diff options
Diffstat (limited to 'src/rlgl.c')
| -rw-r--r-- | src/rlgl.c | 542 |
1 files changed, 271 insertions, 271 deletions
@@ -1,22 +1,22 @@ /********************************************************************************************* -* +* * rlgl - raylib OpenGL abstraction layer -* +* * raylib now uses OpenGL 1.1 style functions (rlVertex) that are mapped to selected OpenGL version: * OpenGL 1.1 - Direct map rl* -> gl* * OpenGL 3.3+ - Vertex data is stored in VAOs, call rlglDraw() to render * OpenGL ES 2 - Same behaviour as OpenGL 3.3+ -* +* * Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) -* -* This software is provided "as-is", without any express or implied warranty. In no event +* +* This software is provided "as-is", without any express or implied warranty. In no event * will the authors be held liable for any damages arising from the use of this software. * -* Permission is granted to anyone to use this software for any purpose, including commercial +* Permission is granted to anyone to use this software for any purpose, including commercial * applications, and to alter it and redistribute it freely, subject to the following restrictions: * -* 1. The origin of this software must not be misrepresented; you must not claim that you -* wrote the original software. If you use this software in a product, an acknowledgment +* 1. The origin of this software must not be misrepresented; you must not claim that you +* wrote the original software. If you use this software in a product, an acknowledgment * in the product documentation would be appreciated but is not required. * * 2. Altered source versions must be plainly marked as such, and must not be misrepresented @@ -41,10 +41,10 @@ #ifdef USE_OPENGL_33 #undef USE_OPENGL_33 #endif - + #ifdef USE_OPENGL_ES2 #undef USE_OPENGL_ES2 - #endif + #endif #endif #ifdef USE_OPENGL_11 @@ -52,7 +52,7 @@ #endif #ifdef USE_OPENGL_33 - #define GLEW_STATIC + #define GLEW_STATIC #include <GL/glew.h> // Extensions loading lib #endif @@ -148,7 +148,7 @@ static VertexPositionColorBuffer triangles; // No texture support static VertexPositionColorTextureIndexBuffer quads; // Vetex-Fragment Shader Program ID -static GLuint shaderProgram; +static GLuint shaderProgram; // Shader program attibutes binding locations static GLuint vertexLoc, texcoordLoc, colorLoc; @@ -202,25 +202,25 @@ static pixel *GenNextMipmap(pixel *srcData, int srcWidth, int srcHeight); // Fallback to OpenGL 1.1 function calls //--------------------------------------- -void rlMatrixMode(int mode) -{ - switch (mode) +void rlMatrixMode(int mode) +{ + switch (mode) { case RL_PROJECTION: glMatrixMode(GL_PROJECTION); break; - case RL_MODELVIEW: glMatrixMode(GL_MODELVIEW); break; + case RL_MODELVIEW: glMatrixMode(GL_MODELVIEW); break; case RL_TEXTURE: glMatrixMode(GL_TEXTURE); break; default: break; } } -void rlFrustum(double left, double right, double bottom, double top, double near, double far) -{ - glFrustum(left, right, bottom, top, near, far); +void rlFrustum(double left, double right, double bottom, double top, double near, double far) +{ + glFrustum(left, right, bottom, top, near, far); } -void rlOrtho(double left, double right, double bottom, double top, double near, double far) -{ - glOrtho(left, right, bottom, top, near, far); +void rlOrtho(double left, double right, double bottom, double top, double near, double far) +{ + glOrtho(left, right, bottom, top, near, far); } void rlPushMatrix() { glPushMatrix(); } @@ -239,7 +239,7 @@ void rlMatrixMode(int mode) if (mode == RL_PROJECTION) currentMatrix = &projection; else if (mode == RL_MODELVIEW) currentMatrix = &modelview; //else if (mode == RL_TEXTURE) // Not supported - + currentMatrixMode = mode; } @@ -254,7 +254,7 @@ void rlPushMatrix() stack[stackCounter] = *currentMatrix; rlLoadIdentity(); stackCounter++; - + if (currentMatrixMode == RL_MODELVIEW) useTempBuffer = true; } @@ -262,8 +262,8 @@ void rlPushMatrix() void rlPopMatrix() { if (stackCounter > 0) - { - Matrix mat = stack[stackCounter - 1]; + { + Matrix mat = stack[stackCounter - 1]; *currentMatrix = mat; stackCounter--; } @@ -280,7 +280,7 @@ void rlTranslatef(float x, float y, float z) { Matrix mat = MatrixTranslate(x, y, z); MatrixTranspose(&mat); - + *currentMatrix = MatrixMultiply(*currentMatrix, mat); } @@ -289,13 +289,13 @@ void rlRotatef(float angleDeg, float x, float y, float z) { // TODO: Support rotation in multiple axes Matrix rot = MatrixIdentity(); - + if (x == 1) rot = MatrixRotateX(angleDeg*DEG2RAD); else if (y == 1) rot = MatrixRotateY(angleDeg*DEG2RAD); else if (z == 