShaders(void) @@ -1278,7 +1537,11 @@ static GLuint LoadDefaultShaders(void) // 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 +#if defined(GRAPHICS_API_OPENGL_33) + char vShaderStr[] = " #version 110 \n" // NOTE: Equivalent to version 100 on ES2 +#elif defined(GRAPHICS_API_OPENGL_ES2) + char vShaderStr[] = " #version 100 \n" // NOTE: Must be defined this way! 110 doesn't work! +#endif "uniform mat4 projectionMatrix; \n" "uniform mat4 modelviewMatrix; \n" "attribute vec3 vertexPosition; \n" @@ -1294,7 +1557,11 @@ static GLuint LoadDefaultShaders(void) "} \n"; // Fragment shader directly defined, no external file required - char fShaderStr[] = " #version 110 \n" // Equivalent to version 100 on ES2 +#if defined(GRAPHICS_API_OPENGL_33) + char fShaderStr[] = " #version 110 \n" // NOTE: Equivalent to version 100 on ES2 +#elif defined(GRAPHICS_API_OPENGL_ES2) + char fShaderStr[] = " #version 100 \n" // NOTE: Must be defined this way! 110 doesn't work! +#endif "uniform sampler2D texture0; \n" "varying vec2 fragTexCoord; \n" "varying vec4 fragColor; \n" @@ -1316,11 +1583,21 @@ static GLuint LoadDefaultShaders(void) glShaderSource(vertexShader, 1, &pvs, NULL); glShaderSource(fragmentShader, 1, &pfs, NULL); + GLint success = 0; + glCompileShader(vertexShader); + + glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success); + + if (success != GL_TRUE) TraceLog(WARNING, "[VSHDR ID %i] Failed to compile default vertex shader...", vertexShader); + else TraceLog(INFO, "[VSHDR ID %i] Default vertex shader compiled successfully", vertexShader); + glCompileShader(fragmentShader); - TraceLog(INFO, "[ID %i] Default vertex shader compiled successfully", vertexShader); - TraceLog(INFO, "[ID %i] Default fragment shader compiled successfully", fragmentShader); + glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success); + + if (success != GL_TRUE) TraceLog(WARNING, "[FSHDR ID %i] Failed to compile default fragment shader...", fragmentShader); + else TraceLog(INFO, "[FSHDR ID %i] Default fragment shader compiled successfully", fragmentShader); program = glCreateProgram(); @@ -1329,11 +1606,26 @@ static GLuint LoadDefaultShaders(void) glLinkProgram(program); + glGetProgramiv(program, GL_LINK_STATUS, &success); + + if (success == GL_FALSE) + { + int maxLength; + int length; + + glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength); + + char log[maxLength]; + + glGetProgramInfoLog(program, maxLength, &length, log); + + TraceLog(INFO, "Shader program fail log: %s", log); + } + else TraceLog(INFO, "[SHDR ID %i] Default shader program loaded successfully", program); + glDeleteShader(vertexShader); glDeleteShader(fragmentShader); - TraceLog(INFO, "[ID %i] Default shader program loaded successfully", program); - return program; } @@ -1361,8 +1653,8 @@ static GLuint LoadShaders(char *vertexFileName, char *fragmentFileName) glCompileShader(vertexShader); glCompileShader(fragmentShader); - TraceLog(INFO, "[ID %i] Vertex shader compiled successfully", vertexShader); - TraceLog(INFO, "[ID %i] Fragment shader compiled successfully", fragmentShader); + TraceLog(INFO, "[VSHDR ID %i] Vertex shader compiled successfully", vertexShader); + TraceLog(INFO, "[FSHDR ID %i] Fragment shader compiled successfully", fragmentShader); program = glCreateProgram(); @@ -1374,7 +1666,7 @@ static GLuint LoadShaders(char *vertexFileName, char *fragmentFileName) glDeleteShader(vertexShader); glDeleteShader(fragmentShader); - TraceLog(INFO, "[ID %i] Shader program loaded successfully", program); + TraceLog(INFO, "[SHDR ID %i] Shader program loaded successfully", program); return program; } @@ -1417,7 +1709,7 @@ static void InitializeBuffers(void) lines.vertices = (float *)malloc(sizeof(float)*3*2*MAX_LINES_BATCH); // 3 float by vertex, 2 vertex by line lines.colors = (unsigned char *)malloc(sizeof(unsigned char)*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 < (3*2*MAX_LINES_BATCH); i++) lines.vertices[i] = 0.0f; for (int i = 0; i < (4*2*MAX_LINES_BATCH); i++) lines.colors[i] = 0; lines.vCounter = 0; @@ -1427,7 +1719,7 @@ static void InitializeBuffers(void) triangles.vertices = (float *)malloc(sizeof(float)*3*3*MAX_TRIANGLES_BATCH); // 3 float by vertex, 3 vertex by triangle triangles.colors = (unsigned char *)malloc(sizeof(unsigned char)*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 < (3*3*MAX_TRIANGLES_BATCH); i++) triangles.vertices[i] = 0.0f; for (int i = 0; i < (4*3*MAX_TRIANGLES_BATCH); i++) triangles.colors[i] = 0; triangles.vCounter = 0; @@ -1437,10 +1729,15 @@ static void InitializeBuffers(void) 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 = (unsigned char *)malloc(sizeof(unsigned char)*4*4*MAX_QUADS_BATCH); // 4 float by color, 4 colors by quad +#if defined(GRAPHICS_API_OPENGL_33) quads.indices = (unsigned int *)malloc(sizeof(int)*6*MAX_QUADS_BATCH); // 6 int by quad (indices) +#elif defined(GRAPHICS_API_OPENGL_ES2) + quads.indices = (unsigned short *)malloc(sizeof(short)*6*MAX_QUADS_BATCH); // 6 int by quad (indices) +#endif + - 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 < (3*4*MAX_QUADS_BATCH); i++) quads.vertices[i] = 0.0f; + for (int i = 0; i < (2*4*MAX_QUADS_BATCH); i++) quads.texcoords[i] = 0.0f; for (int i = 0; i < (4*4*MAX_QUADS_BATCH); i++) quads.colors[i] = 0; int k = 0; @@ -1461,14 +1758,19 @@ static void InitializeBuffers(void) quads.vCounter = 0; quads.tcCounter = 0; quads.cCounter = 0; + + TraceLog(INFO, "CPU buffers (lines, triangles, quads) initialized successfully"); } // Initialize Vertex Array Objects (Contain VBO) -static void InitializeVAOs(void) +static void InitializeBuffersGPU(void) { - // Initialize Lines VAO - glGenVertexArrays(1, &vaoLines); - glBindVertexArray(vaoLines); + if (vaoSupported) + { + // Initialize Lines VAO + glGenVertexArrays(1, &vaoLines); + glBindVertexArray(vaoLines); + } // Create buffers for our vertex data glGenBuffers(2, linesBuffer); @@ -1485,12 +1787,16 @@ static void InitializeVAOs(void) glEnableVertexAttribArray(colorLoc); glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); - TraceLog(INFO, "[ID %i] Lines VAO initialized successfully", vaoLines); + if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Lines VAO initialized successfully", vaoLines); + else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Lines VBOs initialized successfully", linesBuffer[0], linesBuffer[1]); //-------------------------------------------------------------- - // Initialize Triangles VAO - glGenVertexArrays(1, &vaoTriangles); - glBindVertexArray(vaoTriangles); + if (vaoSupported) + { + // Initialize Triangles VAO + glGenVertexArrays(1, &vaoTriangles); + glBindVertexArray(vaoTriangles); + } // Create buffers for our vertex data glGenBuffers(2, trianglesBuffer); @@ -1506,12 +1812,16 @@ static void InitializeVAOs(void) glEnableVertexAttribArray(colorLoc); glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); - TraceLog(INFO, "[ID %i] Triangles VAO initialized successfully", vaoTriangles); + if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Triangles VAO initialized successfully", vaoTriangles); + else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Triangles VBOs initialized successfully", trianglesBuffer[0], trianglesBuffer[1]); //-------------------------------------------------------------- - // Initialize Quads VAO (Buffer A) - glGenVertexArrays(1, &vaoQuads); - glBindVertexArray(vaoQuads); + if (vaoSupported) + { + // Initialize Quads VAO + glGenVertexArrays(1, &vaoQuads); + glBindVertexArray(vaoQuads); + } // Create buffers for our vertex data glGenBuffers(4, quadsBuffer); @@ -1534,19 +1844,24 @@ static void InitializeVAOs(void) // Fill index buffer glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quadsBuffer[3]); +#if defined(GRAPHICS_API_OPENGL_33) glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int)*6*MAX_QUADS_BATCH, quads.indices, GL_STATIC_DRAW); +#elif defined(GRAPHICS_API_OPENGL_ES2) + glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(short)*6*MAX_QUADS_BATCH, quads.indices, GL_STATIC_DRAW); +#endif - TraceLog(INFO, "[ID %i] Quads VAO initialized successfully", vaoQuads); + if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Quads VAO initialized successfully", vaoQuads); + else TraceLog(INFO, "[VBO ID %i][VBO ID %i][VBO ID %i][VBO ID %i] Quads VBOs initialized successfully", quadsBuffer[0], quadsBuffer[1], quadsBuffer[2], quadsBuffer[3]); // Unbind the current VAO - glBindVertexArray(0); + if (vaoSupported) glBindVertexArray(0); } // Update VBOs with vertex array data static void UpdateBuffers(void) { // Activate Lines VAO - glBindVertexArray(vaoLines); + if (vaoSupported) glBindVertexArray(vaoLines); // Lines - vertex positions buffer glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[0]); @@ -1561,7 +1876,7 @@ static void UpdateBuffers(void) //-------------------------------------------------------------- // Activate Triangles VAO - glBindVertexArray(vaoTriangles); + if (vaoSupported) glBindVertexArray(vaoTriangles); // Triangles - vertex positions buffer glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[0]); @@ -1576,7 +1891,7 @@ static void UpdateBuffers(void) //-------------------------------------------------------------- // Activate Quads VAO - glBindVertexArray(vaoQuads); + if (vaoSupported) glBindVertexArray(vaoQuads); // Quads - vertex positions buffer glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[0]); @@ -1601,12 +1916,12 @@ static void UpdateBuffers(void) //-------------------------------------------------------------- // Unbind the current VAO - glBindVertexArray(0); + if (vaoSupported) glBindVertexArray(0); } -#endif //defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2) +#endif //defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) -#ifdef USE_OPENGL_11 +#if defined(GRAPHICS_API_OPENGL_11) // Mipmaps data is generated after image data static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight) @@ -1735,7 +2050,7 @@ static pixel *GenNextMipmap(pixel *srcData, int srcWidth, int srcHeight) #endif -#ifdef RLGL_STANDALONE +#if defined(RLGL_STANDALONE) typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType; |
