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-rw-r--r--src/core.c2
-rw-r--r--src/rlgl.c4231
-rw-r--r--src/rlgl.h4272
-rw-r--r--src/shader_distortion.h106
4 files changed, 4270 insertions, 4341 deletions
diff --git a/src/core.c b/src/core.c
index 45615f83..c578a807 100644
--- a/src/core.c
+++ b/src/core.c
@@ -95,7 +95,9 @@
#define RAYMATH_IMPLEMENTATION // Define external out-of-line implementation of raymath here
#include "raymath.h" // Required for: Vector3 and Matrix functions
+#define RLGL_IMPLEMENTATION
#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2
+
#include "utils.h" // Required for: fopen() Android mapping
#if defined(SUPPORT_GESTURES_SYSTEM)
diff --git a/src/rlgl.c b/src/rlgl.c
deleted file mode 100644
index c806d35d..00000000
--- a/src/rlgl.c
+++ /dev/null
@@ -1,4231 +0,0 @@
-/**********************************************************************************************
-*
-* rlgl - raylib OpenGL abstraction layer
-*
-* rlgl is a wrapper for multiple OpenGL versions (1.1, 2.1, 3.3 Core, ES 2.0) to
-* pseudo-OpenGL 1.1 style functions (rlVertex, rlTranslate, rlRotate...).
-*
-* When chosing an OpenGL version greater than OpenGL 1.1, rlgl stores vertex data on internal
-* VBO buffers (and VAOs if available). It requires calling 3 functions:
-* rlglInit() - Initialize internal buffers and auxiliar resources
-* rlglDraw() - Process internal buffers and send required draw calls
-* rlglClose() - De-initialize internal buffers data and other auxiliar resources
-*
-* CONFIGURATION:
-*
-* #define GRAPHICS_API_OPENGL_11
-* #define GRAPHICS_API_OPENGL_21
-* #define GRAPHICS_API_OPENGL_33
-* #define GRAPHICS_API_OPENGL_ES2
-* Use selected OpenGL backend
-*
-* #define RLGL_STANDALONE
-* Use rlgl as standalone library (no raylib dependency)
-*
-* #define SUPPORT_VR_SIMULATOR
-* Support VR simulation functionality (stereo rendering)
-*
-* #define SUPPORT_DISTORTION_SHADER
-* Include stereo rendering distortion shader (shader_distortion.h)
-*
-* DEPENDENCIES:
-* raymath - 3D math functionality (Vector3, Matrix, Quaternion)
-* GLAD - OpenGL extensions loading (OpenGL 3.3 Core only)
-*
-*
-* LICENSE: zlib/libpng
-*
-* Copyright (c) 2014-2018 Ramon Santamaria (@raysan5)
-*
-* 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
-* 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
-* 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
-* as being the original software.
-*
-* 3. This notice may not be removed or altered from any source distribution.
-*
-**********************************************************************************************/
-
-#include "config.h"
-
-#include "rlgl.h"
-
-#include <stdio.h> // Required for: fopen(), fclose(), fread()... [Used only on LoadText()]
-#include <stdlib.h> // Required for: malloc(), free(), rand()
-#include <string.h> // Required for: strcmp(), strlen(), strtok() [Used only in extensions loading]
-#include <math.h> // Required for: atan2()
-
-#if !defined(RLGL_STANDALONE)
- #include "raymath.h" // Required for: Vector3 and Matrix functions
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_11)
- #if defined(__APPLE__)
- #include <OpenGL/gl.h> // OpenGL 1.1 library for OSX
- #include <OpenGL/glext.h>
- #else
- // APIENTRY for OpenGL function pointer declarations is required
- #ifndef APIENTRY
- #ifdef _WIN32
- #define APIENTRY __stdcall
- #else
- #define APIENTRY
- #endif
- #endif
- // WINGDIAPI definition. Some Windows OpenGL headers need it
- #if !defined(WINGDIAPI) && defined(_WIN32)
- #define WINGDIAPI __declspec(dllimport)
- #endif
-
- #include <GL/gl.h> // OpenGL 1.1 library
- #endif
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_21)
- #define GRAPHICS_API_OPENGL_33 // OpenGL 2.1 uses mostly OpenGL 3.3 Core functionality
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_33)
- #if defined(__APPLE__)
- #include <OpenGL/gl3.h> // OpenGL 3 library for OSX
- #include <OpenGL/gl3ext.h> // OpenGL 3 extensions library for OSX
- #else
- #define GLAD_IMPLEMENTATION
- #if defined(RLGL_STANDALONE)
- #include "glad.h" // GLAD extensions loading library, includes OpenGL headers
- #else
- #include "external/glad.h" // GLAD extensions loading library, includes OpenGL headers
- #endif
- #endif
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_ES2)
- #include <EGL/egl.h> // EGL library
- #include <GLES2/gl2.h> // OpenGL ES 2.0 library
- #include <GLES2/gl2ext.h> // OpenGL ES 2.0 extensions library
-#endif
-
-#if defined(RLGL_STANDALONE)
- #include <stdarg.h> // Required for: va_list, va_start(), vfprintf(), va_end() [Used only on TraceLog()]
-#endif
-
-#if !defined(GRAPHICS_API_OPENGL_11) && defined(SUPPORT_DISTORTION_SHADER)
- #include "shader_distortion.h" // Distortion shader to be embedded
-#endif
-
-
-//----------------------------------------------------------------------------------
-// Defines and Macros
-//----------------------------------------------------------------------------------
-#define MATRIX_STACK_SIZE 16 // Matrix stack max size
-#define MAX_DRAWS_BY_TEXTURE 256 // Draws are organized by texture changes
-#define TEMP_VERTEX_BUFFER_SIZE 4096 // Temporal Vertex Buffer (required for vertex-transformations)
- // NOTE: Every vertex are 3 floats (12 bytes)
