diff options
Diffstat (limited to 'src/rlgl.c')
| -rw-r--r-- | src/rlgl.c | 2307 |
1 files changed, 1215 insertions, 1092 deletions
@@ -71,6 +71,8 @@ #define MAX_DRAWS_BY_TEXTURE 256 // Draws are organized by texture changes #define TEMP_VERTEX_BUFFER_SIZE 4096 // Temporal Vertex Buffer (required for vertex-transformations) // NOTE: Every vertex are 3 floats (12 bytes) + +#define MAX_LIGHTS 8 // Max lights supported by standard shader #ifndef GL_SHADING_LANGUAGE_VERSION #define GL_SHADING_LANGUAGE_VERSION 0x8B8C @@ -115,58 +117,36 @@ #define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 #define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 #endif + +// Default vertex attribute names on shader to set location points +#define DEFAULT_ATTRIB_POSITION_NAME "vertexPosition" // shader-location = 0 +#define DEFAULT_ATTRIB_TEXCOORD_NAME "vertexTexCoord" // shader-location = 1 +#define DEFAULT_ATTRIB_NORMAL_NAME "vertexNormal" // shader-location = 2 +#define DEFAULT_ATTRIB_COLOR_NAME "vertexColor" // shader-location = 3 +#define DEFAULT_ATTRIB_TANGENT_NAME "vertexTangent" // shader-location = 4 +#define DEFAULT_ATTRIB_TEXCOORD2_NAME "vertexTexCoord2" // shader-location = 5 + //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- -// Vertex buffer (position + color arrays) -// NOTE: Used for lines and triangles VAOs -typedef struct { - int vCounter; - int cCounter; - float *vertices; // 3 components per vertex - unsigned char *colors; // 4 components per vertex -} VertexPositionColorBuffer; - -// Vertex buffer (position + texcoords + color arrays) -// NOTE: Not used -typedef struct { - int vCounter; - int tcCounter; - int cCounter; - float *vertices; // 3 components per vertex - float *texcoords; // 2 components per vertex - unsigned char *colors; // 4 components per vertex -} VertexPositionColorTextureBuffer; - -// Vertex buffer (position + texcoords + normals arrays) -// NOTE: Not used -typedef struct { - int vCounter; - int tcCounter; - int nCounter; - 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) -// NOTE: Used for quads VAO +// Dynamic vertex buffers (position + texcoords + colors + indices arrays) typedef struct { - int vCounter; - int tcCounter; - int cCounter; - float *vertices; // 3 components per vertex - float *texcoords; // 2 components per vertex - unsigned char *colors; // 4 components per vertex + int vCounter; // vertex position counter to process (and draw) from full buffer + int tcCounter; // vertex texcoord counter to process (and draw) from full buffer + int cCounter; // vertex color counter to process (and draw) from full buffer + float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0) + float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) + unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3) #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) - unsigned int *indices; // 6 indices per quad (could be int) + unsigned int *indices; // vertex indices (in case vertex data comes indexed) (6 indices per quad) #elif defined(GRAPHICS_API_OPENGL_ES2) - unsigned short *indices; // 6 indices per quad (must be short) + unsigned short *indices; // vertex indices (in case vertex data comes indexed) (6 indices per quad) // NOTE: 6*2 byte = 12 byte, not alignment problem! #endif -} VertexPositionColorTextureIndexBuffer; + unsigned int vaoId; // OpenGL Vertex Array Object id + unsigned int vboId[4]; // OpenGL Vertex Buffer Objects id (4 types of vertex data) +} DynamicBuffer; // Draw call type // NOTE: Used to track required draw-calls, organized by texture @@ -176,24 +156,6 @@ typedef struct { // TODO: Store draw state -> blending mode, shader } DrawCall; -// pixel type (same as Color type) -// NOTE: Used exclusively in mipmap generation functions -typedef struct { - unsigned char r; - unsigned char g; - unsigned char b; - unsigned char a; -} pixel; - -// Framebuffer Object type -typedef struct { - GLuint id; - int width; - int height; - GLuint colorTextureId; - GLuint depthTextureId; -} FBO; - #if defined(RLGL_STANDALONE) typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType; #endif @@ -214,23 +176,11 @@ static DrawMode currentDrawMode; static float currentDepth = -1.0f; -// Vertex arrays for lines, triangles and quads -static VertexPositionColorBuffer lines; // No texture support -static VertexPositionColorBuffer triangles; // No texture support -static VertexPositionColorTextureIndexBuffer quads; - -// Shader Programs -static Shader defaultShader, simpleShader; -static Shader currentShader; // By default, defaultShader - -// Vertex Array Objects (VAO) -static GLuint vaoLines, vaoTriangles, vaoQuads; - -// Vertex Buffer Objects (VBO) -static GLuint linesBuffer[2]; -static GLuint trianglesBuffer[2]; -static GLuint quadsBuffer[4]; +static DynamicBuffer lines; +static DynamicBuffer triangles; +static DynamicBuffer quads; +// Default buffers draw calls static DrawCall *draws; static int drawsCounter; @@ -239,27 +189,27 @@ static Vector3 *tempBuffer; static int tempBufferCount = 0; static bool useTempBuffer = false; +// Shader Programs +static Shader defaultShader; +static Shader currentShader; // By default, defaultShader + // Flags for supported extensions static bool vaoSupported = false; // VAO support (OpenGL ES2 could not support VAO extension) // Compressed textures support flags -//static bool texCompDXTSupported = false; // DDS texture compression support static bool texCompETC1Supported = false; // ETC1 texture compression support static bool texCompETC2Supported = false; // ETC2/EAC texture compression support static bool texCompPVRTSupported = false; // PVR texture compression support static bool texCompASTCSupported = false; // ASTC texture compression support -// Framebuffer object and texture -static FBO postproFbo; -static Model postproQuad; - -// Shaders related variables -static bool enabledPostpro = false; +// Lighting data +static Light lights[MAX_LIGHTS]; // Lights pool +static int lightsCount; // Counts current enabled physic objects #endif // Compressed textures support flags -static bool texCompDXTSupported = false; // DDS texture compression support -static bool npotSupported = false; // NPOT textures full support +static bool texCompDXTSupported = false; // DDS texture compression support +static bool npotSupported = false; // NPOT textures full support #if defined(GRAPHICS_API_OPENGL_ES2) // NOTE: VAO functionality is exposed through extensions (OES) @@ -269,9 +219,6 @@ static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays; //static PFNGLISVERTEXARRAYOESPROC glIsVertexArray; // NOTE: Fails in WebGL, omitted #endif -// Save screen size data (render size), required for postpro quad -static int screenWidth, screenHeight; - static int blendMode = 0; // White texture useful for plain color polys (required by shader) @@ -282,22 +229,27 @@ unsigned int whiteTexture; // Module specific Functions Declaration //---------------------------------------------------------------------------------- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) -static Shader LoadDefaultShader(void); -static Shader LoadSimpleShader(void); -static void InitializeBuffers(void); -static void InitializeBuffersGPU(void); -static void UpdateBuffers(void); -static char *TextFileRead(char *fn); - static void LoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int compressedFormat); +static unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr); // Load custom shader strings and return program id + +static Shader LoadDefaultShader(void); // Load default shader (just vertex positioning and texture coloring) +static Shader LoadStandardShader(void); // Load standard shader (support materials and lighting) +static void LoadDefaultShaderLocations(Shader *shader); // Bind default shader locations (attributes and uniforms) +static void UnloadDefaultShader(void); // Unload default shader -FBO rlglLoadFBO(int width, int height); -void rlglUnloadFBO(FBO fbo); +static void LoadDefaultBuffers(void); // Load default internal buffers (lines, triangles, quads) +static void UpdateDefaultBuffers(void); // Update default internal buffers (VAOs/VBOs) with vertex data +static void DrawDefaultBuffers(void); // Draw default internal buffers vertex data +static void UnloadDefaultBuffers(void); // Unload default internal buffers vertex data from CPU and GPU + +static void SetShaderLights(Shader shader); // Sets shader uniform values for lights array + +static char *ReadTextFile(const char *fileName); #endif #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); +static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight); #endif #if defined(RLGL_STANDALONE) @@ -305,20 +257,6 @@ static void TraceLog(int msgType, const char *text, ...); float *MatrixToFloat(Matrix mat); // Converts Matrix to float array #endif -#if defined(GRAPHICS_API_OPENGL_ES2) -// NOTE: strdup() functions replacement (not C99, POSIX function, not available on emscripten) -// Duplicates a string, returning an identical malloc'd string -char *mystrdup(const char *str) -{ - size_t len = strlen(str) + 1; - void *newstr = malloc(len); - - if (newstr == NULL) return NULL; - - return (char *)memcpy(newstr, str, len); -} -#endif - //---------------------------------------------------------------------------------- // Module Functions Definition - Matrix operations //---------------------------------------------------------------------------------- @@ -785,6 +723,20 @@ void rlDisableTexture(void) #endif } +void rlEnableRenderTexture(unsigned int id) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glBindFramebuffer(GL_FRAMEBUFFER, id); +#endif +} + +void rlDisableRenderTexture(void) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glBindFramebuffer(GL_FRAMEBUFFER, 0); +#endif +} + // Enable depth test void rlEnableDepthTest(void) { @@ -797,17 +749,37 @@ void rlDisableDepthTest(void) glDisable(GL_DEPTH_TEST); } +// Enable wire mode +void rlEnableWireMode(void) +{ +#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) + // NOTE: glPolygonMode() not available on OpenGL ES + glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); +#endif +} + +// Disable wire mode +void rlDisableWireMode(void) +{ +#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) + // NOTE: glPolygonMode() not available on OpenGL ES + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); +#endif +} + // Unload texture from GPU memory void rlDeleteTextures(unsigned int id) { - glDeleteTextures(1, &id); + if (id != 0) glDeleteTextures(1, &id); } -// Enable rendering to postprocessing FBO -void rlEnablePostproFBO() +// Unload render texture from GPU memory +void rlDeleteRenderTextures(RenderTexture2D target) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glBindFramebuffer(GL_FRAMEBUFFER, postproFbo.id); + if (target.id != 0) glDeleteFramebuffers(1, &target.id); + if (target.texture.id != 0) glDeleteTextures(1, &target.texture.id); + if (target.depth.id != 0) glDeleteTextures(1, &target.depth.id); #endif } @@ -815,7 +787,7 @@ void rlEnablePostproFBO() void rlDeleteShader(unsigned int id) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glDeleteProgram(id); + if (id != 0) glDeleteProgram(id); #endif } @@ -823,7 +795,11 @@ void rlDeleteShader(unsigned int id) void rlDeleteVertexArrays(unsigned int id) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if (vaoSupported) glDeleteVertexArrays(1, &id); + if (vaoSupported) + { + if (id != 0) glDeleteVertexArrays(1, &id); + TraceLog(INFO, "[VAO ID %i] Unloaded model data from VRAM (GPU)", id); + } #endif } @@ -831,7 +807,11 @@ void rlDeleteVertexArrays(unsigned int id) void rlDeleteBuffers(unsigned int id) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glDeleteBuffers(1, &id); + if (id != 0) + { + glDeleteBuffers(1, &id); + if (!vaoSupported) TraceLog(INFO, "[VBO ID %i] Unloaded model vertex data from VRAM (GPU)", id); + } #endif } @@ -928,13 +908,18 @@ void rlglInit(void) // NOTE: We have to duplicate string because glGetString() returns a const value // If not duplicated, it fails in some systems (Raspberry