1) rot = MatrixRotateZ(angleDeg*DEG2RAD); - + MatrixTranspose(&rot); - + *currentMatrix = MatrixMultiply(*currentMatrix, rot); } @@ -304,7 +304,7 @@ void rlScalef(float x, float y, float z) { Matrix mat = MatrixScale(x, y, z); MatrixTranspose(&mat); - + *currentMatrix = MatrixMultiply(*currentMatrix, mat); } @@ -330,11 +330,11 @@ void rlFrustum(double left, double right, double bottom, double top, double near } // Multiply the current matrix by an orthographic matrix generated by parameters -void rlOrtho(double left, double right, double bottom, double top, double near, double far) +void rlOrtho(double left, double right, double bottom, double top, double near, double far) { Matrix matOrtho = MatrixOrtho(left, right, bottom, top, near, far); MatrixTranspose(&matOrtho); - + *currentMatrix = MatrixMultiply(*currentMatrix, matOrtho); } @@ -347,7 +347,7 @@ void rlOrtho(double left, double right, double bottom, double top, double near, // Fallback to OpenGL 1.1 function calls //--------------------------------------- -void rlBegin(int mode) +void rlBegin(int mode) { switch (mode) { @@ -388,13 +388,13 @@ void rlEnd() // Apply transformation matrix to all temp vertices for (int i = 0; i < tempBufferCount; i++) VectorTransform(&tempBuffer[i], *currentMatrix); - + // Deactivate tempBuffer usage to allow rlVertex3f do its job useTempBuffer = false; - + // Copy all transformed vertices to right VAO for (int i = 0; i < tempBufferCount; i++) rlVertex3f(tempBuffer[i].x, tempBuffer[i].y, tempBuffer[i].z); - + // Reset temp buffer tempBufferCount = 0; } @@ -408,14 +408,14 @@ void rlEnd() if (lines.vCounter != lines.cCounter) { int addColors = lines.vCounter - lines.cCounter; - + for (int i = 0; i < addColors; i++) { lines.colors[4*lines.cCounter] = lines.colors[4*lines.cCounter - 4]; lines.colors[4*lines.cCounter + 1] = lines.colors[4*lines.cCounter - 3]; lines.colors[4*lines.cCounter + 2] = lines.colors[4*lines.cCounter - 2]; lines.colors[4*lines.cCounter + 3] = lines.colors[4*lines.cCounter - 1]; - + lines.cCounter++; } } @@ -425,17 +425,17 @@ void rlEnd() if (triangles.vCounter != triangles.cCounter) { int addColors = triangles.vCounter - triangles.cCounter; - + for (int i = 0; i < addColors; i++) { triangles.colors[4*triangles.cCounter] = triangles.colors[4*triangles.cCounter - 4]; triangles.colors[4*triangles.cCounter + 1] = triangles.colors[4*triangles.cCounter - 3]; triangles.colors[4*triangles.cCounter + 2] = triangles.colors[4*triangles.cCounter - 2]; triangles.colors[4*triangles.cCounter + 3] = triangles.colors[4*triangles.cCounter - 1]; - + triangles.cCounter++; } - } + } } break; case RL_QUADS: { @@ -443,14 +443,14 @@ void rlEnd() if (quads.vCounter != quads.cCounter) { int addColors = quads.vCounter - quads.cCounter; - + for (int i = 0; i < addColors; i++) { quads.colors[4*quads.cCounter] = quads.colors[4*quads.cCounter - 4]; quads.colors[4*quads.cCounter + 1] = quads.colors[4*quads.cCounter - 3]; quads.colors[4*quads.cCounter + 2] = quads.colors[4*quads.cCounter - 2]; quads.colors[4*quads.cCounter + 3] = quads.colors[4*quads.cCounter - 1]; - + quads.cCounter++; } } @@ -459,18 +459,18 @@ void rlEnd() if (quads.vCounter != quads.tcCounter) { int addTexCoords = quads.vCounter - quads.tcCounter; - + for (int i = 0; i < addTexCoords; i++) { quads.texcoords[2*quads.tcCounter] = 0.0f; quads.texcoords[2*quads.tcCounter + 1] = 0.0f; - + quads.tcCounter++; } } - + // TODO: Make sure normals count match vertex count - + } break; default: break; } @@ -495,29 +495,29 @@ void rlVertex3f(float x, float y, float z) lines.vertices[3*lines.vCounter] = x; lines.vertices[3*lines.vCounter + 1] = y; lines.vertices[3*lines.vCounter + 2] = z; - + lines.vCounter++; - + } break; case RL_TRIANGLES: { triangles.vertices[3*triangles.vCounter] = x; triangles.vertices[3*triangles.vCounter + 1] = y; triangles.vertices[3*triangles.vCounter + 2] = z; - + triangles.vCounter++; - + } break; case RL_QUADS: { quads.vertices[3*quads.vCounter] = x; quads.vertices[3*quads.vCounter + 1] = y; quads.vertices[3*quads.vCounter + 2] = z; - + quads.vCounter++; - + draws[drawsCounter - 1].vertexCount++; - + } break; default: break; } @@ -567,9 +567,9 @@ void rlColor4ub(byte x, byte y, byte z, byte w) lines.colors[4*lines.cCounter + 1] = y; lines.colors[4*lines.cCounter + 2] = z; lines.colors[4*lines.cCounter + 3] = w; - + lines.cCounter++; - + } break; case RL_TRIANGLES: { @@ -577,9 +577,9 @@ void rlColor4ub(byte x, byte y, byte z, byte w) triangles.colors[4*triangles.cCounter + 1] = y; triangles.colors[4*triangles.cCounter + 2] = z; triangles.colors[4*triangles.cCounter + 3] = w; - + triangles.cCounter++; - + } break; case RL_QUADS: { @@ -587,9 +587,9 @@ void rlColor4ub(byte x, byte y, byte z, byte w) quads.colors[4*quads.cCounter + 1] = y; quads.colors[4*quads.cCounter + 2] = z; quads.colors[4*quads.cCounter + 3] = w; - + quads.cCounter++; - + } break; default: break; } @@ -598,7 +598,7 @@ void rlColor4ub(byte x, byte y, byte z, byte w) // Define one vertex (color) void rlColor4f(float r, float g, float b, float a) { - rlColor4ub((byte)(r*255), (byte)(g*255), (byte)(b*255), (byte)(a*255)); + rlColor4ub((byte)(r*255), (byte)(g*255), (byte)(b*255), (byte)(a*255)); } // Define one vertex (color) @@ -625,7 +625,7 @@ void rlEnableTexture(unsigned int id) if (draws[drawsCounter - 1].textureId != id) { if (draws[drawsCounter - 1].vertexCount > 0) drawsCounter++; - + draws[drawsCounter - 1].textureId = id; draws[drawsCounter - 1].vertexCount = 0; } @@ -682,84 +682,84 @@ void rlClearScreenBuffers() // Init OpenGL 3.3+ required data void rlglInit() -{ +{ // Initialize GLEW glewExperimental = 1; // Needed for core profile GLenum error = glewInit(); - - if (error != GLEW_OK) + + if (error != GLEW_OK) { TraceLog(ERROR, "Failed to initialize GLEW - Error Code: %s\n", glewGetErrorString(error)); } if (glewIsSupported("GL_VERSION_3_3")) TraceLog(INFO, "OpenGL 3.3 initialized successfully\n"); - + // Print OpenGL and GLSL version TraceLog(INFO, "Vendor: %s", glGetString(GL_VENDOR)); TraceLog(INFO, "Renderer: %s", glGetString(GL_RENDERER)); TraceLog(INFO, "Version: %s", glGetString(GL_VERSION)); TraceLog(INFO, "GLSL: %s\n", glGetString(0x8B8C)); //GL_SHADING_LANGUAGE_VERSION - + /* // TODO: GLEW is a big library that loads ALL extensions, maybe using glad we can only load required ones... - if (!gladLoadGL()) + if (!gladLoadGL()) { TraceLog("ERROR: Failed to initialize glad\n"); } -*/ +*/ // Set default draw mode currentDrawMode = RL_TRIANGLES; - + // Reset projection and modelview matrices projection = MatrixIdentity(); modelview = MatrixIdentity(); currentMatrix = &modelview; - + // Initialize matrix stack for (int i = 0; i < MATRIX_STACK_SIZE; i++) stack[i] = MatrixIdentity(); // Init default Shader (GLSL 110) -> Common for GL 3.3+ and ES2 shaderProgram = LoadDefaultShaders(); //shaderProgram = LoadShaders("simple150.vert", "simple150.frag"); - + // Get handles to GLSL input vars locations vertexLoc = glGetAttribLocation(shaderProgram, "vertexPosition"); texcoordLoc = glGetAttribLocation(shaderProgram, "vertexTexCoord"); colorLoc = glGetAttribLocation(shaderProgram, "vertexColor"); - + // Get handles to GLSL uniform vars locations (vertex-shader) modelviewMatrixLoc = glGetUniformLocation(shaderProgram, "modelviewMatrix"); projectionMatrixLoc = glGetUniformLocation(shaderProgram, "projectionMatrix"); - + // Get handles to GLSL uniform vars locations (fragment-shader) textureLoc = glGetUniformLocation(shaderProgram, "texture0"); - + InitializeBuffers(); // Init vertex arrays InitializeVAOs(); // Init VBO and VAO - + // Init temp vertex buffer, used when transformation required (translate, rotate, scale) tempBuffer = (Vector3 *)malloc(sizeof(Vector3)*TEMP_VERTEX_BUFFER_SIZE); - + for (int i = 0; i < TEMP_VERTEX_BUFFER_SIZE; i++) tempBuffer[i] = VectorZero(); - + // Create default white texture for plain colors (required by shader) unsigned char pixels[4] = { 255, 255, 255, 255 }; // 1 pixel RGBA (4 bytes) - + whiteTexture = rlglLoadTexture(pixels, 1, 1, false); - + if (whiteTexture != 0) TraceLog(INFO, "[ID %i] Base white texture created successfully", whiteTexture); else TraceLog(WARNING, "Base white texture could not be created"); - + // Init draw calls tracking system draws = (DrawCall *)malloc(sizeof(DrawCall)*MAX_DRAWS_BY_TEXTURE); - + for (int i = 0; i < MAX_DRAWS_BY_TEXTURE; i++) { draws[i].textureId = 0; draws[i].vertexCount = 0; } - + drawsCounter = 1; draws[drawsCounter - 1].textureId = whiteTexture; } @@ -804,39 +804,39 @@ void rlglClose() free(triangles.vertices); free(triangles.colors); - + free(quads.vertices); free(quads.texcoords); free(quads.colors); - + // Free GPU texture glDeleteTextures(1, &whiteTexture); - + free(draws); } void rlglDraw() { UpdateBuffers(); - + glUseProgram(shaderProgram); // Use our shader - + glUniformMatrix4fv(projectionMatrixLoc, 1, false, GetMatrixVector(projection)); glUniformMatrix4fv(modelviewMatrixLoc, 1, false, GetMatrixVector(modelview)); glUniform1i(textureLoc, 0); - - // NOTE: We draw in this order: triangle shapes, textured quads and lines - + + // NOTE: We draw in this order: triangle shapes, textured quads and