-
-#ifndef GL_SHADING_LANGUAGE_VERSION
- #define GL_SHADING_LANGUAGE_VERSION 0x8B8C
-#endif
-
-#ifndef GL_COMPRESSED_RGB_S3TC_DXT1_EXT
- #define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0
-#endif
-#ifndef GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
- #define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
-#endif
-#ifndef GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
- #define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
-#endif
-#ifndef GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
- #define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
-#endif
-#ifndef GL_ETC1_RGB8_OES
- #define GL_ETC1_RGB8_OES 0x8D64
-#endif
-#ifndef GL_COMPRESSED_RGB8_ETC2
- #define GL_COMPRESSED_RGB8_ETC2 0x9274
-#endif
-#ifndef GL_COMPRESSED_RGBA8_ETC2_EAC
- #define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278
-#endif
-#ifndef GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG
- #define GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00
-#endif
-#ifndef GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG
- #define GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02
-#endif
-#ifndef GL_COMPRESSED_RGBA_ASTC_4x4_KHR
- #define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93b0
-#endif
-#ifndef GL_COMPRESSED_RGBA_ASTC_8x8_KHR
- #define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93b7
-#endif
-
-#ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
- #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
-#endif
-
-#ifndef GL_TEXTURE_MAX_ANISOTROPY_EXT
- #define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_11)
- #define GL_UNSIGNED_SHORT_5_6_5 0x8363
- #define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
- #define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_21)
- #define GL_LUMINANCE 0x1909
- #define GL_LUMINANCE_ALPHA 0x190A
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_ES2)
- #define glClearDepth glClearDepthf
- #define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER
- #define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER
-#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
-//----------------------------------------------------------------------------------
-
-// Dynamic vertex buffers (position + texcoords + colors + indices arrays)
-typedef struct DynamicBuffer {
- 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; // vertex indices (in case vertex data comes indexed) (6 indices per quad)
-#elif defined(GRAPHICS_API_OPENGL_ES2)
- 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
- 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
-typedef struct DrawCall {
- int vertexCount;
- GLuint vaoId;
- GLuint textureId;
- GLuint shaderId;
-
- Matrix projection;
- Matrix modelview;
-
- // TODO: Store additional draw state data
- //int blendMode;
- //Guint fboId;
-} DrawCall;
-
-#if defined(SUPPORT_VR_SIMULATOR)
-// VR Stereo rendering configuration for simulator
-typedef struct VrStereoConfig {
- RenderTexture2D stereoFbo; // VR stereo rendering framebuffer
- Shader distortionShader; // VR stereo rendering distortion shader
- Rectangle eyesViewport[2]; // VR stereo rendering eyes viewports
- Matrix eyesProjection[2]; // VR stereo rendering eyes projection matrices
- Matrix eyesViewOffset[2]; // VR stereo rendering eyes view offset matrices
-} VrStereoConfig;
-#endif
-
-//----------------------------------------------------------------------------------
-// Global Variables Definition
-//----------------------------------------------------------------------------------
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-static Matrix stack[MATRIX_STACK_SIZE];
-static int stackCounter = 0;
-
-static Matrix modelview;
-static Matrix projection;
-static Matrix *currentMatrix;
-static int currentMatrixMode;
-
-static int currentDrawMode;
-
-static float currentDepth = -1.0f;
-
-static DynamicBuffer lines; // Default dynamic buffer for lines data
-static DynamicBuffer triangles; // Default dynamic buffer for triangles data
-static DynamicBuffer quads; // Default dynamic buffer for quads data (used to draw textures)
-
-// Default buffers draw calls
-static DrawCall *draws;
-static int drawsCounter;
-
-// Temp vertex buffer to be used with rlTranslate, rlRotate, rlScale
-static Vector3 *tempBuffer;
-static int tempBufferCount = 0;
-static bool useTempBuffer = false;
-
-// Shaders
-static unsigned int defaultVShaderId; // Default vertex shader id (used by default shader program)
-static unsigned int defaultFShaderId; // Default fragment shader Id (used by default shader program)
-
-static Shader defaultShader; // Basic shader, support vertex color and diffuse texture
-static Shader currentShader; // Shader to be used on rendering (by default, defaultShader)
-
-// Extension supported flag: VAO
-static bool vaoSupported = false; // VAO support (OpenGL ES2 could not support VAO extension)
-
-// Extension supported flag: Compressed textures
-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
-
-#if defined(SUPPORT_VR_SIMULATOR)
-// VR global variables
-static VrStereoConfig vrConfig; // VR stereo configuration for simulator
-static bool vrSimulatorReady = false; // VR simulator ready flag