Pi) - char *extensionsDup = mystrdup(extensions); + // Equivalent to function: char *strdup(const char *str) + char *extensionsDup; + size_t len = strlen(extensions) + 1; + void *newstr = malloc(len); + if (newstr == NULL) extensionsDup = NULL; + extensionsDup = (char *)memcpy(newstr, extensions, len); // NOTE: String could be splitted using strtok() function (string.h) // NOTE: strtok() modifies the received string, it can not be const char *extList[512]; // Allocate 512 strings pointers (2 KB) - + extList[numExt] = strtok(extensionsDup, " "); while (extList[numExt] != NULL) @@ -978,10 +963,12 @@ void rlglInit(void) // DDS texture compression support if ((strcmp(extList[i], (const char *)"GL_EXT_texture_compression_s3tc") == 0) || + (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_s3tc") == 0) || (strcmp(extList[i], (const char *)"GL_WEBKIT_WEBGL_compressed_texture_s3tc") == 0)) texCompDXTSupported = true; // ETC1 texture compression support - if (strcmp(extList[i], (const char *)"GL_OES_compressed_ETC1_RGB8_texture") == 0) texCompETC1Supported = true; + if ((strcmp(extList[i], (const char *)"GL_OES_compressed_ETC1_RGB8_texture") == 0) || + (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_etc1") == 0)) texCompETC1Supported = true; // ETC2/EAC texture compression support if (strcmp(extList[i], (const char *)"GL_ARB_ES3_compatibility") == 0) texCompETC2Supported = true; @@ -1029,15 +1016,11 @@ void rlglInit(void) if (whiteTexture != 0) TraceLog(INFO, "[TEX ID %i] Base white texture loaded successfully", whiteTexture); else TraceLog(WARNING, "Base white texture could not be loaded"); - // Init default Shader (Custom for GL 3.3 and ES2) + // Init default Shader (customized for GL 3.3 and ES2) defaultShader = LoadDefaultShader(); - simpleShader = LoadSimpleShader(); - //customShader = LoadShader("custom.vs", "custom.fs"); // Works ok - currentShader = defaultShader; - InitializeBuffers(); // Init vertex arrays - InitializeBuffersGPU(); // Init VBO and VAO + LoadDefaultBuffers(); // Initialize default vertex arrays buffers (lines, triangles, quads) // Init temp vertex buffer, used when transformation required (translate, rotate, scale) tempBuffer = (Vector3 *)malloc(sizeof(Vector3)*TEMP_VERTEX_BUFFER_SIZE); @@ -1058,201 +1041,17 @@ void rlglInit(void) #endif } -// Init postpro system -// NOTE: Uses global variables screenWidth and screenHeight -// Modifies global variables: postproFbo, postproQuad -void rlglInitPostpro(void) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - postproFbo = rlglLoadFBO(screenWidth, screenHeight); - - if (postproFbo.id > 0) - { - // Create a simple quad model to render fbo texture - Mesh quad; - - quad.vertexCount = 6; - - float w = (float)postproFbo.width; - float h = (float)postproFbo.height; - - float quadPositions[6*3] = { w, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, h, 0.0f, 0.0f, h, 0.0f, w, h, 0.0f, w, 0.0f, 0.0f }; - float quadTexcoords[6*2] = { 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f }; - float quadNormals[6*3] = { 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f }; - unsigned char quadColors[6*4] = { 255 }; - - quad.vertices = quadPositions; - quad.texcoords = quadTexcoords; - quad.normals = quadNormals; - quad.colors = quadColors; - - postproQuad = rlglLoadModel(quad); - - // NOTE: postproFbo.colorTextureId must be assigned to postproQuad model shader - } -#endif -} - -// Load a framebuffer object -FBO rlglLoadFBO(int width, int height) -{ - FBO fbo; - fbo.id = 0; - fbo.width = width; - fbo.height = height; - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - // Create the texture that will serve as the color attachment for the framebuffer - glGenTextures(1, &fbo.colorTextureId); - glBindTexture(GL_TEXTURE_2D, fbo.colorTextureId); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); - glBindTexture(GL_TEXTURE_2D, 0); - - // Create the renderbuffer that will serve as the depth attachment for the framebuffer. - glGenRenderbuffers(1, &fbo.depthTextureId); - glBindRenderbuffer(GL_RENDERBUFFER, fbo.depthTextureId); - glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height); - - // NOTE: We can also use a texture for depth buffer (GL_ARB_depth_texture/GL_OES_depth_texture extensions) - // A renderbuffer is simpler than a texture and could offer better performance on embedded devices -/* - glGenTextures(1, &fbo.depthTextureId); - glBindTexture(GL_TEXTURE_2D, fbo.depthTextureId); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL); - glBindTexture(GL_TEXTURE_2D, 0); -*/ - // Create the framebuffer object - glGenFramebuffers(1, &fbo.id); - glBindFramebuffer(GL_FRAMEBUFFER, fbo.id); - - // Attach color texture and depth renderbuffer to FBO - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbo.colorTextureId, 0); - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fbo.depthTextureId); - - GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); - - if (status != GL_FRAMEBUFFER_COMPLETE) - { - TraceLog(WARNING, "Framebuffer object could not be created..."); - - switch(status) - { - case GL_FRAMEBUFFER_UNSUPPORTED: TraceLog(WARNING, "Framebuffer is unsupported"); break; - case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TraceLog(WARNING, "Framebuffer incomplete attachment"); break; -#if defined(GRAPHICS_API_OPENGL_ES2) - case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: TraceLog(WARNING, "Framebuffer incomplete dimensions"); break; -#endif - case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TraceLog(WARNING, "Framebuffer incomplete missing attachment"); break; - default: break; - } - - glDeleteTextures(1, &fbo.colorTextureId); - glDeleteTextures(1, &fbo.depthTextureId); - } - else TraceLog(INFO, "[FBO ID %i] Framebuffer object created successfully", fbo); - - glBindFramebuffer(GL_FRAMEBUFFER, 0); -#endif - - return fbo; -} - -// Unload framebuffer object -void rlglUnloadFBO(FBO fbo) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glDeleteFramebuffers(1, &fbo.id); - glDeleteTextures(1, &fbo.colorTextureId); - glDeleteTextures(1, &fbo.depthTextureId); - - TraceLog(INFO, "[FBO ID %i] Unloaded framebuffer object successfully", fbo.id); -#endif -} - // Vertex Buffer Object deinitialization (memory free) void rlglClose(void) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - // Unbind everything - if (vaoSupported) glBindVertexArray(0); - glDisableVertexAttribArray(0); - glDisableVertexAttribArray(1); - glDisableVertexAttribArray(2); - glDisableVertexAttribArray(3); - glBindBuffer(GL_ARRAY_BUFFER, 0); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); - - glUseProgram(0); - - // Delete VBOs - glDeleteBuffers(1, &linesBuffer[0]); - glDeleteBuffers(1, &linesBuffer[1]); - glDeleteBuffers(1, &trianglesBuffer[0]); - glDeleteBuffers(1, &trianglesBuffer[1]); - glDeleteBuffers(1, &quadsBuffer[0]); - glDeleteBuffers(1, &quadsBuffer[1]); - glDeleteBuffers(1, &quadsBuffer[2]); - glDeleteBuffers(1, &quadsBuffer[3]); - - if (vaoSupported) - { - // Delete VAOs - glDeleteVertexArrays(1, &vaoLines); - glDeleteVertexArrays(1, &vaoTriangles); - glDeleteVertexArrays(1, &vaoQuads); - } - - //glDetachShader(defaultShaderProgram, v); - //glDetachShader(defaultShaderProgram, f); - //glDeleteShader(v); - //glDeleteShader(f); - glDeleteProgram(defaultShader.id); - glDeleteProgram(simpleShader.id); - - // Free vertex arrays memory - free(lines.vertices); - free(lines.colors); - - free(triangles.vertices); - free(triangles.colors); - - free(quads.vertices); - free(quads.texcoords); - free(quads.colors); - free(quads.indices); - - // Free GPU texture + UnloadDefaultShader(); + UnloadDefaultBuffers(); + + // Delete default white texture glDeleteTextures(1, &whiteTexture); TraceLog(INFO, "[TEX ID %i] Unloaded texture data (base white texture) from VRAM", whiteTexture); - if (postproFbo.id != 0) - { - rlglUnloadFBO(postproFbo); - - // Unload postpro quad model data -#if defined(GRAPHICS_API_OPENGL_11) - free(postproQuad.mesh.vertices); - free(postproQuad.mesh.texcoords); - free(postproQuad.mesh.normals); -#endif - - rlDeleteBuffers(postproQuad.mesh.vboId[0]); - rlDeleteBuffers(postproQuad.mesh.vboId[1]); - rlDeleteBuffers(postproQuad.mesh.vboId[2]); - - rlDeleteVertexArrays(postproQuad.mesh.vaoId); - - TraceLog(INFO, "Unloaded postprocessing data"); - } - free(draws); #endif } @@ -1261,333 +1060,22 @@ void rlglClose(void) void rlglDraw(void) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - UpdateBuffers(); - - if ((lines.vCounter > 0) || (triangles.vCounter > 0) || (quads.vCounter > 0)) - { - glUseProgram(currentShader.id); - - Matrix matMVP = MatrixMultiply(modelview, projection); // Create modelview-projection matrix - - glUniformMatrix4fv(currentShader.mvpLoc, 1, false, MatrixToFloat(matMVP)); - glUniform1i(currentShader.mapDiffuseLoc, 0); - } - - // NOTE: We draw in this order: lines, triangles, quads - - if (lines.vCounter > 0) - { - glBindTexture(GL_TEXTURE_2D, whiteTexture); - - if (vaoSupported) - { - glBindVertexArray(vaoLines); - } - else - { - glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[0]); - glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(currentShader.vertexLoc); - - if (currentShader.colorLoc != -1) - { - glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[1]); - glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); - glEnableVertexAttribArray(currentShader.colorLoc); - } - } - - glDrawArrays(GL_LINES, 0, lines.vCounter); - - if (!vaoSupported) glBindBuffer(GL_ARRAY_BUFFER, 0); - glBindTexture(GL_TEXTURE_2D, 0); - } - - if (triangles.vCounter > 0) - { - glBindTexture(GL_TEXTURE_2D, whiteTexture); - - if (vaoSupported) - { - glBindVertexArray(vaoTriangles); - } - else - { - glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[0]); - glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(currentShader.vertexLoc); - - if (currentShader.colorLoc != -1) - { - glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[1]); - glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); - glEnableVertexAttribArray(currentShader.colorLoc); - } - } - - glDrawArrays(GL_TRIANGLES, 0, triangles.vCounter); - - if (!vaoSupported) glBindBuffer(GL_ARRAY_BUFFER, 0); - glBindTexture(GL_TEXTURE_2D, 0); - } - - if (quads.vCounter > 0) - { - int quadsCount = 0; - int numIndicesToProcess = 0; - int indicesOffset = 0; - - if (vaoSupported) - { - glBindVertexArray(vaoQuads); - } - else - { - // Enable vertex attributes - glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[0]); - glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(currentShader.vertexLoc); - - glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[1]); - glVertexAttribPointer(currentShader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(currentShader.texcoordLoc); - - if (currentShader.colorLoc != -1) - { - glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[2]); - glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); - glEnableVertexAttribArray(currentShader.colorLoc); - } - - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quadsBuffer[3]); - } - - //TraceLog(DEBUG, "Draws required per frame: %i", drawsCounter); - - for (int i = 0; i < drawsCounter; i++) - { - quadsCount = draws[i].vertexCount/4; - numIndicesToProcess = quadsCount*6; // Get number of Quads * 6 index by Quad - - //TraceLog(DEBUG, "Quads to render: %i - Vertex Count: %i", quadsCount, draws[i].vertexCount); - - 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 - } - - if (vaoSupported) glBindVertexArray(0); // Unbind VAO - - glUseProgram(0); // Unbind shader program - - // Reset draws counter - drawsCounter = 1; - draws[0].textureId = whiteTexture; - draws[0].vertexCount = 0; - - // Reset vertex counters for next frame - lines.vCounter = 0; - lines.cCounter = 0; - - triangles.vCounter = 0; - triangles.cCounter = 0; - - quads.vCounter = 0; - quads.tcCounter = 0; - quads.cCounter = 0; - - // Reset depth for next draw - currentDepth = -1.0f; -#endif -} - -// Draw with postprocessing shader -void rlglDrawPostpro(void) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glBindFramebuffer(GL_FRAMEBUFFER, 