lines + if (triangles.vCounter > 0) { glBindTexture(GL_TEXTURE_2D, whiteTexture); - + glBindVertexArray(vaoTriangles); glDrawArrays(GL_TRIANGLES, 0, triangles.vCounter); - + glBindTexture(GL_TEXTURE_2D, 0); } - + if (quads.vCounter > 0) { int quadsCount = 0; @@ -844,51 +844,51 @@ void rlglDraw() int indicesOffset = 0; glBindVertexArray(vaoQuads); - + //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 glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_INT, (GLvoid*) (sizeof(GLuint) * indicesOffset)); indicesOffset += draws[i].vertexCount/4*6; } - - glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures + + glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures } - + if (lines.vCounter > 0) { glBindTexture(GL_TEXTURE_2D, whiteTexture); - + glBindVertexArray(vaoLines); glDrawArrays(GL_LINES, 0, lines.vCounter); - + glBindTexture(GL_TEXTURE_2D, 0); } - + glBindVertexArray(0); // Unbind VAO - + // 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; @@ -900,7 +900,7 @@ void rlglDraw() void rlglDrawModel(Model model, Vector3 position, Vector3 rotation, Vector3 scale, Color color, bool wires) { if (wires) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); - + #ifdef USE_OPENGL_11 glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, model.textureId); @@ -909,48 +909,48 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotation, Vector3 scal 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) - + //TraceLog(DEBUG, "Drawing model.mesh, VertexCount: %i", model.mesh.vertexCount); - + rlPushMatrix(); rlTranslatef(position.x, position.y, position.z); rlScalef(scale.x, scale.y, scale.z); //rlRotatef(rotation, 0, 1, 0); - + // TODO: If rotate in multiple axis, get rotation matrix and use rlMultMatrix() 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(USE_OPENGL_33) || defined(USE_OPENGL_ES2) glUseProgram(shaderProgram); // Use our shader - + // Get transform matrix (rotation -> scale -> translation) Matrix transform = MatrixTransform(position, rotation, scale); Matrix modelviewworld = MatrixMultiply(transform, modelview); - + // NOTE: Drawing in OpenGL 3.3+, transform is passed to shader glUniformMatrix4fv(projectionMatrixLoc, 1, false, GetMatrixVector(projection)); glUniformMatrix4fv(modelviewMatrixLoc, 1, false, GetMatrixVector(modelviewworld)); glUniform1i(textureLoc, 0); // Apply color tinting to model: 2 OPTIONS -/* +/* // OPTION 1 // Update colors array (model.mesh.colors) with color int j = 0; @@ -962,21 +962,21 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotation, Vector3 scal model.mesh.colors[j+3] = color.a; j += 4; } - + // Update colors buffer in CPU (using Shader) glBindVertexArray(model.vaoId); GLuint colorVboId; glGetVertexAttribIuiv(2, GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, &colorVboId); // NOTE: Color VBO is buffer index 2 glBindBuffer(GL_ARRAY_BUFFER, colorVboId); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*model.mesh.vertexCount, model.mesh.colors); - + // OPTION 2: Just update one uniform on fragment shader // NOTE: It requires shader modification to add uniform (fragment shader) and create location point //glUniform4f(fragmentUniformColorLoc, (float)color.r/255, (float)color.g/255, (float)color.b/255, (float)color.a/255); -*/ - +*/ + //TraceLog(DEBUG, "ShaderProgram: %i, VAO ID: %i, VertexCount: %i", shaderProgram, model.vaoId, model.mesh.vertexCount); - + glBindVertexArray(model.vaoId); glBindTexture(GL_TEXTURE_2D, model.textureId); @@ -997,37 +997,37 @@ void rlglInitGraphicsDevice(int fbWidth, int fbHeight) // NOTE: Don't confuse glViewport with the transformation matrix // NOTE: glViewport just defines the area of the context that you will actually draw to. - + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers, depth buffer is used for 3D glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set background color (black) //glClearDepth(1.0f); // Clear depth buffer (default) - + glEnable(GL_DEPTH_TEST); // Enables depth testing (required for 3D) glDepthFunc(GL_LEQUAL); // Type of depth testing to apply - + glEnable(GL_BLEND); // Enable color blending (required to work with transparencies) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Color blending function (how colors are mixed) -#ifdef USE_OPENGL_11 +#ifdef USE_OPENGL_11 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Improve quality of color and texture coordinate interpolation (Deprecated in OGL 3.0) // Other options: GL_FASTEST, GL_DONT_CARE (default) #endif - + rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix rlLoadIdentity(); // Reset current