-static bool vrStereoRender = false; // VR stereo rendering enabled/disabled flag
- // NOTE: This flag is useful to render data over stereo image (i.e. FPS)
-#endif // defined(SUPPORT_VR_SIMULATOR)
-
-#endif // defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-
-// Extension supported flag: Anisotropic filtering
-static bool texAnisotropicFilterSupported = false; // Anisotropic texture filtering support
-static float maxAnisotropicLevel = 0.0f; // Maximum anisotropy level supported (minimum is 2.0f)
-
-// Extension supported flag: Clamp mirror wrap mode
-static bool texClampMirrorSupported = false; // Clamp mirror wrap mode supported
-
-#if defined(GRAPHICS_API_OPENGL_ES2)
-// NOTE: VAO functionality is exposed through extensions (OES)
-static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays;
-static PFNGLBINDVERTEXARRAYOESPROC glBindVertexArray;
-static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays;
-//static PFNGLISVERTEXARRAYOESPROC glIsVertexArray; // NOTE: Fails in WebGL, omitted
-#endif
-
-static bool debugMarkerSupported = false;
-
-// Compressed textures support flags
-static bool texCompDXTSupported = false; // DDS texture compression support
-static bool texNPOTSupported = false; // NPOT textures full support
-static bool texFloatSupported = false; // float textures support (32 bit per channel)
-
-static int blendMode = 0; // Track current blending mode
-
-// White texture useful for plain color polys (required by shader)
-static unsigned int whiteTexture;
-
-// Default framebuffer size
-static int screenWidth; // Default framebuffer width
-static int screenHeight; // Default framebuffer height
-
-//----------------------------------------------------------------------------------
-// Module specific Functions Declaration
-//----------------------------------------------------------------------------------
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-static unsigned int CompileShader(const char *shaderStr, int type); // Compile custom shader and return shader id
-static unsigned int LoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId); // Load custom shader program
-
-static Shader LoadShaderDefault(void); // Load default shader (just vertex positioning and texture coloring)
-static void SetShaderDefaultLocations(Shader *shader); // Bind default shader locations (attributes and uniforms)
-static void UnloadShaderDefault(void); // Unload default shader
-
-static void LoadBuffersDefault(void); // Load default internal buffers (lines, triangles, quads)
-static void UpdateBuffersDefault(void); // Update default internal buffers (VAOs/VBOs) with vertex data
-static void DrawBuffersDefault(void); // Draw default internal buffers vertex data
-static void UnloadBuffersDefault(void); // Unload default internal buffers vertex data from CPU and GPU
-
-static void GenDrawCube(void); // Generate and draw cube
-static void GenDrawQuad(void); // Generate and draw quad
-
-#if defined(SUPPORT_VR_SIMULATOR)
-static void SetStereoConfig(VrDeviceInfo info); // Configure stereo rendering (including distortion shader) with HMD device parameters
-static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView); // Set internal projection and modelview matrix depending on eye
-#endif
-
-#endif // defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-
-// Get OpenGL internal formats and data type from raylib PixelFormat
-static void GetGlFormats(int format, int *glInternalFormat, int *glFormat, int *glType);
-
-#if defined(GRAPHICS_API_OPENGL_11)
-static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight);
-static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight);
-#endif
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - Matrix operations
-//----------------------------------------------------------------------------------
-
-#if defined(GRAPHICS_API_OPENGL_11)
-
-// Fallback to OpenGL 1.1 function calls
-//---------------------------------------
-void rlMatrixMode(int mode)
-{
- switch (mode)
- {
- case RL_PROJECTION: glMatrixMode(GL_PROJECTION); 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 zNear, double zFar)
-{
- glFrustum(left, right, bottom, top, zNear, zFar);
-}
-
-void rlOrtho(double left, double right, double bottom, double top, double zNear, double zFar)
-{
- glOrtho(left, right, bottom, top, zNear, zFar);
-}
-
-void rlPushMatrix(void) { glPushMatrix(); }
-void rlPopMatrix(void) { glPopMatrix(); }
-void rlLoadIdentity(void) { glLoadIdentity(); }
-void rlTranslatef(float x, float y, float z) { glTranslatef(x, y, z); }
-void rlRotatef(float angleDeg, float x, float y, float z) { glRotatef(angleDeg, x, y, z); }
-void rlScalef(float x, float y, float z) { glScalef(x, y, z); }
-void rlMultMatrixf(float *matf) { glMultMatrixf(matf); }
-
-#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-
-// Choose the current matrix to be transformed
-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;
-}
-
-// Push the current matrix to stack
-void rlPushMatrix(void)
-{
- if (stackCounter == MATRIX_STACK_SIZE - 1)
- {
- TraceLog(LOG_ERROR, "Stack Buffer Overflow (MAX %i Matrix)", MATRIX_STACK_SIZE);
- }
-
- stack[stackCounter] = *currentMatrix;
- rlLoadIdentity(); // TODO: Review matrix stack logic!