0); - - rlglDrawModel(postproQuad, (Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, 0.0f, (Vector3){1.0f, 1.0f, 1.0f}, (Color){ 255, 255, 255, 255 }, false); -#endif -} - -// Draw a 3d model -// NOTE: Model transform can come within model struct -void rlglDrawModel(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, 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 - -#if defined(GRAPHICS_API_OPENGL_11) - glEnable(GL_TEXTURE_2D); - glBindTexture(GL_TEXTURE_2D, model.material.texDiffuse.id); - - // NOTE: On OpenGL 1.1 we use Vertex Arrays to draw model - glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array - glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable texture coords array - glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array - - glVertexPointer(3, GL_FLOAT, 0, model.mesh.vertices); // Pointer to vertex coords array - glTexCoordPointer(2, GL_FLOAT, 0, model.mesh.texcoords); // Pointer to texture coords array - glNormalPointer(GL_FLOAT, 0, model.mesh.normals); // Pointer to normals array - //glColorPointer(4, GL_UNSIGNED_BYTE, 0, model.mesh.colors); // Pointer to colors array (NOT USED) - - rlPushMatrix(); - rlTranslatef(position.x, position.y, position.z); - rlScalef(scale.x, scale.y, scale.z); - rlRotatef(rotationAngle, rotationAxis.x, rotationAxis.y, rotationAxis.z); - - rlColor4ub(color.r, color.g, color.b, color.a); - - glDrawArrays(GL_TRIANGLES, 0, model.mesh.vertexCount); - rlPopMatrix(); - - glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array - glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array - glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array - - glDisable(GL_TEXTURE_2D); - glBindTexture(GL_TEXTURE_2D, 0); -#endif - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glUseProgram(model.material.shader.id); - - // At this point the modelview matrix just contains the view matrix (camera) - // That's because Begin3dMode() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix() - Matrix matView = modelview; // View matrix (camera) - Matrix matProjection = projection; // Projection matrix (perspective) - - // Calculate transformation matrix from function parameters - // Get transform matrix (rotation -> scale -> translation) - Matrix matRotation = MatrixRotate(rotationAxis, rotationAngle*DEG2RAD); - Matrix matScale = MatrixScale(scale.x, scale.y, scale.z); - Matrix matTranslation = MatrixTranslate(position.x, position.y, position.z); - Matrix matTransform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation); - - // Combine model internal transformation matrix (model.transform) with matrix generated by function parameters (matTransform) - Matrix matModel = MatrixMultiply(model.transform, matTransform); // Transform to world-space coordinates - - // Calculate model-view matrix combining matModel and matView - Matrix matModelView = MatrixMultiply(matModel, matView); // Transform to camera-space coordinates - - // Calculate model-view-projection matrix (MVP) - Matrix matMVP = MatrixMultiply(matModelView, matProjection); // Transform to screen-space coordinates - - // Send combined model-view-projection matrix to shader - glUniformMatrix4fv(model.material.shader.mvpLoc, 1, false, MatrixToFloat(matMVP)); - - // Apply color tinting to model - // NOTE: Just update one uniform on fragment shader - float vColor[4] = { (float)color.r/255, (float)color.g/255, (float)color.b/255, (float)color.a/255 }; - glUniform4fv(model.material.shader.tintColorLoc, 1, vColor); - - // Set shader textures (diffuse, normal, specular) - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, model.material.texDiffuse.id); - glUniform1i(model.material.shader.mapDiffuseLoc, 0); // Texture fits in active texture unit 0 - - if (model.material.texNormal.id != 0) - { - glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D, model.material.texNormal.id); - glUniform1i(model.material.shader.mapNormalLoc, 1); // Texture fits in active texture unit 1 - } - - if (model.material.texSpecular.id != 0) - { - glActiveTexture(GL_TEXTURE2); - glBindTexture(GL_TEXTURE_2D, model.material.texSpecular.id); - glUniform1i(model.material.shader.mapSpecularLoc, 2); // Texture fits in active texture unit 2 - } - - if (vaoSupported) - { - glBindVertexArray(model.mesh.vaoId); - } - else - { - // Bind model VBOs data - glBindBuffer(GL_ARRAY_BUFFER, model.mesh.vboId[0]); - glVertexAttribPointer(model.material.shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(model.material.shader.vertexLoc); - - glBindBuffer(GL_ARRAY_BUFFER, model.mesh.vboId[1]); - glVertexAttribPointer(model.material.shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(model.material.shader.texcoordLoc); - - // Add normals support - if (model.material.shader.normalLoc != -1) - { - glBindBuffer(GL_ARRAY_BUFFER, model.mesh.vboId[2]); - glVertexAttribPointer(model.material.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(model.material.shader.normalLoc); - } - } - - // Draw call! - glDrawArrays(GL_TRIANGLES, 0, model.mesh.vertexCount); - - //glDisableVertexAttribArray(model.shader.vertexLoc); - //glDisableVertexAttribArray(model.shader.texcoordLoc); - //if (model.shader.normalLoc != -1) glDisableVertexAttribArray(model.shader.normalLoc); - - if (model.material.texNormal.id != 0) +/* + for (int i = 0; i < modelsCount; i++) { - glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D, 0); + rlglDrawMesh(models[i]->mesh, models[i]->material, models[i]->transform); } - - if (model.material.texSpecular.id != 0) - { - glActiveTexture(GL_TEXTURE2); - glBindTexture(GL_TEXTURE_2D, 0); - } - - glActiveTexture(GL_TEXTURE0); // Set shader active texture to default 0 - glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures - - if (vaoSupported) glBindVertexArray(0); // Unbind VAO - else glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind VBOs - - glUseProgram(0); // Unbind shader program -#endif - -#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) - // NOTE: glPolygonMode() not available on OpenGL ES - if (wires) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); +*/ + // NOTE: Default buffers always drawn at the end + UpdateDefaultBuffers(); + DrawDefaultBuffers(); #endif } // Initialize Graphics Device (OpenGL stuff) // NOTE: Stores global variables screenWidth and screenHeight void rlglInitGraphics(int offsetX, int offsetY, int width, int height) -{ - // Save screen size data (global vars), required on postpro quad - // NOTE: Size represents render size, it could differ from screen size! - screenWidth = width; - screenHeight = height; - +{ // NOTE: Required! viewport must be recalculated if screen resized! glViewport(offsetX/2, offsetY/2, width - offsetX, height - offsetY); // Set viewport width and height @@ -1833,6 +1321,102 @@ unsigned int rlglLoadTexture(void *data, int width, int height, int textureForma return id; } +// Load a texture to be used for rendering (fbo with color and depth attachments) +RenderTexture2D rlglLoadRenderTexture(int width, int height) +{ + RenderTexture2D target; + + target.id = 0; + + target.texture.id = 0; + target.texture.width = width; + target.texture.height = height; + target.texture.format = UNCOMPRESSED_R8G8B8; + target.texture.mipmaps = 1; + + target.depth.id = 0; + target.depth.width = width; + target.depth.height = height; + target.depth.format = 19; //DEPTH_COMPONENT_24BIT + target.depth.mipmaps = 1; + +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + // Create the texture that will serve as the color attachment for the framebuffer + glGenTextures(1, &target.texture.id); + glBindTexture(GL_TEXTURE_2D, target.texture.id); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); + glBindTexture(GL_TEXTURE_2D, 0); + +#if defined(GRAPHICS_API_OPENGL_33) + #define USE_DEPTH_TEXTURE +#else + #define USE_DEPTH_RENDERBUFFER +#endif + +#if defined(USE_DEPTH_RENDERBUFFER) + // Create the renderbuffer that will serve as the depth attachment for the framebuffer. + glGenRenderbuffers(1, &target.depth.id); + glBindRenderbuffer(GL_RENDERBUFFER, target.depth.id); + glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height); // GL_DEPTH_COMPONENT24 not supported on Android +#elif defined(USE_DEPTH_TEXTURE) + // NOTE: We can also use a texture for depth buffer (GL_ARB_depth_texture/GL_OES_depth_texture extension required) + // A renderbuffer is simpler than a texture and could offer better performance on embedded devices + glGenTextures(1, &target.depth.id); + glBindTexture(GL_TEXTURE_2D, target.depth.id); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); + glBindTexture(GL_TEXTURE_2D, 0); +#endif + + // Create the framebuffer object + glGenFramebuffers(1, &target.id); + glBindFramebuffer(GL_FRAMEBUFFER, target.id); + + // Attach color texture and depth renderbuffer to FBO + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, target.texture.id, 0); +#if defined(USE_DEPTH_RENDERBUFFER) + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, target.depth.id); +#elif defined(USE_DEPTH_TEXTURE) + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, target.depth.id, 0); +#endif + + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + + if (status != GL_FRAMEBUFFER_COMPLETE) + { + TraceLog(WARNING, "Framebuffer object could not be created..."); + + switch(status) + { + case GL_FRAMEBUFFER_UNSUPPORTED: TraceLog(WARNING, "Framebuffer is unsupported"); break; + case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TraceLog(WARNING, "Framebuffer incomplete attachment"); break; +#if defined(GRAPHICS_API_OPENGL_ES2) + case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: TraceLog(WARNING, "Framebuffer incomplete dimensions"); break; +#endif + case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TraceLog(WARNING, "Framebuffer incomplete missing attachment"); break; + default: break; + } + + glDeleteTextures(1, &target.texture.id); + glDeleteTextures(1, &target.depth.id); + glDeleteFramebuffers(1, &target.id); + } + else TraceLog(INFO, "[FBO ID %i] Framebuffer object created successfully", target.id); + + glBindFramebuffer(GL_FRAMEBUFFER, 0); +#endif + + return target; +} + +// Update already loaded texture in GPU with new data void rlglUpdateTexture(unsigned int id, int width, int height, int format, void *data) { glBindTexture(GL_TEXTURE_2D, id); @@ -1907,9 +1491,11 @@ void rlglGenerateMipmaps(Texture2D texture) TraceLog(WARNING, "[TEX ID %i] Mipmaps generated manually on CPU side", texture.id); // NOTE: Once mipmaps have been generated and data has been uploaded to GPU VRAM, we can discard RAM data - free(data): + free(data); -#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) +#endif + +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) glGenerateMipmap(GL_TEXTURE_2D); // Generate mipmaps automatically TraceLog(INFO, "[TEX ID %i] Mipmaps generated automatically", texture.id); @@ -1922,87 +1508,398 @@ void rlglGenerateMipmaps(Texture2D texture) glBindTexture(GL_TEXTURE_2D, 0); } -// Load vertex data into a VAO (if supported) and VBO -Model rlglLoadModel(Mesh mesh) +// Upload vertex data into a VAO (if supported) and VBO +void rlglLoadMesh(Mesh *mesh, bool dynamic) { - Model model; + mesh->vaoId = 0; // Vertex Array Object + mesh->vboId[0] = 0; // Vertex positions VBO + mesh->vboId[1] = 0; // Vertex texcoords VBO + mesh->vboId[2] = 0; // Vertex normals VBO + mesh->vboId[3] = 0; // Vertex colors VBO + mesh->vboId[4] = 0; // Vertex tangents VBO + mesh->vboId[5] = 0; // Vertex texcoords2 VBO + mesh->vboId[6] = 0; // Vertex indices VBO + + int drawHint = GL_STATIC_DRAW; + if (dynamic) drawHint = GL_DYNAMIC_DRAW; + +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + GLuint vaoId = 0; // Vertex Array Objects (VAO) + GLuint vboId[7]; // Vertex Buffer Objects (VBOs) + + if (vaoSupported) + { + // Initialize Quads VAO (Buffer A) + glGenVertexArrays(1, &vaoId); + glBindVertexArray(vaoId); + } - model.mesh = mesh; - model.mesh.vaoId = 0; // Vertex Array Object - model.mesh.vboId[0] = 0; // Vertex positions VBO - model.mesh.vboId[1] = 0; // Vertex