matrix (PROJECTION) - + rlOrtho(0, fbWidth, fbHeight, 0, 0, 1); // Config orthographic mode: top-left corner --> (0,0) - + rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix rlLoadIdentity(); // Reset current matrix (MODELVIEW) - + // NOTE: All shapes/models triangles are drawn CCW glEnable(GL_CULL_FACE); // Enable backface culling (Disabled by default) //glCullFace(GL_BACK); // Cull the Back face (default) //glFrontFace(GL_CCW); // Front face are defined counter clockwise (default) -#ifdef USE_OPENGL_11 +#ifdef USE_OPENGL_11 glShadeModel(GL_SMOOTH); // Smooth shading between vertex (vertex colors interpolation) (Deprecated on OpenGL 3.3+) // Possible options: GL_SMOOTH (Color interpolation) or GL_FLAT (no interpolation) #endif @@ -1042,26 +1042,26 @@ unsigned int rlglLoadTexture(unsigned char *data, int width, int height, bool ge GLuint id; glGenTextures(1, &id); // Generate Pointer to the texture - + //glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, id); - + // NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used! glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repead on x-axis glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repead on y-axis bool texIsPOT = false; - + // Check if width and height are power-of-two (POT) if (((width > 0) && ((width & (width - 1)) == 0)) && ((height > 0) && ((height & (height - 1)) == 0))) texIsPOT = true; - + if (genMipmaps && !texIsPOT) { TraceLog(WARNING, "[ID %i] Texture is not power-of-two, mipmaps can not be generated", id); - + genMipmaps = false; } - + // If mipmaps are being used, we configure mag-min filters accordingly if (genMipmaps) { @@ -1072,7 +1072,7 @@ unsigned int rlglLoadTexture(unsigned char *data, int width, int height, bool ge else { // Not using mipmappings - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR } @@ -1087,18 +1087,18 @@ unsigned int rlglLoadTexture(unsigned char *data, int width, int height, bool ge int offset = 0; int size = 0; - + int mipWidth = width; int mipHeight = height; - - // Load the mipmaps + + // Load the mipmaps for (int level = 0; level < mipmapCount; level++) { glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA8, mipWidth, mipHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, data + offset); - + size = mipWidth*mipHeight*4; offset += size; - + mipWidth /= 2; mipHeight /= 2; } @@ -1110,22 +1110,22 @@ unsigned int rlglLoadTexture(unsigned char *data, int width, int height, bool ge #if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); - + if (genMipmaps) { glGenerateMipmap(GL_TEXTURE_2D); // Generate mipmaps automatically TraceLog(INFO, "[ID %i] Mipmaps generated automatically for new texture", id); } - + #endif // At this point we have the image converted to texture and uploaded to GPU - + // Unbind current texture glBindTexture(GL_TEXTURE_2D, 0); - + TraceLog(INFO, "[ID %i] New texture created (%i x %i)", id, width, height); - + return id; } @@ -1138,14 +1138,14 @@ unsigned int rlglLoadCompressedTexture(unsigned char *data, int width, int heigh { // Create one OpenGL texture GLuint id; - + glGenTextures(1, &id); - + TraceLog(DEBUG, "Compressed texture width: %i", width); TraceLog(DEBUG, "Compressed texture height: %i", height); TraceLog(DEBUG, "Compressed texture mipmap levels: %i", mipmapCount); TraceLog(DEBUG, "Compressed texture format: 0x%x", compFormat); - + if (compFormat == 0) { TraceLog(WARNING, "[ID %i] Texture compressed format not recognized", id); @@ -1156,24 +1156,24 @@ unsigned int rlglLoadCompressedTexture(unsigned char *data, int width, int heigh // Bind the texture glBindTexture(GL_TEXTURE_2D, id); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); - + int blockSize = 0; int offset = 0; - + if (compFormat == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT) blockSize = 8; else blockSize = 16; - - // Load the mipmaps - for (int level = 0; level < mipmapCount && (width || height); level++) - { + + // Load the mipmaps + for (int level = 0; level < mipmapCount && (width || height); level++) + { // NOTE: size specifies the number of bytes of image data (S3TC/DXTC) unsigned int size = ((width + 3)/4)*((height + 3)/4)*blockSize; - - glCompressedTexImage2D(GL_TEXTURE_2D, level, compFormat, width, height, 0, size, data + offset); - + + glCompressedTexImage2D(GL_TEXTURE_2D, level, compFormat, width, height, 0, size, data + offset); + offset += size; - width /= 2; - height /= 2; + width /= 2; + height /= 2; // Security check for NPOT textures if (width < 1) width = 1; @@ -1193,37 +1193,37 @@ unsigned int rlglLoadModel(VertexData mesh) // Initialize