- stackCounter++;
-
- if (currentMatrixMode == RL_MODELVIEW) useTempBuffer = true;
-}
-
-// Pop lattest inserted matrix from stack
-void rlPopMatrix(void)
-{
- if (stackCounter > 0)
- {
- Matrix mat = stack[stackCounter - 1];
- *currentMatrix = mat;
- stackCounter--;
- }
-}
-
-// Reset current matrix to identity matrix
-void rlLoadIdentity(void)
-{
- *currentMatrix = MatrixIdentity();
-}
-
-// Multiply the current matrix by a translation matrix
-void rlTranslatef(float x, float y, float z)
-{
- Matrix matTranslation = MatrixTranslate(x, y, z);
-
- // NOTE: We transpose matrix with multiplication order
- *currentMatrix = MatrixMultiply(matTranslation, *currentMatrix);
-}
-
-// Multiply the current matrix by a rotation matrix
-void rlRotatef(float angleDeg, float x, float y, float z)
-{
- Matrix matRotation = MatrixIdentity();
-
- Vector3 axis = (Vector3){ x, y, z };
- matRotation = MatrixRotate(Vector3Normalize(axis), angleDeg*DEG2RAD);
-
- // NOTE: We transpose matrix with multiplication order
- *currentMatrix = MatrixMultiply(matRotation, *currentMatrix);
-}
-
-// Multiply the current matrix by a scaling matrix
-void rlScalef(float x, float y, float z)
-{
- Matrix matScale = MatrixScale(x, y, z);
-
- // NOTE: We transpose matrix with multiplication order
- *currentMatrix = MatrixMultiply(matScale, *currentMatrix);
-}
-
-// Multiply the current matrix by another matrix
-void rlMultMatrixf(float *matf)
-{
- // Matrix creation from array
- Matrix mat = { matf[0], matf[4], matf[8], matf[12],
- matf[1], matf[5], matf[9], matf[13],
- matf[2], matf[6], matf[10], matf[14],
- matf[3], matf[7], matf[11], matf[15] };
-
- *currentMatrix = MatrixMultiply(*currentMatrix, mat);
-}
-
-// Multiply the current matrix by a perspective matrix generated by parameters
-void rlFrustum(double left, double right, double bottom, double top, double near, double far)
-{
- Matrix matPerps = MatrixFrustum(left, right, bottom, top, near, far);
-
- *currentMatrix = MatrixMultiply(*currentMatrix, matPerps);
-}
-
-// 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)
-{
- Matrix matOrtho = MatrixOrtho(left, right, bottom, top, near, far);
-
- *currentMatrix = MatrixMultiply(*currentMatrix, matOrtho);
-}
-
-#endif
-
-// Set the viewport area (transformation from normalized device coordinates to window coordinates)
-// NOTE: Updates global variables: screenWidth, screenHeight
-void rlViewport(int x, int y, int width, int height)
-{
- glViewport(x, y, width, height);
-}
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - Vertex level operations
-//----------------------------------------------------------------------------------
-#if defined(GRAPHICS_API_OPENGL_11)
-
-// Fallback to OpenGL 1.1 function calls
-//---------------------------------------
-void rlBegin(int mode)
-{
- switch (mode)
- {
- case RL_LINES: glBegin(GL_LINES); break;
- case RL_TRIANGLES: glBegin(GL_TRIANGLES); break;
- case RL_QUADS: glBegin(GL_QUADS); break;
- default: break;
- }
-}
-
-void rlEnd() { glEnd(); }
-void rlVertex2i(int x, int y) { glVertex2i(x, y); }
-void rlVertex2f(float x, float y) { glVertex2f(x, y); }
-void rlVertex3f(float x, float y, float z) { glVertex3f(x, y, z); }
-void rlTexCoord2f(float x, float y) { glTexCoord2f(x, y); }
-void rlNormal3f(float x, float y, float z) { glNormal3f(x, y, z); }
-void rlColor4ub(byte r, byte g, byte b, byte a) { glColor4ub(r, g, b, a); }
-void rlColor3f(float x, float y, float z) { glColor3f(x, y, z); }
-void rlColor4f(float x, float y, float z, float w) { glColor4f(x, y, z, w); }
-
-#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-
-// Initialize drawing mode (how to organize vertex)
-void rlBegin(int mode)
-{
- // Draw mode can only be RL_LINES, RL_TRIANGLES and RL_QUADS
- currentDrawMode = mode;
-}
-
-// Finish vertex providing
-void rlEnd(void)
-{
- if (useTempBuffer)
- {
- // NOTE: In this case, *currentMatrix is already transposed because transposing has been applied
- // independently to translation-scale-rotation matrices -> t(M1 x M2) = t(M2) x t(M1)
- // This way, rlTranslatef(), rlRotatef()... behaviour is the same than OpenGL 1.1
-
- // Apply transformation matrix to all temp vertices
- for (int i = 0; i < tempBufferCount; i++) tempBuffer[i] = Vector3Transform(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;
- }
-
- // Make sure vertexCount is the same for vertices-texcoords-normals-colors
- // NOTE: In OpenGL 1.1, one glColor call can be made for all the subsequent glVertex calls.
- switch (currentDrawMode)
- {
- case RL_LINES:
- {
- 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++;
- }
- }
- } break;
- case RL_TRIANGLES:
- {
- 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:
- {
- // Make sure colors count match vertex count
- 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++;
- }
- }
-
- // Make sure texcoords count match vertex count
- 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... if normals support is added in a future... :P
-
- } break;
- default: break;
- }
-
- // NOTE: Depth increment is dependant on rlOrtho(): z-near and z-far values,
- // as well as depth buffer bit-depth (16bit or 24bit or 32bit)
- // Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits)
- currentDepth += (1.0f/20000.0f);
-
- // Verify internal buffers limits
- // NOTE: This check is combined with usage of rlCheckBufferLimit()
- if ((lines.vCounter/2 >= MAX_LINES_BATCH - 2) ||
- (triangles.vCounter/3 >= MAX_TRIANGLES_BATCH - 3) ||