texcoords VBO - model.mesh.vboId[2] = 0; // Vertex normals VBO + // NOTE: Attributes must be uploaded considering default locations points - model.transform = MatrixIdentity(); + // Enable vertex attributes: position (shader-location = 0) + glGenBuffers(1, &vboId[0]); + glBindBuffer(GL_ARRAY_BUFFER, vboId[0]); + glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->vertices, drawHint); + glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(0); -#if defined(GRAPHICS_API_OPENGL_11) - model.material.texDiffuse.id = 0; // No texture required - model.material.shader.id = 0; // No shader used + // Enable vertex attributes: texcoords (shader-location = 1) + glGenBuffers(1, &vboId[1]); + glBindBuffer(GL_ARRAY_BUFFER, vboId[1]); + glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords, drawHint); + glVertexAttribPointer(1, 2, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(1); -#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - model.material.shader = simpleShader; // Default model shader + // Enable vertex attributes: normals (shader-location = 2) + if (mesh->normals != NULL) + { + glGenBuffers(1, &vboId[2]); + glBindBuffer(GL_ARRAY_BUFFER, vboId[2]); + glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->normals, drawHint); + glVertexAttribPointer(2, 3, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(2); + } + else + { + // Default color vertex attribute set to WHITE + glVertexAttrib3f(2, 1.0f, 1.0f, 1.0f); + glDisableVertexAttribArray(2); + } - model.material.texDiffuse.id = whiteTexture; // Default whiteTexture - model.material.texDiffuse.width = 1; // Default whiteTexture width - model.material.texDiffuse.height = 1; // Default whiteTexture height - model.material.texDiffuse.format = UNCOMPRESSED_R8G8B8A8; // Default whiteTexture format + // Default color vertex attribute (shader-location = 3) + if (mesh->colors != NULL) + { + glGenBuffers(1, &vboId[3]); + glBindBuffer(GL_ARRAY_BUFFER, vboId[3]); + glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*mesh->vertexCount, mesh->colors, drawHint); + glVertexAttribPointer(3, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); + glEnableVertexAttribArray(3); + } + else + { + // Default color vertex attribute set to WHITE + glVertexAttrib4f(3, 1.0f, 1.0f, 1.0f, 1.0f); + glDisableVertexAttribArray(3); + } - model.material.texNormal.id = 0; // By default, no normal texture - model.material.texSpecular.id = 0; // By default, no specular texture + // Default tangent vertex attribute (shader-location = 4) + if (mesh->tangents != NULL) + { + glGenBuffers(1, &vboId[4]); + glBindBuffer(GL_ARRAY_BUFFER, vboId[4]); + glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->tangents, drawHint); + glVertexAttribPointer(4, 3, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(4); + } + else + { + // Default tangents vertex attribute + glVertexAttrib3f(4, 0.0f, 0.0f, 0.0f); + glDisableVertexAttribArray(4); + } - // TODO: Fill default material properties (color, glossiness...) + // Default texcoord2 vertex attribute (shader-location = 5) + if (mesh->texcoords2 != NULL) + { + glGenBuffers(1, &vboId[5]); + glBindBuffer(GL_ARRAY_BUFFER, vboId[5]); + glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords2, drawHint); + glVertexAttribPointer(5, 2, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(5); + } + else + { + // Default tangents vertex attribute + glVertexAttrib2f(5, 0.0f, 0.0f); + glDisableVertexAttribArray(5); + } - GLuint vaoModel = 0; // Vertex Array Objects (VAO) - GLuint vertexBuffer[3]; // Vertex Buffer Objects (VBO) + if (mesh->indices != NULL) + { + glGenBuffers(1, &vboId[6]); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboId[6]); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned short)*mesh->triangleCount*3, mesh->indices, GL_STATIC_DRAW); + } + + + mesh->vboId[0] = vboId[0]; // Vertex position VBO + mesh->vboId[1] = vboId[1]; // Texcoords VBO + mesh->vboId[2] = vboId[2]; // Normals VBO + mesh->vboId[3] = vboId[3]; // Colors VBO + mesh->vboId[4] = vboId[4]; // Tangents VBO + mesh->vboId[5] = vboId[5]; // Texcoords2 VBO + mesh->vboId[6] = vboId[6]; // Indices VBO if (vaoSupported) { - // Initialize Quads VAO (Buffer A) - glGenVertexArrays(1, &vaoModel); - glBindVertexArray(vaoModel); + if (vaoId > 0) + { + mesh->vaoId = vaoId; + TraceLog(INFO, "[VAO ID %i] Mesh uploaded successfully to VRAM (GPU)", mesh->vaoId); + } + else TraceLog(WARNING, "Mesh could not be uploaded to VRAM (GPU)"); + } + else + { + TraceLog(INFO, "[VBOs] Mesh uploaded successfully to VRAM (GPU)"); } +#endif +} - // Create buffers for our vertex data (positions, texcoords, normals) - glGenBuffers(3, vertexBuffer); +// Update vertex data on GPU (upload new data to one buffer) +void rlglUpdateMesh(Mesh mesh, int buffer, int numVertex) +{ + // Activate mesh VAO + if (vaoSupported) glBindVertexArray(mesh.vaoId); + + switch (buffer) + { + case 0: // Update vertices (vertex position) + { + glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]); + if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.vertices, GL_DYNAMIC_DRAW); + else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.vertices); + + } break; + case 1: // Update texcoords (vertex texture coordinates) + { + glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]); + if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*numVertex, mesh.texcoords, GL_DYNAMIC_DRAW); + else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*numVertex, mesh.texcoords); + + } break; + case 2: // Update normals (vertex normals) + { + glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]); + if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.normals, GL_DYNAMIC_DRAW); + else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.normals); + + } break; + case 3: // Update colors (vertex colors) + { + glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]); + if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*numVertex, mesh.colors, GL_DYNAMIC_DRAW); + else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*numVertex, mesh.colors); + + } break; + case 4: // Update tangents (vertex tangents) + { + glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]); + if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.tangents, GL_DYNAMIC_DRAW); + else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.tangents); + } break; + case 5: // Update texcoords2 (vertex second texture coordinates) + { + glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]); + if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*numVertex, mesh.texcoords2, GL_DYNAMIC_DRAW); + else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*numVertex, mesh.texcoords2); + } break; + default: break; + } + + // Unbind the current VAO + if (vaoSupported) glBindVertexArray(0); + + // Another option would be using buffer mapping... + //mesh.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE); + // Now we can modify vertices + //glUnmapBuffer(GL_ARRAY_BUFFER); +} + +// Draw a 3d mesh with material and transform +void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) +{ +#if defined(GRAPHICS_API_OPENGL_11) + glEnable(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D, material.texDiffuse.id); + + // NOTE: On OpenGL 1.1 we use Vertex Arrays to draw model + glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array + glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable texture coords array + if (mesh.normals != NULL) glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array + if (mesh.colors != NULL) glEnableClientState(GL_COLOR_ARRAY); // Enable colors array + + glVertexPointer(3, GL_FLOAT, 0, mesh.vertices); // Pointer to vertex coords array + glTexCoordPointer(2, GL_FLOAT, 0, mesh.texcoords); // Pointer to texture coords array + if (mesh.normals != NULL) glNormalPointer(GL_FLOAT, 0, mesh.normals); // Pointer to normals array + if (mesh.colors != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh.colors); // Pointer to colors array + + rlPushMatrix(); + rlMultMatrixf(MatrixToFloat(transform)); + rlColor4ub(material.colDiffuse.r, material.colDiffuse.g, material.colDiffuse.b, material.colDiffuse.a); + + if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, mesh.indices); + else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount); + rlPopMatrix(); + + glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array + glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array + if (mesh.normals != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array + if (mesh.colors != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable colors array - // Enable vertex attributes: position - glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[0]); - glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh.vertexCount, mesh.vertices, GL_STATIC_DRAW); - glVertexAttribPointer(model.material.shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(model.material.shader.vertexLoc); + glDisable(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D, 0); +#endif + +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glUseProgram(material.shader.id); + + // At this point the modelview matrix just contains the view matrix (camera) + // That's because Begin3dMode() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix() + Matrix matView = modelview; // View matrix (camera) + Matrix matProjection = projection; // Projection matrix (perspective) - // Enable vertex attributes: texcoords - glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[1]); - glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh.vertexCount, mesh.texcoords, GL_STATIC_DRAW); - glVertexAttribPointer(model.material.shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(model.material.shader.texcoordLoc); + // Calculate model-view matrix combining matModel and matView + Matrix matModelView = MatrixMultiply(transform, matView); // Transform to camera-space coordinates - // Enable vertex attributes: normals - glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[2]); - glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh.vertexCount, mesh.normals, GL_STATIC_DRAW); - glVertexAttribPointer(model.material.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(model.material.shader.normalLoc); + // Calculate model-view-projection matrix (MVP) + Matrix matMVP = MatrixMultiply(matModelView, matProjection); // Transform to screen-space coordinates - model.mesh.vboId[0] = vertexBuffer[0]; // Vertex position VBO - model.mesh.vboId[1] = vertexBuffer[1]; // Texcoords VBO - model.mesh.vboId[2] = vertexBuffer[2]; // Normals VBO + // Send combined model-view-projection matrix to shader + glUniformMatrix4fv(material.shader.mvpLoc, 1, false, MatrixToFloat(matMVP)); + + // Setup shader uniforms for material related data + // TODO: Check if using standard shader to get location points + + // Upload to shader material.colDiffuse + float vColorDiffuse[4] = { (float)material.colDiffuse.r/255, (float)material.colDiffuse.g/255, (float)material.colDiffuse.b/255, (float)material.colDiffuse.a/255 }; + glUniform4fv(material.shader.tintColorLoc, 1, vColorDiffuse); + + // TODO: Upload to shader material.colAmbient + // glUniform4f(???, (float)material.colAmbient.r/255, (float)material.colAmbient.g/255, (float)material.colAmbient.b/255, (float)material.colAmbient.a/255); + + // TODO: Upload to shader material.colSpecular + // glUniform4f(???, (float)material.colSpecular.r/255, (float)material.colSpecular.g/255, (float)material.colSpecular.b/255, (float)material.colSpecular.a/255); + + // Set shader textures (diffuse, normal, specular) + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, material.texDiffuse.id); + glUniform1i(material.shader.mapDiffuseLoc, 0); // Texture fits in active texture unit 0 + + if ((material.texNormal.id != 0) && (material.shader.mapNormalLoc != -1)) + { + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D, material.texNormal.id); + glUniform1i(material.shader.mapNormalLoc, 1); // Texture fits in active texture unit 1 + + // TODO: Upload to shader normalDepth + //glUniform1f(???, material.normalDepth); + } + + if ((material.texSpecular.id != 0) && (material.shader.mapSpecularLoc != -1)) + { + glActiveTexture(GL_TEXTURE2); + glBindTexture(GL_TEXTURE_2D, material.texSpecular.id); + glUniform1i(material.shader.mapSpecularLoc, 2); // Texture fits in active texture unit 2 + + // TODO: Upload to shader glossiness + //glUniform1f(???, material.glossiness); + } + + // Setup shader uniforms for lights + SetShaderLights(material.shader); if (vaoSupported) { - if (vaoModel > 0) + glBindVertexArray(mesh.vaoId); + } + else + { + // Bind mesh VBO data: vertex position (shader-location = 0) + glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]); + glVertexAttribPointer(material.shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(material.shader.vertexLoc); + + // Bind mesh VBO data: vertex texcoords (shader-location = 1) + glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]); + glVertexAttribPointer(material.shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(material.shader.texcoordLoc); + + // Bind mesh VBO data: vertex normals (shader-location = 2, if available) + if (material.shader.normalLoc != -1) + { + glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]); + glVertexAttribPointer(material.