Quads VAO (Buffer A) glGenVertexArrays(1, &vaoModel); glBindVertexArray(vaoModel); - + // Create buffers for our vertex data (positions, texcoords, normals) glGenBuffers(3, vertexBuffer); - + // Enable vertex attributes: position glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[0]); glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh.vertexCount, mesh.vertices, GL_STATIC_DRAW); glEnableVertexAttribArray(vertexLoc); glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0); - + // Enable vertex attributes: texcoords glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[1]); - glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh.vertexCount, mesh.texcoords, GL_STATIC_DRAW); + glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh.vertexCount, mesh.texcoords, GL_STATIC_DRAW); glEnableVertexAttribArray(texcoordLoc); glVertexAttribPointer(texcoordLoc, 2, GL_FLOAT, 0, 0, 0); - + // Enable vertex attributes: normals //glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[2]); - //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh.vertexCount, mesh.normals, GL_STATIC_DRAW); + //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh.vertexCount, mesh.normals, GL_STATIC_DRAW); //glEnableVertexAttribArray(normalLoc); //glVertexAttribPointer(normalLoc, 3, GL_FLOAT, 0, 0, 0); - + // Enable vertex attributes: colors glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[2]); - glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*mesh.vertexCount, mesh.colors, GL_STATIC_DRAW); + glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*mesh.vertexCount, mesh.colors, GL_STATIC_DRAW); glEnableVertexAttribArray(colorLoc); glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); - + if (vaoModel > 0) TraceLog(INFO, "[ID %i] Model uploaded successfully to VRAM (GPU)", vaoModel); else TraceLog(WARNING, "Model could not be uploaded to VRAM (GPU)"); - + return vaoModel; } #endif @@ -1235,10 +1235,10 @@ unsigned char *rlglReadScreenPixels(int width, int height) // NOTE: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, screenData); - + // Flip image vertically! unsigned char *imgData = (unsigned char *)malloc(width * height * sizeof(unsigned char) * 4); - + for (int y = height-1; y >= 0; y--) { for (int x = 0; x < (width*4); x++) @@ -1246,9 +1246,9 @@ unsigned char *rlglReadScreenPixels(int width, int height) imgData[x + (height - y - 1)*width*4] = screenData[x + (y*width*4)]; } } - + free(screenData); - + return imgData; // NOTE: image data should be freed } @@ -1275,7 +1275,7 @@ void PrintModelviewMatrix() // Load Shaders (Vertex and Fragment) static GLuint LoadDefaultShaders() { - // NOTE: Shaders are written using GLSL 110 (desktop), that is equivalent to GLSL 100 on ES2 + // NOTE: Shaders are written using GLSL 110 (desktop), that is equivalent to GLSL 100 on ES2 // Vertex shader directly defined, no external file required char vShaderStr[] = " #version 110 \n" // Equivalent to version 100 on ES2 @@ -1292,7 +1292,7 @@ static GLuint LoadDefaultShaders() " fragColor = vertexColor; \n" " gl_Position = projectionMatrix * modelviewMatrix * vec4(vertexPosition, 1.0); \n" "} \n"; - + // Fragment shader directly defined, no external file required char fShaderStr[] = " #version 110 \n" // Equivalent to version 100 on ES2 "uniform sampler2D texture0; \n" @@ -1306,34 +1306,34 @@ static GLuint LoadDefaultShaders() GLuint program; 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); glCompileShader(vertexShader); glCompileShader(fragmentShader); - + TraceLog(INFO, "[ID %i] Default vertex shader compiled successfully", vertexShader); TraceLog(INFO, "[ID %i] Default fragment shader compiled successfully", fragmentShader); - + program = glCreateProgram(); - + glAttachShader(program, vertexShader); glAttachShader(program, fragmentShader); - + glLinkProgram(program); - + glDeleteShader(vertexShader); glDeleteShader(fragmentShader); - + TraceLog(INFO, "[ID %i] Default shader program loaded successfully", program); - + return program; } @@ -1348,62 +1348,62 @@ static GLuint LoadShaders(char *vertexFileName, char *fragmentFileName) GLuint program; 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); glCompileShader(vertexShader); glCompileShader(fragmentShader); - + TraceLog(INFO, "[ID %i] Vertex shader compiled successfully", vertexShader); TraceLog(INFO, "[ID %i] Fragment shader compiled successfully", fragmentShader); - + program = glCreateProgram(); - + glAttachShader(program, vertexShader); glAttachShader(program, fragmentShader); - + glLinkProgram(program); - + glDeleteShader(vertexShader); glDeleteShader(fragmentShader); - + TraceLog(INFO, "[ID %i] Shader program loaded successfully", program); - + return program; } // Read shader text file -static char *TextFileRead(char *fn) +static char *TextFileRead(char *fn) { FILE *fp; char *text = NULL; int count=0; - if (fn != NULL) + if (fn != NULL) { fp = fopen(fn,"rt"); - if (fp != NULL) + if (fp != NULL) { fseek(fp, 0, SEEK_END); count = ftell(fp); rewind(fp); - if (count > 0) + if (count > 0) { text = (char *)malloc(sizeof(char) * (count+1)); count = fread(text, sizeof(char), count, fp); text[count] = '\0'; } - + fclose(fp); } } @@ -1419,32 +1419,32 @@ static void InitializeBuffers() for (int i = 0; i < (3*2*MAX_LINES_BATCH); i++) lines.vertices[i] = 0.0; for (int i = 0; i < (4*2*MAX_LINES_BATCH); i++) lines.colors[i] = 0; - + lines.vCounter = 0; lines.cCounter = 0; - + // Initialize triangles 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 for (int i = 0; i < (3*3*MAX_TRIANGLES_BATCH); i++) triangles.vertices[i] = 0.0; for (int i = 0; i < (4*3*MAX_TRIANGLES_BATCH); i++) triangles.colors[i] = 0; - + triangles.vCounter = 0; triangles.cCounter = 0; - + // Initialize quads arrays (vertex position, texcoord and 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 quads.indices = (unsigned int *)malloc(sizeof(int)*6*MAX_QUADS_BATCH); // 6 int by quad (indices) - + for (int i = 0; i < (3*4*MAX_QUADS_BATCH); i++) quads.vertices[i] = 0.0; for (int i = 0; i < (2*4*MAX_QUADS_BATCH); i++) quads.texcoords[i] = 0.0; for (int i = 0; i < (4*4*MAX_QUADS_BATCH); i++) quads.colors[i] = 0; - + int k = 0; - + // Indices can be initialized right now for (int i = 0; i < (6*MAX_QUADS_BATCH); i+=6) { @@ -1454,10 +1454,10 @@ static void InitializeBuffers() quads.indices[i+3] = 4*k; quads.indices[i+4] = 4*k+2; quads.indices[i+5] = 4*k+3; - + k++; } - + quads.vCounter = 0; quads.tcCounter = 0; quads.cCounter = 0; @@ -1469,75 +1469,75 @@ static void InitializeVAOs() // Initialize Lines VAO glGenVertexArrays(1, &vaoLines); glBindVertexArray(vaoLines); - + // Create buffers for our vertex data glGenBuffers(2, linesBuffer); - + // Lines - Vertex positions buffer binding and attributes enable glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[0]); glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*2*MAX_LINES_BATCH, lines.vertices, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(vertexLoc); glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0); - + // Lines - colors buffer glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[1]); glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*2*MAX_LINES_BATCH, lines.colors, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(colorLoc); glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); - + TraceLog(INFO, "[ID %i] Lines VAO initialized successfully", vaoLines); - //-------------------------------------------------------------- - + //-------------------------------------------------------------- + // Initialize Triangles VAO glGenVertexArrays(1, &vaoTriangles); glBindVertexArray(vaoTriangles); - + // Create buffers for our vertex data glGenBuffers(2, trianglesBuffer); - + // Enable vertex attributes glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[0]); glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*3*MAX_TRIANGLES_BATCH, triangles.vertices, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(vertexLoc); glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0); - + glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[1]); glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(colorLoc); glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); - + TraceLog(INFO, "[ID %i] Triangles VAO initialized successfully", vaoTriangles); - //-------------------------------------------------------------- - + //-------------------------------------------------------------- + // Initialize Quads VAO (Buffer A) glGenVertexArrays(1, &vaoQuads); glBindVertexArray(vaoQuads); - + // Create buffers for our vertex data glGenBuffers(4, quadsBuffer); - + // Enable vertex attributes glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[0]); glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(vertexLoc); glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0); - + glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[1]); - glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW); + glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(texcoordLoc); glVertexAttribPointer(texcoordLoc, 2, GL_FLOAT, 0, 0, 0); - + glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[2]); - glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW); + glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(colorLoc); glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); - + // Fill index buffer glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quadsBuffer[3]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int)*6*MAX_QUADS_BATCH, quads.indices, GL_STATIC_DRAW); - + TraceLog(INFO, "[ID %i] Quads VAO initialized successfully", vaoQuads); - + // Unbind the current VAO glBindVertexArray(0); } @@ -1547,37 +1547,37 @@ static void UpdateBuffers() { // Activate Lines VAO glBindVertexArray(vaoLines); - + // Lines - vertex positions buffer glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[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]); //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); - - //-------------------------------------------------------------- - + + //-------------------------------------------------------------- + // Activate Triangles VAO glBindVertexArray(vaoTriangles); - + // Triangles - vertex positions buffer glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[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]); //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); - + //-------------------------------------------------------------- // Activate Quads VAO glBindVertexArray(vaoQuads); - + // Quads - vertex positions buffer glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[0]); //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW); @@ -1587,19 +1587,19 @@ static void UpdateBuffers() glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[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]); //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); // Now we can modify vertices //glUnmapBuffer(GL_ARRAY_BUFFER); - + //-------------------------------------------------------------- - + // Unbind the current VAO glBindVertexArray(0); } @@ -1621,26 +1621,26 @@ static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight) { if (width != 1) width /= 2; if (height != 1) height /= 2; - + TraceLog(DEBUG, "Next mipmap size: %i x %i", width, height); - + mipmapCount++; - + size += (width*height*4); // Add mipmap size (in bytes) } - + TraceLog(DEBUG, "Total mipmaps required: %i", mipmapCount); TraceLog(DEBUG, "Total size of data required: %i", size); - + unsigned char *temp = realloc(data, size); - + if (temp != NULL) data = temp; else TraceLog(WARNING, "Mipmaps required memory could not be allocated"); - + width = baseWidth; height = baseHeight; size = (width*height*4); - + // Generate mipmaps // NOTE: Every mipmap data is stored after data pixel *image = (pixel *)malloc(width*height*sizeof(pixel)); @@ -1656,16 +1656,16 @@ static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight) image[j].a = data[i + 3]; j++; } - + TraceLog(DEBUG, "Mipmap base (%i, %i)", width, height); - + for (int mip = 1; mip < mipmapCount; mip++) { mipmap = GenNextMipmap(image, width, height); - + offset += (width*height*4); // Size of last mipmap j = 0; - + width /= 2; height /= 2; size = (width*height*4); // Mipmap size to store after offset @@ -1676,18 +1676,18 @@ static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight) data[offset + i] = mipmap[j].r; data[offset + i + 1] = mipmap[j].g; data[offset + i + 2] = mipmap[j].b; - data[offset + i + 3] = mipmap[j].a; + data[offset + i + 3] = mipmap[j].a; j++; } free(image); - + image = mipmap; mipmap = NULL; } - + free(mipmap); // free mipmap data - + return mipmapCount; } @@ -1703,11 +1703,11 @@ static pixel *GenNextMipmap(pixel *srcData, int srcWidth, int srcHeight) pixel *mipmap = (pixel *)malloc(width*height*sizeof(pixel)); // Scaling algorithm works perfectly (box-filter) - for (int y = 0; y < height; y++) + for (int y = 0; y < height; y++) { y2 = 2 * y; - for (int x = 0; x < width; x++) + for (int x = 0; x < width; x++) { x2 = 2 * x; @@ -1727,7 +1727,7 @@ static pixel *GenNextMipmap(pixel *srcData, int srcWidth, int srcHeight) mipmap[y*width + x].a = (prow.a + pcol.a)/2; } } - + TraceLog(DEBUG, "Mipmap generated successfully (%i, %i)", width, height); return mipmap; @@ -1745,7 +1745,7 @@ void TraceLog(int msgType, const char *text, ...) { va_list args; va_start(args, text); - + switch(msgType) { case INFO: fprintf(stdout, "INFO: "); break; @@ -1754,12 +1754,12 @@ void TraceLog(int msgType, const char *text, ...) case DEBUG: fprintf(stdout, "DEBUG: "); break; default: break; } - + vfprintf(stdout, text, args); fprintf(stdout, "\n"); - + va_end(args); - + if (msgType == ERROR) exit(1); } #endif
\ No newline at end of file |