- (quads.vCounter/4 >= MAX_QUADS_BATCH - 4)) rlglDraw();
-}
-
-// Define one vertex (position)
-void rlVertex3f(float x, float y, float z)
-{
- if (useTempBuffer)
- {
- tempBuffer[tempBufferCount].x = x;
- tempBuffer[tempBufferCount].y = y;
- tempBuffer[tempBufferCount].z = z;
- tempBufferCount++;
- }
- else
- {
- switch (currentDrawMode)
- {
- case RL_LINES:
- {
- // Verify that MAX_LINES_BATCH limit not reached
- if (lines.vCounter/2 < MAX_LINES_BATCH)
- {
- lines.vertices[3*lines.vCounter] = x;
- lines.vertices[3*lines.vCounter + 1] = y;
- lines.vertices[3*lines.vCounter + 2] = z;
-
- lines.vCounter++;
- }
- else TraceLog(LOG_ERROR, "MAX_LINES_BATCH overflow");
-
- } break;
- case RL_TRIANGLES:
- {
- // Verify that MAX_TRIANGLES_BATCH limit not reached
- if (triangles.vCounter/3 < MAX_TRIANGLES_BATCH)
- {
- triangles.vertices[3*triangles.vCounter] = x;
- triangles.vertices[3*triangles.vCounter + 1] = y;
- triangles.vertices[3*triangles.vCounter + 2] = z;
-
- triangles.vCounter++;
- }
- else TraceLog(LOG_ERROR, "MAX_TRIANGLES_BATCH overflow");
-
- } break;
- case RL_QUADS:
- {
- // Verify that MAX_QUADS_BATCH limit not reached
- if (quads.vCounter/4 < MAX_QUADS_BATCH)
- {
- quads.vertices[3*quads.vCounter] = x;
- quads.vertices[3*quads.vCounter + 1] = y;
- quads.vertices[3*quads.vCounter + 2] = z;
-
- quads.vCounter++;
-
- draws[drawsCounter - 1].vertexCount++;
- }
- else TraceLog(LOG_ERROR, "MAX_QUADS_BATCH overflow");
-
- } break;
- default: break;
- }
- }
-}
-
-// Define one vertex (position)
-void rlVertex2f(float x, float y)
-{
- rlVertex3f(x, y, currentDepth);
-}
-
-// Define one vertex (position)
-void rlVertex2i(int x, int y)
-{
- rlVertex3f((float)x, (float)y, currentDepth);
-}
-
-// Define one vertex (texture coordinate)
-// NOTE: Texture coordinates are limited to QUADS only
-void rlTexCoord2f(float x, float y)
-{
- if (currentDrawMode == RL_QUADS)
- {
- quads.texcoords[2*quads.tcCounter] = x;
- quads.texcoords[2*quads.tcCounter + 1] = y;
-
- quads.tcCounter++;
- }
-}
-
-// Define one vertex (normal)
-// NOTE: Normals limited to TRIANGLES only ?
-void rlNormal3f(float x, float y, float z)
-{
- // TODO: Normals usage...
-}
-
-// Define one vertex (color)
-void rlColor4ub(byte x, byte y, byte z, byte w)
-{
- switch (currentDrawMode)
- {
- case RL_LINES:
- {
- lines.colors[4*lines.cCounter] = x;
- 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:
- {
- triangles.colors[4*triangles.cCounter] = x;
- 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:
- {
- quads.colors[4*quads.cCounter] = x;
- 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;
- }
-}
-
-// 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));
-}
-
-// Define one vertex (color)
-void rlColor3f(float x, float y, float z)
-{
- rlColor4ub((byte)(x*255), (byte)(y*255), (byte)(z*255), 255);
-}
-
-#endif
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - OpenGL equivalent functions (common to 1.1, 3.3+, ES2)
-//----------------------------------------------------------------------------------
-
-// Enable texture usage
-void rlEnableTexture(unsigned int id)
-{
-#if defined(GRAPHICS_API_OPENGL_11)
- glEnable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, id);
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if (draws[drawsCounter - 1].textureId != id)
- {
- if (draws[drawsCounter - 1].vertexCount > 0) drawsCounter++;
-
- if (drawsCounter >= MAX_DRAWS_BY_TEXTURE)
- {
- rlglDraw();
- drawsCounter = 1;
- }
-
- draws[drawsCounter - 1].textureId = id;
- draws[drawsCounter - 1].vertexCount = 0;
- }
-#endif
-}
-
-// Disable texture usage
-void rlDisableTexture(void)
-{
-#if defined(GRAPHICS_API_OPENGL_11)
- glDisable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, 0);
-#else
- // NOTE: If quads batch limit is reached,
- // we force a draw call and next batch starts
- if (quads.vCounter/4 >= MAX_QUADS_BATCH) rlglDraw();
-#endif
-}
-
-// Set texture parameters (wrap mode/filter mode)
-void rlTextureParameters(unsigned int id, int param, int value)
-{
- glBindTexture(GL_TEXTURE_2D, id);
-
- switch (param)
- {
- case RL_TEXTURE_WRAP_S:
- case RL_TEXTURE_WRAP_T:
- {
- if ((value == RL_WRAP_CLAMP_MIRROR) && !texClampMirrorSupported) TraceLog(LOG_WARNING, "Clamp mirror wrap mode not supported");
- else glTexParameteri(GL_TEXTURE_2D, param, value);
- } break;
- case RL_TEXTURE_MAG_FILTER:
- case RL_TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_2D, param, value); break;
- case RL_TEXTURE_ANISOTROPIC_FILTER:
- {
- if (value <= maxAnisotropicLevel) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
- else if (maxAnisotropicLevel > 0.0f)
- {
- TraceLog(LOG_WARNING, "[TEX ID %i] Maximum anisotropic filter level supported is %iX", id, maxAnisotropicLevel);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
- }
- else TraceLog(LOG_WARNING, "Anisotropic filtering not supported");
- } break;
- default: break;
- }
-
- glBindTexture(GL_TEXTURE_2D, 0);
-}
-
-// Enable rendering to texture (fbo)
-void rlEnableRenderTexture(unsigned int id)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glBindFramebuffer(GL_FRAMEBUFFER, id);
-
- //glDisable(GL_CULL_FACE); // Allow double side drawing for texture flipping
- //glCullFace(GL_FRONT);
-#endif
-}
-
-// Disable rendering to texture
-void rlDisableRenderTexture(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
-
- //glEnable(GL_CULL_FACE);
- //glCullFace(GL_BACK);
-#endif
-}
-