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(material.shader.normalLoc); + } + + // Bind mesh VBO data: vertex colors (shader-location = 3, if available) , tangents, texcoords2 (if available) + if (material.shader.colorLoc != -1) + { + glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]); + glVertexAttribPointer(material.shader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); + glEnableVertexAttribArray(material.shader.colorLoc); + } + + // Bind mesh VBO data: vertex tangents (shader-location = 4, if available) + if (material.shader.tangentLoc != -1) + { + glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]); + glVertexAttribPointer(material.shader.tangentLoc, 3, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(material.shader.tangentLoc); + } + + // Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available) + if (material.shader.texcoord2Loc != -1) { - model.mesh.vaoId = vaoModel; - TraceLog(INFO, "[VAO ID %i] Model uploaded successfully to VRAM (GPU)", vaoModel); + glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]); + glVertexAttribPointer(material.shader.texcoord2Loc, 2, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(material.shader.texcoord2Loc); } - else TraceLog(WARNING, "Model could not be uploaded to VRAM (GPU)"); + + if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]); + } + + // Draw call! + if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, 0); // Indexed vertices draw + else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount); + + if (material.texNormal.id != 0) + { + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D, 0); } + + if (material.texSpecular.id != 0) + { + glActiveTexture(GL_TEXTURE2); + glBindTexture(GL_TEXTURE_2D, 0); + } + + glActiveTexture(GL_TEXTURE0); // Set shader active texture to default 0 + glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures + + if (vaoSupported) glBindVertexArray(0); // Unbind VAO else { - TraceLog(INFO, "[VBO ID %i][VBO ID %i][VBO ID %i] Model uploaded successfully to VRAM (GPU)", model.mesh.vboId[0], model.mesh.vboId[1], model.mesh.vboId[2]); + glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind VBOs + if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } + + glUseProgram(0); // Unbind shader program #endif +} + +// Unload mesh data from CPU and GPU +void rlglUnloadMesh(Mesh *mesh) +{ + if (mesh->vertices != NULL) free(mesh->vertices); + if (mesh->texcoords != NULL) free(mesh->texcoords); + if (mesh->normals != NULL) free(mesh->normals); + if (mesh->colors != NULL) free(mesh->colors); + if (mesh->tangents != NULL) free(mesh->tangents); + if (mesh->texcoords2 != NULL) free(mesh->texcoords2); + if (mesh->indices != NULL) free(mesh->indices); - return model; + rlDeleteBuffers(mesh->vboId[0]); // vertex + rlDeleteBuffers(mesh->vboId[1]); // texcoords + rlDeleteBuffers(mesh->vboId[2]); // normals + rlDeleteBuffers(mesh->vboId[3]); // colors + rlDeleteBuffers(mesh->vboId[4]); // tangents + rlDeleteBuffers(mesh->vboId[5]); // texcoords2 + rlDeleteBuffers(mesh->vboId[6]); // indices + + rlDeleteVertexArrays(mesh->vaoId); } // Read screen pixel data (color buffer) @@ -2089,8 +1986,9 @@ void *rlglReadTexturePixels(Texture2D texture) #endif #if defined(GRAPHICS_API_OPENGL_ES2) - FBO fbo = rlglLoadFBO(texture.width, texture.height); - + + RenderTexture2D fbo = rlglLoadRenderTexture(texture.width, texture.height); + // NOTE: Two possible Options: // 1 - Bind texture to color fbo attachment and glReadPixels() // 2 - Create an fbo, activate it, render quad with texture, glReadPixels() @@ -2111,7 +2009,7 @@ void *rlglReadTexturePixels(Texture2D texture) glReadPixels(0, 0, texture.width, texture.height, GL_RGBA, GL_UNSIGNED_BYTE, pixels); // Re-attach internal FBO color texture before deleting it - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbo.colorTextureId, 0); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbo.texture.id, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0); @@ -2135,7 +2033,7 @@ void *rlglReadTexturePixels(Texture2D texture) Model quad; //quad.mesh = GenMeshQuad(width, height); quad.transform = MatrixIdentity(); - quad.shader = simpleShader; + quad.shader = defaultShader; DrawModel(quad, (Vector3){ 0.0f, 0.0f, 0.0f }, 1.0f, WHITE); @@ -2150,7 +2048,8 @@ void *rlglReadTexturePixels(Texture2D texture) #endif // GET_TEXTURE_FBO_OPTION // Clean up temporal fbo - rlglUnloadFBO(fbo); + rlDeleteRenderTextures(fbo); + #endif return pixels; @@ -2162,164 +2061,52 @@ void *rlglReadTexturePixels(Texture2D texture) // NOTE: Those functions are exposed directly to the user in raylib.h //---------------------------------------------------------------------------------- +// Get default internal texture (white texture) +Texture2D GetDefaultTexture(void) +{ + Texture2D texture; + + texture.id = whiteTexture; + texture.width = 1; + texture.height = 1; + texture.mipmaps = 1; + texture.format = UNCOMPRESSED_R8G8B8A8; + + return texture; +} + // Load a custom shader and bind default locations Shader LoadShader(char *vsFileName, char *fsFileName) { - Shader shader; - - shader.id = 0; // Default value in case of loading failure + Shader shader = { 0 }; #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) // Shaders loading from external text file - char *vShaderStr = TextFileRead(vsFileName); - char *fShaderStr = TextFileRead(fsFileName); + char *vShaderStr = ReadTextFile(vsFileName); + char *fShaderStr = ReadTextFile(fsFileName); if ((vShaderStr != NULL) && (fShaderStr != NULL)) { shader.id = LoadShaderProgram(vShaderStr, fShaderStr); - if (shader.id != 0) - { - TraceLog(INFO, "[SHDR ID %i] Custom shader loaded successfully", shader.id); - - // Get handles to GLSL input attibute locations - //------------------------------------------------------------------- - shader.vertexLoc = glGetAttribLocation(shader.id, "vertexPosition"); - shader.texcoordLoc = glGetAttribLocation(shader.id, "vertexTexCoord"); - shader.normalLoc = glGetAttribLocation(shader.id, "vertexNormal"); - // NOTE: custom shader does not use colorLoc - shader.colorLoc = -1; - - // Get handles to GLSL uniform locations (vertex shader) - shader.mvpLoc = glGetUniformLocation(shader.id, "mvpMatrix"); - - // Get handles to GLSL uniform locations (fragment shader) - shader.tintColorLoc = glGetUniformLocation(shader.id, "fragTintColor"); - shader.mapDiffuseLoc = glGetUniformLocation(shader.id, "texture0"); - shader.mapNormalLoc = -1; // It can be set later - shader.mapSpecularLoc = -1; // It can be set later - //-------------------------------------------------------------------- - } - else - { - TraceLog(WARNING, "Custom shader could not be loaded"); - shader = simpleShader; - } + // After shader loading, we try to load default location names + if (shader.id != 0) LoadDefaultShaderLocations(&shader); // Shader strings must be freed free(vShaderStr); free(fShaderStr); } - else + + if (shader.id == 0) { TraceLog(WARNING, "Custom shader could not be loaded"); - shader = simpleShader; + shader = defaultShader; } #endif return shader; } -// Load custom shader strings and return program id -unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr) -{ - unsigned int program = 0; - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - GLuint vertexShader; - GLuint fragmentShader; - - vertexShader = glCreateShader(GL_VERTEX_SHADER); - fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); - - const char *pvs = vShaderStr; - const char *pfs = fShaderStr; - - glShaderSource(vertexShader, 1, &pvs, NULL); - glShaderSource(fragmentShader, 1, &pfs, NULL); - - GLint success = 0; - - glCompileShader(vertexShader); - - glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success); - - if (success != GL_TRUE) - { - TraceLog(WARNING, "[VSHDR ID %i] Failed to compile vertex shader...", vertexShader); - - int maxLength = 0; - int length; - - glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &maxLength); - - char log[maxLength]; - - glGetShaderInfoLog(vertexShader, maxLength, &length, log); - - TraceLog(INFO, "%s", log); - } - else TraceLog(INFO, "[VSHDR ID %i] Vertex shader compiled successfully", vertexShader); - - glCompileShader(fragmentShader); - - glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success); - - if (success != GL_TRUE) - { - TraceLog(WARNING, "[FSHDR ID %i] Failed to compile fragment shader...", fragmentShader); - - int maxLength = 0; - int length; - - glGetShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &maxLength); - - char log[maxLength]; - - glGetShaderInfoLog(fragmentShader, maxLength, &length, log); - - TraceLog(INFO, "%s", log); - } - else TraceLog(INFO, "[FSHDR ID %i] Fragment shader compiled successfully", fragmentShader); - - program = glCreateProgram(); - - glAttachShader(program, vertexShader); - glAttachShader(program, fragmentShader); - - glLinkProgram(program); - - // NOTE: All uniform variables are intitialised to 0 when a program links - - glGetProgramiv(program, GL_LINK_STATUS, &success); - - if (success == GL_FALSE) - { - TraceLog(WARNING, "[SHDR ID %i] Failed to link shader program...", program); - - int maxLength = 0; - int length; - - glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength); - - char log[maxLength]; - - glGetProgramInfoLog(program, maxLength, &length, log); - - TraceLog(INFO, "%s", log); - - glDeleteProgram(program); - - program = 0; - } - else TraceLog(INFO, "[SHDR ID %i] Shader program loaded successfully", program); - - glDeleteShader(vertexShader); - glDeleteShader(fragmentShader); -#endif - return program; -} - // Unload a custom shader from memory void UnloadShader(Shader shader) { @@ -2342,84 +2129,22 @@ void SetCustomShader(Shader shader) #endif } -// Set postprocessing shader -void SetPostproShader(Shader shader) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if (!enabledPostpro) - { - enabledPostpro = true; - rlglInitPostpro(); // Lazy initialization on postprocessing usage - } - - SetModelShader(&postproQuad, shader); - - Texture2D texture; - texture.id = postproFbo.colorTextureId; - texture.width = postproFbo.width; - texture.height = postproFbo.height; - - postproQuad.material.texDiffuse = texture; - - //TraceLog(DEBUG, "Postproquad texture id: %i", postproQuad.texture.id); - //TraceLog(DEBUG, "Postproquad shader diffuse map id: %i", postproQuad.shader.texDiffuseId); - //TraceLog(DEBUG, "Shader diffuse map id: %i", shader.texDiffuseId); -#elif defined(GRAPHICS_API_OPENGL_11) - TraceLog(WARNING, "Shaders not supported on OpenGL 1.1"); -#endif -} - // Set default shader to be used in batch draw void SetDefaultShader(void) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) SetCustomShader(defaultShader); - - if (enabledPostpro) - { - SetPostproShader(defaultShader); - enabledPostpro = false; - } #endif } -// Link shader to