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authorraysan5 <raysan5@gmail.com>2014-09-16 22:51:31 +0200
committerraysan5 <raysan5@gmail.com>2014-09-16 22:51:31 +0200
commitfc6081fe70ab7c3b037c0ab9f38478904d3cdde2 (patch)
tree6635fd800fa673ef3fb568c6f47ebc76a2b8ad6e /src/rlgl.c
parent01651af08a494b1ac08c897695891ad7cf44ad47 (diff)
downloadraylib-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.c695
1 files changed, 505 insertions, 190 deletions
diff --git a/src/rlgl.c b/src/rlgl.c
index b76a7b27..8f8d67e7 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -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;