-// Enable depth test
-void rlEnableDepthTest(void)
-{
- glEnable(GL_DEPTH_TEST);
-}
-
-// Disable depth test
-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)
-{
- if (id > 0) glDeleteTextures(1, &id);
-}
-
-// Unload render texture from GPU memory
-void rlDeleteRenderTextures(RenderTexture2D target)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- 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);
-
- TraceLog(LOG_INFO, "[FBO ID %i] Unloaded render texture data from VRAM (GPU)", target.id);
-#endif
-}
-
-// Unload shader from GPU memory
-void rlDeleteShader(unsigned int id)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if (id != 0) glDeleteProgram(id);
-#endif
-}
-
-// Unload vertex data (VAO) from GPU memory
-void rlDeleteVertexArrays(unsigned int id)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if (vaoSupported)
- {
- if (id != 0) glDeleteVertexArrays(1, &id);
- TraceLog(LOG_INFO, "[VAO ID %i] Unloaded model data from VRAM (GPU)", id);
- }
-#endif
-}
-
-// Unload vertex data (VBO) from GPU memory
-void rlDeleteBuffers(unsigned int id)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if (id != 0)
- {
- glDeleteBuffers(1, &id);
- if (!vaoSupported) TraceLog(LOG_INFO, "[VBO ID %i] Unloaded model vertex data from VRAM (GPU)", id);
- }
-#endif
-}
-
-// Clear color buffer with color
-void rlClearColor(byte r, byte g, byte b, byte a)
-{
- // Color values clamp to 0.0f(0) and 1.0f(255)
- float cr = (float)r/255;
- float cg = (float)g/255;
- float cb = (float)b/255;
- float ca = (float)a/255;
-
- glClearColor(cr, cg, cb, ca);
-}
-
-// Clear used screen buffers (color and depth)
-void rlClearScreenBuffers(void)
-{
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers: Color and Depth (Depth is used for 3D)
- //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Stencil buffer not used...
-}
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - rlgl Functions
-//----------------------------------------------------------------------------------
-
-// Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states
-void rlglInit(int width, int height)
-{
- // Check OpenGL information and capabilities
- //------------------------------------------------------------------------------
-
- // Print current OpenGL and GLSL version
- TraceLog(LOG_INFO, "GPU: Vendor: %s", glGetString(GL_VENDOR));
- TraceLog(LOG_INFO, "GPU: Renderer: %s", glGetString(GL_RENDERER));
- TraceLog(LOG_INFO, "GPU: Version: %s", glGetString(GL_VERSION));
- TraceLog(LOG_INFO, "GPU: GLSL: %s", glGetString(GL_SHADING_LANGUAGE_VERSION));
-
- // NOTE: We can get a bunch of extra information about GPU capabilities (glGet*)
- //int maxTexSize;
- //glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTexSize);
- //TraceLog(LOG_INFO, "GL_MAX_TEXTURE_SIZE: %i", maxTexSize);
-
- //GL_MAX_TEXTURE_IMAGE_UNITS
- //GL_MAX_VIEWPORT_DIMS
-
- //int numAuxBuffers;
- //glGetIntegerv(GL_AUX_BUFFERS, &numAuxBuffers);
- //TraceLog(LOG_INFO, "GL_AUX_BUFFERS: %i", numAuxBuffers);
-
- //GLint numComp = 0;
- //GLint format[32] = { 0 };
- //glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &numComp);
- //glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, format);
- //for (int i = 0; i < numComp; i++) TraceLog(LOG_INFO, "Supported compressed format: 0x%x", format[i]);
-
- // NOTE: We don't need that much data on screen... right now...
-
-#if defined(GRAPHICS_API_OPENGL_11)
- //TraceLog(LOG_INFO, "OpenGL 1.1 (or driver default) profile initialized");
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- // Get supported extensions list
- GLint numExt = 0;
-
-#if defined(GRAPHICS_API_OPENGL_33)
-
- // NOTE: On OpenGL 3.3 VAO and NPOT are supported by default
- vaoSupported = true;
- texNPOTSupported = true;
- texFloatSupported = true;
-
- // We get a list of available extensions and we check for some of them (compressed textures)
- // NOTE: We don't need to check again supported extensions but we do (GLAD already dealt with that)
- glGetIntegerv(GL_NUM_EXTENSIONS, &numExt);
-
-#ifdef _MSC_VER
- const char **extList = malloc(sizeof(const char *)*numExt);
-#else
- const char *extList[numExt];
-#endif
-
- for (int i = 0; i < numExt; i++) extList[i] = (char *)glGetStringi(GL_EXTENSIONS, i);
-
-#elif defined(GRAPHICS_API_OPENGL_ES2)
- char *extensions = (char *)glGetString(GL_EXTENSIONS); // One big const string
-
- // NOTE: We have to duplicate string because glGetString() returns a const value
- // If not duplicated, it fails in some systems (Raspberry Pi)
- // 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)
- {
- numExt++;
- extList[numExt] = strtok(NULL, " ");
- }
-
- free(extensionsDup); // Duplicated string must be deallocated
-
- numExt -= 1;
-#endif
-
- TraceLog(LOG_INFO, "Number of supported extensions: %i", numExt);
-
- // Show supported extensions
- //for (int i = 0; i < numExt; i++) TraceLog(LOG_INFO, "Supported extension: %s", extList[i]);
-
- // Check required extensions
- for (int i = 0; i < numExt; i++)
- {
-#if defined(GRAPHICS_API_OPENGL_ES2)
- // Check VAO support
- // NOTE: Only check on OpenGL ES, OpenGL 3.3 has VAO support as core feature
- if (strcmp(extList[i], (const char *)"GL_OES_vertex_array_object") == 0)
- {
- vaoSupported = true;
-
- // The extension is supported by our hardware and driver, try to get related functions pointers
- // NOTE: emscripten does not support VAOs natively, it uses emulation and it reduces overall performance...