model -void SetModelShader(Model *model, Shader shader) +// Get default shader +Shader GetDefaultShader(void) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - model->material.shader = shader; - - if (vaoSupported) glBindVertexArray(model->mesh.vaoId); - - // Enable vertex attributes: position - glBindBuffer(GL_ARRAY_BUFFER, model->mesh.vboId[0]); - glEnableVertexAttribArray(shader.vertexLoc); - glVertexAttribPointer(shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0); - - // Enable vertex attributes: texcoords - glBindBuffer(GL_ARRAY_BUFFER, model->mesh.vboId[1]); - glEnableVertexAttribArray(shader.texcoordLoc); - glVertexAttribPointer(shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0); - - // Enable vertex attributes: normals - glBindBuffer(GL_ARRAY_BUFFER, model->mesh.vboId[2]); - glEnableVertexAttribArray(shader.normalLoc); - glVertexAttribPointer(shader.normalLoc, 3, GL_FLOAT, 0, 0, 0); - - if (vaoSupported) glBindVertexArray(0); // Unbind VAO - -#elif (GRAPHICS_API_OPENGL_11) - TraceLog(WARNING, "Shaders not supported on OpenGL 1.1"); -#endif -} - -// Check if postprocessing is enabled (used in module: core) -bool IsPosproShaderEnabled(void) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - return enabledPostpro; -#elif defined(GRAPHICS_API_OPENGL_11) - return false; + return defaultShader; +#else + Shader shader = { 0 }; + return shader; #endif } @@ -2499,17 +2224,54 @@ void SetBlendMode(int mode) } } -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) -void PrintProjectionMatrix(void) +// Create a new light, initialize it and add to pool +// TODO: Review creation parameters (only generic ones) +Light CreateLight(int type, Vector3 position, Color diffuse) { - PrintMatrix(projection); + // Allocate dynamic memory + Light light = (Light)malloc(sizeof(LightData)); + + // Initialize light values with generic values + light->id = lightsCount; + light->type = type; + light->enabled = true; + + light->position = position; + light->direction = (Vector3){ 0.0f, 0.0f, 0.0f }; + light->intensity = 1.0f; + light->diffuse = diffuse; + light->specular = WHITE; + + // Add new light to the array + lights[lightsCount] = light; + + // Increase enabled lights count + lightsCount++; + + return light; } -void PrintModelviewMatrix(void) +// Destroy a light and take it out of the list +void DestroyLight(Light light) { - PrintMatrix(modelview); + // Free dynamic memory allocation + free(lights[light->id]); + + // Remove *obj from the pointers array + for (int i = light->id; i < lightsCount; i++) + { + // Resort all the following pointers of the array + if ((i + 1) < lightsCount) + { + lights[i] = lights[i + 1]; + lights[i]->id = lights[i + 1]->id; + } + else free(lights[i]); + } + + // Decrease enabled physic objects count + lightsCount--; } -#endif //---------------------------------------------------------------------------------- // Module specific Functions Definition @@ -2552,7 +2314,118 @@ static void LoadCompressedTexture(unsigned char *data, int width, int height, in } } -// Load Shader (Vertex and Fragment) +// Load custom shader strings and return program id +static unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr) +{ + unsigned int program = 0; + +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + GLuint vertexShader; + GLuint fragmentShader; + + vertexShader = glCreateShader(GL_VERTEX_SHADER); + fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); + + const char *pvs = vShaderStr; + const char *pfs = fShaderStr; + + glShaderSource(vertexShader, 1, &pvs, NULL); + glShaderSource(fragmentShader, 1, &pfs, NULL); + + GLint success = 0; + + glCompileShader(vertexShader); + + glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success); + + if (success != GL_TRUE) + { + TraceLog(WARNING, "[VSHDR ID %i] Failed to compile vertex shader...", vertexShader); + + int maxLength = 0; + int length; + + glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &maxLength); + + char log[maxLength]; + + glGetShaderInfoLog(vertexShader, maxLength, &length, log); + + TraceLog(INFO, "%s", log); + } + else TraceLog(INFO, "[VSHDR ID %i] Vertex shader compiled successfully", vertexShader); + + glCompileShader(fragmentShader); + + glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success); + + if (success != GL_TRUE) + { + TraceLog(WARNING, "[FSHDR ID %i] Failed to compile fragment shader...", fragmentShader); + + int maxLength = 0; + int length; + + glGetShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &maxLength); + + char log[maxLength]; + + glGetShaderInfoLog(fragmentShader, maxLength, &length, log); + + TraceLog(INFO, "%s", log); + } + else TraceLog(INFO, "[FSHDR ID %i] Fragment shader compiled successfully", fragmentShader); + + program = glCreateProgram(); + + glAttachShader(program, vertexShader); + glAttachShader(program, fragmentShader); + + // NOTE: Default attribute shader locations must be binded before linking + glBindAttribLocation(program, 0, DEFAULT_ATTRIB_POSITION_NAME); + glBindAttribLocation(program, 1, DEFAULT_ATTRIB_TEXCOORD_NAME); + glBindAttribLocation(program, 2, DEFAULT_ATTRIB_NORMAL_NAME); + glBindAttribLocation(program, 3, DEFAULT_ATTRIB_COLOR_NAME); + glBindAttribLocation(program, 4, DEFAULT_ATTRIB_TANGENT_NAME); + glBindAttribLocation(program, 5, DEFAULT_ATTRIB_TEXCOORD2_NAME); + + // NOTE: If some attrib name is no found on the shader, it locations becomes -1 + + glLinkProgram(program); + + // NOTE: All uniform variables are intitialised to 0 when a program links + + glGetProgramiv(program, GL_LINK_STATUS, &success); + + if (success == GL_FALSE) + { + TraceLog(WARNING, "[SHDR ID %i] Failed to link shader program...", program); + + int maxLength = 0; + int length; + + glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength); + + char log[maxLength]; + + glGetProgramInfoLog(program, maxLength, &length, log); + + TraceLog(INFO, "%s", log); + + glDeleteProgram(program); + + program = 0; + } + else TraceLog(INFO, "[SHDR ID %i] Shader program loaded successfully", program); + + glDeleteShader(vertexShader); + glDeleteShader(fragmentShader); +#endif + return program; +} + + +// Load default shader (just vertex positioning and texture coloring) // NOTE: This shader program is used for batch buffers (lines, triangles, quads) static Shader LoadDefaultShader(void) { @@ -2565,20 +2438,20 @@ static Shader LoadDefaultShader(void) "in vec2 vertexTexCoord; \n" "in vec4 vertexColor; \n" "out vec2 fragTexCoord; \n" - "out vec4 fragTintColor; \n" + "out vec4 fragColor; \n" #elif defined(GRAPHICS_API_OPENGL_ES2) char vShaderStr[] = "#version 100 \n" "attribute vec3 vertexPosition; \n" "attribute vec2 vertexTexCoord; \n" "attribute vec4 vertexColor; \n" "varying vec2 fragTexCoord; \n" - "varying vec4 fragTintColor; \n" + "varying vec4 fragColor; \n" #endif "uniform mat4 mvpMatrix; \n" "void main() \n" "{ \n" " fragTexCoord = vertexTexCoord; \n" - " fragTintColor = vertexColor; \n" + " fragColor = vertexColor; \n" " gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); \n" "} \n"; @@ -2586,23 +2459,24 @@ static Shader LoadDefaultShader(void) #if defined(GRAPHICS_API_OPENGL_33) char fShaderStr[] = "#version 330 \n" "in vec2 fragTexCoord; \n" - "in vec4 fragTintColor; \n" - "out vec4 fragColor; \n" + "in vec4 fragColor; \n" + "out vec4 finalColor; \n" #elif defined(GRAPHICS_API_OPENGL_ES2) char fShaderStr[] = "#version 100 \n" "precision mediump float; \n" // precision required for OpenGL ES2 (WebGL) "varying vec2 fragTexCoord; \n" - "varying vec4 fragTintColor; \n" + "varying vec4 fragColor; \n" #endif "uniform sampler2D texture0; \n" + "uniform vec4 fragTintColor; \n" "void main() \n" "{ \n" #if defined(GRAPHICS_API_OPENGL_33) - " vec4 texelColor = texture(texture0, fragTexCoord); \n" - " fragColor = texelColor*fragTintColor; \n" + " vec4 texelColor = texture(texture0, fragTexCoord); \n" + " finalColor = texelColor*fragTintColor*fragColor; \n" #elif defined(GRAPHICS_API_OPENGL_ES2) " vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0 - " gl_FragColor = texelColor*fragTintColor; \n" + " gl_FragColor = texelColor*fragTintColor*fragColor; \n" #endif "} \n"; @@ -2611,161 +2485,112 @@ static Shader LoadDefaultShader(void) if (shader.id != 0) TraceLog(INFO, "[SHDR ID %i] Default shader loaded successfully", shader.id); else TraceLog(WARNING, "[SHDR ID %i] Default shader could not be loaded", shader.id); - // Get handles to GLSL input attibute locations - //------------------------------------------------------------------- - shader.vertexLoc = glGetAttribLocation(shader.id, "vertexPosition"); - shader.texcoordLoc = glGetAttribLocation(shader.id, "vertexTexCoord"); - shader.colorLoc = glGetAttribLocation(shader.id, "vertexColor"); - // NOTE: default shader does not use normalLoc - shader.normalLoc = -1; - - // Get handles to GLSL uniform locations (vertex shader) - shader.mvpLoc = glGetUniformLocation(shader.id, "mvpMatrix"); - - // Get handles to GLSL uniform locations (fragment shader) - shader.tintColorLoc = -1; - shader.mapDiffuseLoc = glGetUniformLocation(shader.id, "texture0"); - shader.mapNormalLoc = -1; // It can be set later - shader.mapSpecularLoc = -1; // It can be set later - //-------------------------------------------------------------------- + if (shader.id != 0) LoadDefaultShaderLocations(&shader); return shader; } -// Load Simple Shader (Vertex and Fragment) -// NOTE: This shader program is used to render models -static Shader LoadSimpleShader(void) +// Load standard shader +// NOTE: This shader supports: +// - Up to 3 different maps: diffuse, normal, specular +// - Material properties: colDiffuse, colAmbient, colSpecular, glossiness, normalDepth +// - Up to 8 lights: Point, Directional or Spot +static Shader LoadStandardShader(void) { Shader shader; + + char *vShaderStr; + char *fShaderStr; + + // TODO: Implement standard uber-shader, supporting all features (GLSL 100 / GLSL 330) + + // NOTE: Shader could be quite extensive so it could be implemented in external files (standard.vs/standard.fs) + + shader.id = LoadShaderProgram(vShaderStr, fShaderStr); - // Vertex shader directly defined, no external file required -#if defined(GRAPHICS_API_OPENGL_33) - char vShaderStr[] = "#version 330 \n" - "in vec3 vertexPosition; \n" - "in vec2 vertexTexCoord; \n" - "in vec3 vertexNormal; \n" - "out vec2 fragTexCoord; \n" -#elif defined(GRAPHICS_API_OPENGL_ES2) - char vShaderStr[] = "#version 100 \n" - "attribute vec3 vertexPosition; \n" - "attribute vec2 vertexTexCoord; \n" - "attribute vec3 vertexNormal; \n" - "varying vec2 fragTexCoord; \n" -#endif - "uniform mat4 mvpMatrix; \n" - "void main() \n" - "{ \n" - " fragTexCoord = vertexTexCoord; \n" - " gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); \n" - "} \n"; - - // Fragment shader directly defined, no external file required -#if defined(GRAPHICS_API_OPENGL_33) - char fShaderStr[] = "#version 330 \n" - "in vec2 fragTexCoord; \n" - "out vec4 fragColor; \n" -#elif defined(GRAPHICS_API_OPENGL_ES2) - char fShaderStr[] = "#version 100 \n" - "precision mediump float; \n" // precision required for OpenGL ES2 (WebGL) - "varying vec2 fragTexCoord; \n" -#endif - "uniform sampler2D texture0; \n" - "uniform vec4 fragTintColor; \n" - "void main() \n" - "{ \n" -#if defined(GRAPHICS_API_OPENGL_33) - " vec4 texelColor = texture(texture0, fragTexCoord); \n" - " fragColor = texelColor*fragTintColor; \n" -#elif defined(GRAPHICS_API_OPENGL_ES2) - " vec4 texelColor = texture2D(texture0, fragTexCoord); \n" - " gl_FragColor = texelColor*fragTintColor; \n" -#endif - "} \n"; + if (shader.id != 0) TraceLog(INFO, "[SHDR ID %i] Standard shader loaded successfully", shader.id); + else TraceLog(WARNING, "[SHDR ID %i] Standard shader could not be loaded", shader.id); - shader.id = LoadShaderProgram(vShaderStr, fShaderStr); + if (shader.id != 0) LoadDefaultShaderLocations(&shader); // TODO: Review locations fetching - if (shader.id != 0) TraceLog(INFO, "[SHDR ID %i] Simple shader loaded successfully", shader.id); - else TraceLog(WARNING, "[SHDR ID %i] Simple shader could not be loaded", shader.id); + return shader; +} +// Get location handlers to for shader attributes and uniforms +// NOTE: If any location is not found, loc point becomes -1 +static void LoadDefaultShaderLocations(Shader *shader) +{ + // NOTE: Default shader attrib locations have been fixed before linking: + // vertex position location = 0 + // vertex texcoord location = 1 + // vertex normal location = 2 + // vertex color location = 3 + // vertex tangent location = 4 + // vertex texcoord2 location = 5 + // Get handles to GLSL input attibute locations - //------------------------------------------------------------------- - shader.vertexLoc = glGetAttribLocation(shader.id, "vertexPosition"); - shader.texcoordLoc = glGetAttribLocation(shader.id, "vertexTexCoord"); - shader.normalLoc = glGetAttribLocation(shader.id, "vertexNormal"); - // NOTE: simple shader does not use colorLoc - shader.colorLoc = -1; + shader->vertexLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_POSITION_NAME); + shader->texcoordLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD_NAME); + shader->normalLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_NORMAL_NAME); + shader->colorLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_COLOR_NAME); + shader->tangentLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TANGENT_NAME); + shader->texcoord2Loc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD2_NAME); // Get handles to GLSL uniform locations (vertex shader) - shader.mvpLoc = glGetUniformLocation(shader.id, "mvpMatrix"); + shader->mvpLoc = glGetUniformLocation(shader->id, "mvpMatrix"); // Get handles to GLSL uniform locations (fragment shader) - shader.tintColorLoc = glGetUniformLocation(shader.id, "fragTintColor"); - shader.mapDiffuseLoc = glGetUniformLocation(shader.id, "texture0"); - shader.mapNormalLoc = -1; // It can be set later - shader.mapSpecularLoc = -1; // It can be set later - //-------------------------------------------------------------------- - - return shader; + shader->tintColorLoc = glGetUniformLocation(shader->id, "fragTintColor"); + shader->mapDiffuseLoc = glGetUniformLocation(shader->id, "texture0"); + shader->mapNormalLoc = glGetUniformLocation(shader->id, "texture1"); + shader->mapSpecularLoc = glGetUniformLocation(shader->id, "texture2"); } -// Read text file -// NOTE: text chars array should be freed manually -static char *TextFileRead(char *fileName) +// Unload default shader +static void UnloadDefaultShader(void) { - FILE *textFile; - char *text = NULL; - - int count = 0; - - if (fileName != NULL) - { - textFile = fopen(fileName,"rt"); - - if (textFile != NULL) - { - fseek(textFile, 0, SEEK_END); - count = ftell(textFile); - rewind(textFile); - - if (count > 0) - { - text = (char *)malloc(sizeof(char)*(count + 1)); - count = fread(text, sizeof(char), count, textFile); - text[count] = '\0'; - } - - fclose(textFile); - } - else TraceLog(WARNING, "[%s] Text file could not be opened", fileName); - } + glUseProgram(0); - return text; + //glDetachShader(defaultShader, vertexShader); + //glDetachShader(defaultShader, fragmentShader); + //glDeleteShader(vertexShader); // Already deleted on shader compilation + //glDeleteShader(fragmentShader); // Already deleted on sahder compilation + glDeleteProgram(defaultShader.id); } -// Allocate and initialize float array buffers to store vertex data (lines, triangles, quads) -static void InitializeBuffers(void) +// Load default internal buffers (lines, triangles, quads) +static void LoadDefaultBuffers(void) { - // Initialize lines arrays (vertex position and color data) + // [CPU] Allocate and initialize float array buffers to store vertex data (lines, triangles, quads) + //-------------------------------------------------------------------------------------------- + + // Lines - Initialize arrays (vertex position and color data) lines.vertices = (float *)malloc(sizeof(float)*3*2*MAX_LINES_BATCH); // 3 float by vertex, 2 vertex by line lines.colors = (unsigned char *)malloc(sizeof(unsigned char)*4*2*MAX_LINES_BATCH); // 4 float by color, 2 colors by line + lines.texcoords = NULL; + lines.indices = NULL; 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; lines.cCounter = 0; + lines.tcCounter = 0; - // Initialize triangles arrays (vertex position and color data) + // Triangles - Initialize arrays (vertex position and color data) triangles.vertices = (float *)malloc(sizeof(float)*3*3*MAX_TRIANGLES_BATCH); // 3 float by vertex, 3 vertex by triangle triangles.colors = (unsigned char *)malloc(sizeof(unsigned char)*4*3*MAX_TRIANGLES_BATCH); // 4 float by color, 3 colors by triangle + triangles.texcoords = NULL; + triangles.indices = NULL; 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; triangles.cCounter = 0; + triangles.tcCounter = 0; - // Initialize quads arrays (vertex position, texcoord and color data... and indexes) + // Quads - Initialize arrays (vertex position, texcoord, color data and indexes) quads.vertices = (float *)malloc(sizeof(float)*3*4*MAX_QUADS_BATCH); // 3 float by vertex, 4 vertex by quad quads.texcoords = (float *)malloc(sizeof(float)*2*4*MAX_QUADS_BATCH); // 2 float by texcoord, 4 texcoord by quad quads.colors = (unsigned char *)malloc(sizeof(unsigned char)*4*4*MAX_QUADS_BATCH); // 4 float by color, 4 colors by quad @@ -2798,166 +2623,174 @@ static void InitializeBuffers(void) quads.tcCounter = 0; quads.cCounter = 0; - TraceLog(INFO, "CPU buffers (lines, triangles, quads) initialized successfully"); -} - -// Initialize Vertex Array Objects (Contain VBO) -// NOTE: lines, triangles and quads buffers use currentShader -static void InitializeBuffersGPU(void) -{ + TraceLog(INFO, "[CPU] Default buffers initialized successfully (lines, triangles, quads)"); + //-------------------------------------------------------------------------------------------- + + // [GPU] Upload vertex data and initialize VAOs/VBOs (lines, triangles, quads) + // NOTE: Default buffers are linked to use currentShader (defaultShader) + //-------------------------------------------------------------------------------------------- + + // Upload and link lines vertex buffers if (vaoSupported) { // Initialize Lines VAO - glGenVertexArrays(1, &vaoLines); - glBindVertexArray(vaoLines); + glGenVertexArrays(1, &lines.vaoId); + glBindVertexArray(lines.vaoId); } - // Create buffers for our vertex data - glGenBuffers(2, linesBuffer); - - // Lines - Vertex positions buffer binding and attributes enable - glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[0]); + // Lines - Vertex buffers binding and attributes enable + // Vertex position buffer (shader-location = 0) + glGenBuffers(2, &lines.vboId[0]); + glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[0]); glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*2*MAX_LINES_BATCH, lines.vertices, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(currentShader.vertexLoc); glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0); - // Lines - colors buffer - glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[1]); + // Vertex color buffer (shader-location = 3) + glGenBuffers(2, &lines.vboId[1]); + glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[1]); glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*2*MAX_LINES_BATCH, lines.colors, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(currentShader.colorLoc); glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); - 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]); - //-------------------------------------------------------------- + if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers VAO initialized successfully (lines)", lines.vaoId); + else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully (lines)", lines.vboId[0], lines.vboId[1]); + // Upload and link triangles vertex buffers if (vaoSupported) { // Initialize Triangles VAO - glGenVertexArrays(1, &vaoTriangles); - glBindVertexArray(vaoTriangles); + glGenVertexArrays(1, &triangles.vaoId); + glBindVertexArray(triangles.vaoId); } - // Create buffers for our vertex data - glGenBuffers(2, trianglesBuffer); - - // Enable vertex attributes - glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[0]); + // Triangles - Vertex buffers binding and attributes enable + // Vertex position buffer (shader-location = 0) + glGenBuffers(1, &triangles.vboId[0]); + glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[0]); glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*3*MAX_TRIANGLES_BATCH, triangles.vertices, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(currentShader.vertexLoc); glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0); - glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[1]); + // Vertex color buffer (shader-location = 3) + glGenBuffers(1, &triangles.vboId[1]); + glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[1]); glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(currentShader.colorLoc); glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); - 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]); - //-------------------------------------------------------------- + if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers VAO initialized successfully (triangles)", triangles.vaoId); + else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully(triangles)", triangles.vboId[0], triangles.vboId[1]); + // Upload and link quads vertex buffers if (vaoSupported) { // Initialize Quads VAO - glGenVertexArrays(1, &vaoQuads); - glBindVertexArray(vaoQuads); + glGenVertexArrays(1, &quads.vaoId); + glBindVertexArray(quads.vaoId); } - // Create buffers for our vertex data - glGenBuffers(4, quadsBuffer); - - // Enable vertex attributes - glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[0]); + // Quads - Vertex buffers binding and attributes enable + // Vertex position buffer (shader-location = 0) + glGenBuffers(1, &quads.vboId[0]); + glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[0]); glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(currentShader.vertexLoc); glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0); - glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[1]); + // Vertex texcoord buffer (shader-location = 1) + glGenBuffers(1, &quads.vboId[1]); + glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[1]); glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(currentShader.texcoordLoc); glVertexAttribPointer(currentShader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0); - glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[2]); + // Vertex color buffer (shader-location = 3) + glGenBuffers(1, &quads.vboId[2]); + glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[2]); glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(currentShader.colorLoc); glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); // Fill index buffer - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quadsBuffer[3]); + glGenBuffers(1, &quads.vboId[3]); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[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 - 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]); + if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers VAO initialized successfully (quads)", quads.vaoId); + else TraceLog(INFO, "[VBO ID %i][VBO ID %i][VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully (quads)", quads.vboId[0], quads.vboId[1], quads.vboId[2], quads.vboId[3]); // Unbind the current VAO if (vaoSupported) glBindVertexArray(0); + //-------------------------------------------------------------------------------------------- } -// Update VBOs with vertex array data +// Update default internal buffers (VAOs/VBOs) with vertex array data // NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0) -// TODO: If no data changed on the CPU arrays --> No need to update GPU arrays (change flag required) -static void UpdateBuffers(void) +// TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (change flag required) +static void UpdateDefaultBuffers(void) { + // Update lines vertex buffers if (lines.vCounter > 0) { // Activate Lines VAO - if (vaoSupported) glBindVertexArray(vaoLines); + if (vaoSupported) glBindVertexArray(lines.vaoId); // Lines - vertex positions buffer - glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[0]); + glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[0]); //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*2*MAX_LINES_BATCH, lines.vertices, GL_DYNAMIC_DRAW); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*lines.vCounter, lines.vertices); // target - offset (in bytes) - size (in bytes) - data pointer // Lines - colors buffer - glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[1]); + glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[1]); //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*2*MAX_LINES_BATCH, lines.colors, GL_DYNAMIC_DRAW); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*lines.cCounter, lines.colors); } - //-------------------------------------------------------------- + // Update triangles vertex buffers if (triangles.vCounter > 0) { // Activate Triangles VAO - if (vaoSupported) glBindVertexArray(vaoTriangles); + if (vaoSupported) glBindVertexArray(triangles.vaoId); // Triangles - vertex positions buffer - glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[0]); + glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[0]); //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*3*MAX_TRIANGLES_BATCH, triangles.vertices, GL_DYNAMIC_DRAW); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*triangles.vCounter, triangles.vertices); // Triangles - colors buffer - glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[1]); + glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[1]); //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*triangles.cCounter, triangles.colors); } - //-------------------------------------------------------------- + // Update quads vertex buffers if (quads.vCounter > 0) { // Activate Quads VAO - if (vaoSupported) glBindVertexArray(vaoQuads); + if (vaoSupported) glBindVertexArray(quads.vaoId); // Quads - vertex positions buffer - glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[0]); + glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[0]); //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*quads.vCounter, quads.vertices); // Quads - texture coordinates buffer - glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[1]); + glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[1]); //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*quads.vCounter, quads.texcoords); // Quads - colors buffer - glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[2]); + glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[2]); //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*quads.vCounter, quads.colors); // Another option would be using buffer mapping... - //triangles.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE); + //quads.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE); // Now we can modify vertices //glUnmapBuffer(GL_ARRAY_BUFFER); } @@ -2966,6 +2799,297 @@ static void UpdateBuffers(void) // Unbind the current VAO if (vaoSupported) glBindVertexArray(0); } + +// Draw default internal buffers vertex data +// NOTE: We draw in this order: lines, triangles, quads +static void DrawDefaultBuffers(void) +{ + // Set current shader and upload current MVP matrix + if ((lines.vCounter > 0) || (triangles.vCounter > 0) || (quads.vCounter > 0)) + { + glUseProgram(currentShader.id); + + // Create modelview-projection matrix + Matrix matMVP = MatrixMultiply(modelview, projection); + + glUniformMatrix4fv(currentShader.mvpLoc, 1, false, MatrixToFloat(matMVP)); + glUniform1i(currentShader.mapDiffuseLoc, 0); + glUniform4f(currentShader.tintColorLoc, 1.0f, 1.0f, 1.0f, 1.0f); + } + + // Draw lines buffers + if (lines.vCounter > 0) + { + glBindTexture(GL_TEXTURE_2D, whiteTexture); + + if (vaoSupported) + { + glBindVertexArray(lines.vaoId); + } + else + { + // Bind vertex attrib: position (shader-location = 0) + glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[0]); + glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(currentShader.vertexLoc); + + // Bind vertex attrib: color (shader-location = 3) + glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[1]); + glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); + glEnableVertexAttribArray(currentShader.colorLoc); + } + + glDrawArrays(GL_LINES, 0, lines.vCounter); + + if (!vaoSupported) glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindTexture(GL_TEXTURE_2D, 0); + } + + // Draw triangles buffers + if (triangles.vCounter > 0) + { + glBindTexture(GL_TEXTURE_2D, whiteTexture); + + if (vaoSupported) + { + glBindVertexArray(triangles.vaoId); + } + else + { + // Bind vertex attrib: position (shader-location = 0) + glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[0]); + glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(currentShader.vertexLoc); + + // Bind vertex attrib: color (shader-location = 3) + glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[1]); + glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); + glEnableVertexAttribArray(currentShader.colorLoc); + } + + glDrawArrays(GL_TRIANGLES, 0, triangles.vCounter); + + if (!vaoSupported) glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindTexture(GL_TEXTURE_2D, 0); + } + + // Draw quads buffers + if (quads.vCounter > 0) + { + int quadsCount = 0; + int numIndicesToProcess = 0; + int indicesOffset = 0; + + if (vaoSupported) + { + glBindVertexArray(quads.vaoId); + } + else + { + // Bind vertex attrib: position (shader-location = 0) + glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[0]); + glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(currentShader.vertexLoc); + + // Bind vertex attrib: texcoord (shader-location = 1) + glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[1]); + glVertexAttribPointer(currentShader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(currentShader.texcoordLoc); + + // Bind vertex attrib: color (shader-location = 3) + glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[2]); + glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); + glEnableVertexAttribArray(currentShader.colorLoc); + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]); + } + + //TraceLog(DEBUG, "Draws required per frame: %i", drawsCounter); + + for (int i = 0; i < drawsCounter; i++) + { + quadsCount = draws[i].vertexCount/4; + numIndicesToProcess = quadsCount*6; // Get number of Quads * 6 index by Quad + + //TraceLog(DEBUG, "Quads to render: %i - Vertex Count: %i", quadsCount, draws[i].vertexCount); + + 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 + } + + if (vaoSupported) glBindVertexArray(0); // Unbind VAO + + glUseProgram(0); // Unbind shader program + + // Reset draws counter + drawsCounter = 1; + draws[0].textureId = whiteTexture; + draws[0].vertexCount = 0; + + // Reset vertex counters for next frame + lines.vCounter = 0; + lines.cCounter = 0; + triangles.vCounter = 0; + triangles.cCounter = 0; + quads.vCounter = 0; + quads.tcCounter = 0; + quads.cCounter = 0; + + // Reset depth for next draw + currentDepth = -1.0f; +} + +// Unload default internal buffers vertex data from CPU and GPU +static void UnloadDefaultBuffers(void) +{ + // Unbind everything + if (vaoSupported) glBindVertexArray(0); + glDisableVertexAttribArray(0); + glDisableVertexAttribArray(1); + glDisableVertexAttribArray(2); + glDisableVertexAttribArray(3); + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + + // Delete VBOs from GPU (VRAM) + glDeleteBuffers(1, &lines.vboId[0]); + glDeleteBuffers(1, &lines.vboId[1]); + glDeleteBuffers(1, &triangles.vboId[0]); + glDeleteBuffers(1, &triangles.vboId[1]); + glDeleteBuffers(1, &quads.vboId[0]); + glDeleteBuffers(1, &quads.vboId[1]); + glDeleteBuffers(1, &quads.vboId[2]); + glDeleteBuffers(1, &quads.vboId[3]); + + if (vaoSupported) + { + // Delete VAOs from GPU (VRAM) + glDeleteVertexArrays(1, &lines.vaoId); + glDeleteVertexArrays(1, &triangles.vaoId); + glDeleteVertexArrays(1, &quads.vaoId); + } + + // Free vertex arrays memory from CPU (RAM) + free(lines.vertices); + free(lines.colors); + + free(triangles.vertices); + free(triangles.colors); + + free(quads.vertices); + free(quads.texcoords); + free(quads.colors); + free(quads.indices); +} + +// Sets shader uniform values for lights array +// NOTE: It would be far easier with shader UBOs but are not supported on OpenGL ES 2.0f +// TODO: Review memcpy() and parameters pass +static void SetShaderLights(Shader shader) +{ + /* + // NOTE: Standard Shader must include the following data: + + // Shader Light struct + struct Light { + vec3 position; + vec3 direction; + + vec3 diffuse; + float intensity; + } + + const int maxLights = 8; + uniform int lightsCount; // Number of lights + uniform Light lights[maxLights]; + */ + + int locPoint; + char locName[32] = "lights[x].position\0"; + + glUseProgram(shader.id); + + locPoint = glGetUniformLocation(shader.id, "lightsCount"); + glUniform1i(locPoint, lightsCount); + + for (int i = 0; i < lightsCount; i++) + { + locName[7] = '0' + i; + + memcpy(&locName[10], "position\0", strlen("position\0")); + locPoint = glGetUniformLocation(shader.id, locName); + glUniform3f(locPoint, lights[i]->position.x, lights[i]->position.y, lights[i]->position.z); + + memcpy(&locName[10], "direction\0", strlen("direction\0")); + locPoint = glGetUniformLocation(shader.id, locName); + glUniform3f(locPoint, lights[i]->direction.x, lights[i]->direction.y, lights[i]->direction.z); + + memcpy(&locName[10], "diffuse\0", strlen("diffuse\0")); + locPoint = glGetUniformLocation(shader.id, locName); + glUniform4f(locPoint, (float)lights[i]->diffuse.r/255, (float)lights[i]->diffuse.g/255, (float)lights[i]->diffuse.b/255, (float)lights[i]->diffuse.a/255 ); + + memcpy(&locName[10], "intensity\0", strlen("intensity\0")); + locPoint = glGetUniformLocation(shader.id, locName); + glUniform1f(locPoint, lights[i]->intensity); + + // TODO: Pass to the shader any other required data from LightData struct + } + + glUseProgram(0); +} + +// Read text data from file +// NOTE: text chars array should be freed manually +static char *ReadTextFile(const char *fileName) +{ + FILE *textFile; + char *text = NULL; + + int count = 0; + + if (fileName != NULL) + { + textFile = fopen(fileName,"rt"); + + if (textFile != NULL) + { + fseek(textFile, 0, SEEK_END); + count = ftell(textFile); + rewind(textFile); + + if (count > 0) + { + text = (char *)malloc(sizeof(char)*(count + 1)); + count = fread(text, sizeof(char), count, textFile); + text[count] = '\0'; + } + + fclose(textFile); + } + else TraceLog(WARNING, "[%s] Text file could not be opened", fileName); + } + + return text; +} #endif //defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) #if defined(GRAPHICS_API_OPENGL_11) @@ -3004,8 +3128,8 @@ static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight) // Generate mipmaps // NOTE: Every mipmap data is stored after data - pixel *image = (pixel *)malloc(width*height*sizeof(pixel)); - pixel *mipmap = NULL; + Color *image = (Color *)malloc(width*height*sizeof(Color)); + Color *mipmap = NULL; int offset = 0; int j = 0; @@ -3053,15 +3177,15 @@ static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight) } // Manual mipmap generation (basic scaling algorithm) -static pixel *GenNextMipmap(pixel *srcData, int srcWidth, int srcHeight) +static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight) { int x2, y2; - pixel prow, pcol; + Color prow, pcol; int width = srcWidth/2; int height = srcHeight/2; - pixel *mipmap = (pixel *)malloc(width*height*sizeof(pixel)); + Color *mipmap = (Color *)malloc(width*height*sizeof(Color)); // Scaling algorithm works perfectly (box-filter) for (int y = 0; y < height; y++) @@ -3096,7 +3220,6 @@ static pixel *GenNextMipmap(pixel *srcData, int srcWidth, int srcHeight) #endif #if defined(RLGL_STANDALONE) - // Output a trace log message // NOTE: Expected msgType: (0)Info, (1)Error, (2)Warning static void TraceLog(int msgType, const char *text, ...) |