- glGenVertexArrays = (PFNGLGENVERTEXARRAYSOESPROC)eglGetProcAddress("glGenVertexArraysOES");
- glBindVertexArray = (PFNGLBINDVERTEXARRAYOESPROC)eglGetProcAddress("glBindVertexArrayOES");
- glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSOESPROC)eglGetProcAddress("glDeleteVertexArraysOES");
- //glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)eglGetProcAddress("glIsVertexArrayOES"); // NOTE: Fails in WebGL, omitted
- }
-
- // Check NPOT textures support
- // NOTE: Only check on OpenGL ES, OpenGL 3.3 has NPOT textures full support as core feature
- if (strcmp(extList[i], (const char *)"GL_OES_texture_npot") == 0) texNPOTSupported = true;
-
- // Check texture float support
- if (strcmp(extList[i], (const char *)"GL_OES_texture_float") == 0) texFloatSupported = true;
-#endif
-
- // 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) ||
- (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;
-
- // PVR texture compression support
- if (strcmp(extList[i], (const char *)"GL_IMG_texture_compression_pvrtc") == 0) texCompPVRTSupported = true;
-
- // ASTC texture compression support
- if (strcmp(extList[i], (const char *)"GL_KHR_texture_compression_astc_hdr") == 0) texCompASTCSupported = true;
-
- // Anisotropic texture filter support
- if (strcmp(extList[i], (const char *)"GL_EXT_texture_filter_anisotropic") == 0)
- {
- texAnisotropicFilterSupported = true;
- glGetFloatv(0x84FF, &maxAnisotropicLevel); // GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
- }
-
- // Clamp mirror wrap mode supported
- if (strcmp(extList[i], (const char *)"GL_EXT_texture_mirror_clamp") == 0) texClampMirrorSupported = true;
-
- // Debug marker support
- if(strcmp(extList[i], (const char *)"GL_EXT_debug_marker") == 0) debugMarkerSupported = true;
- }
-
-#if defined(_MSC_VER)
- //free(extList);
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_ES2)
- if (vaoSupported) TraceLog(LOG_INFO, "[EXTENSION] VAO extension detected, VAO functions initialized successfully");
- else TraceLog(LOG_WARNING, "[EXTENSION] VAO extension not found, VAO usage not supported");
-
- if (texNPOTSupported) TraceLog(LOG_INFO, "[EXTENSION] NPOT textures extension detected, full NPOT textures supported");
- else TraceLog(LOG_WARNING, "[EXTENSION] NPOT textures extension not found, limited NPOT support (no-mipmaps, no-repeat)");
-#endif
-
- if (texCompDXTSupported) TraceLog(LOG_INFO, "[EXTENSION] DXT compressed textures supported");
- if (texCompETC1Supported) TraceLog(LOG_INFO, "[EXTENSION] ETC1 compressed textures supported");
- if (texCompETC2Supported) TraceLog(LOG_INFO, "[EXTENSION] ETC2/EAC compressed textures supported");
- if (texCompPVRTSupported) TraceLog(LOG_INFO, "[EXTENSION] PVRT compressed textures supported");
- if (texCompASTCSupported) TraceLog(LOG_INFO, "[EXTENSION] ASTC compressed textures supported");
-
- if (texAnisotropicFilterSupported) TraceLog(LOG_INFO, "[EXTENSION] Anisotropic textures filtering supported (max: %.0fX)", maxAnisotropicLevel);
- if (texClampMirrorSupported) TraceLog(LOG_INFO, "[EXTENSION] Clamp mirror wrap texture mode supported");
-
- if (debugMarkerSupported) TraceLog(LOG_INFO, "[EXTENSION] Debug Marker supported");
-
- // Initialize buffers, default shaders and default textures
- //----------------------------------------------------------
-
- // Init default white texture
- unsigned char pixels[4] = { 255, 255, 255, 255 }; // 1 pixel RGBA (4 bytes)
-
- whiteTexture = rlLoadTexture(pixels, 1, 1, UNCOMPRESSED_R8G8B8A8, 1);
-
- if (whiteTexture != 0) TraceLog(LOG_INFO, "[TEX ID %i] Base white texture loaded successfully", whiteTexture);
- else TraceLog(LOG_WARNING, "Base white texture could not be loaded");
-
- // Init default Shader (customized for GL 3.3 and ES2)
- defaultShader = LoadShaderDefault();
- currentShader = defaultShader;
-
- // Init default vertex arrays buffers (lines, triangles, quads)
- LoadBuffersDefault();
-
- // 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] = Vector3Zero();
-
- // 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;
- currentDrawMode = RL_TRIANGLES; // Set default draw mode
-
- // Init internal matrix stack (emulating OpenGL 1.1)
- for (int i = 0; i < MATRIX_STACK_SIZE; i++) stack[i] = MatrixIdentity();
-
- // Init internal projection and modelview matrices
- projection = MatrixIdentity();
- modelview = MatrixIdentity();
- currentMatrix = &modelview;
-#endif // defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-
- // Initialize OpenGL default states
- //----------------------------------------------------------
-
- // Init state: Depth test
- glDepthFunc(GL_LEQUAL); // Type of depth testing to apply
- glDisable(GL_DEPTH_TEST); // Disable depth testing for 2D (only used for 3D)
-
- // Init state: Blending mode
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Color blending function (how colors are mixed)
- glEnable(GL_BLEND); // Enable color blending (required to work with transparencies)
-
- // Init state: Culling
- // NOTE: All shapes/models triangles are drawn CCW
- glCullFace(GL_BACK); // Cull the back face (default)
- glFrontFace(GL_CCW); // Front face are defined counter clockwise (default)
- glEnable(GL_CULL_FACE); // Enable backface culling
-
-#if defined(GRAPHICS_API_OPENGL_11)
- // Init state: Color hints (deprecated in OpenGL 3.0+)
- glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Improve quality of color and texture coordinate interpolation
- glShadeModel(GL_SMOOTH); // Smooth shading between vertex (vertex colors interpolation)
-#endif
-
- // Init state: Color/Depth buffers clear
- glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color (black)
- glClearDepth(1.0f); // Set clear depth value (default)
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers (depth buffer required for 3D)
-
- // Store screen size into global variables
- screenWidth = width;
- screenHeight = height;
-
- TraceLog(LOG_INFO, "OpenGL default states initialized successfully");
-}
-
-// Vertex Buffer Object deinitialization (memory free)
-void rlglClose(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- UnloadShaderDefault(); // Unload default shader
- UnloadBuffersDefault(); // Unload default buffers (lines, triangles, quads)
- glDeleteTextures(1, &whiteTexture); // Unload default texture
-
- TraceLog(LOG_INFO, "[TEX ID %i] Unloaded texture data (base white texture) from VRAM", whiteTexture);
-
- free(draws);
-#endif
-}
-
-// Drawing batches: triangles, quads, lines
-void rlglDraw(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- // NOTE: In a future version, models could be stored in a stack...
- //for (int i = 0; i < modelsCount; i++) rlDrawMesh(models[i]->mesh, models[i]->material, models[i]->transform);
-
- // NOTE: Default buffers upload and draw
- UpdateBuffersDefault();
- DrawBuffersDefault(); // NOTE: Stereo rendering is checked inside
-#endif
-}
-
-// Returns current OpenGL version
-int rlGetVersion(void)
-{
-#if defined(GRAPHICS_API_OPENGL_11)
- return OPENGL_11;
-#elif defined(GRAPHICS_API_OPENGL_21)
- #if defined(__APPLE__)
- return OPENGL_33; // NOTE: Force OpenGL 3.3 on OSX
- #else
- return OPENGL_21;
- #endif
-#elif defined(GRAPHICS_API_OPENGL_33)
- return OPENGL_33;
-#elif defined(GRAPHICS_API_OPENGL_ES2)
- return OPENGL_ES_20;
-#endif
-}
-
-// Check internal buffer overflow for a given number of vertex
-bool rlCheckBufferLimit(int type, int vCount)
-{
- bool overflow = false;
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- switch (type)
- {
- case RL_LINES: overflow = ((lines.vCounter + vCount)/2 >= MAX_LINES_BATCH); break;
- case RL_TRIANGLES: overflow = ((triangles.vCounter + vCount)/3 >= MAX_TRIANGLES_BATCH); break;
- case RL_QUADS: overflow = ((quads.vCounter + vCount)/4 >= MAX_QUADS_BATCH); break;
- default: break;
- }
-#endif
- return overflow;
-}
-
-// Set debug marker
-void rlSetDebugMarker(const char *text)
-{
-#if defined(GRAPHICS_API_OPENGL_33)
- if (debugMarkerSupported) glInsertEventMarkerEXT(0, text);
-#endif
-}
-
-// Load OpenGL extensions
-// NOTE: External loader function could be passed as a pointer
-void rlLoadExtensions(void *loader)
-{
-#if defined(GRAPHICS_API_OPENGL_33)
- // NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions)
- #if !defined(__APPLE__)
- if (!gladLoadGLLoader((GLADloadproc)loader)) TraceLog(LOG_WARNING, "GLAD: Cannot load OpenGL extensions");
- else TraceLog(LOG_INFO, "GLAD: OpenGL extensions loaded successfully");
-
- #if defined(GRAPHICS_API_OPENGL_21)
- if (GLAD_GL_VERSION_2_1) TraceLog(LOG_INFO, "OpenGL 2.1 profile supported");
- #elif defined(GRAPHICS_API_OPENGL_33)
- if(GLAD_GL_VERSION_3_3) TraceLog(LOG_INFO, "OpenGL 3.3 Core profile supported");
- else TraceLog(LOG_ERROR, "OpenGL 3.3 Core profile not supported");
- #endif
- #endif
-
- // With GLAD, we can check if an extension is supported using the GLAD_GL_xxx booleans
- //if (GLAD_GL_ARB_vertex_array_object) // Use GL_ARB_vertex_array_object
-#endif
-}
-
-// Get world coordinates from screen coordinates
-Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view)
-{
- Vector3 result = { 0.0f, 0.0f, 0.0f };
-
- // Calculate unproject matrix (multiply view patrix by projection matrix) and invert it
- Matrix matViewProj = MatrixMultiply(view, proj);
- matViewProj = MatrixInvert(matViewProj);
-
- // Create quaternion from source point
- Quaternion quat = { source.x, source.y, source.z, 1.0f };
-
- // Multiply quat point by unproject matrix
- quat = QuaternionTransform(quat, matViewProj);
-
- // Normalized world points in vectors
- result.x = quat.x/quat.w;
- result.y = quat.y/quat.w;
- result.z = quat.z/quat.w;
-
- return result;
-}
-
-// Convert image data to OpenGL texture (returns OpenGL valid Id)
-unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount)
-{
- glBindTexture(GL_TEXTURE_2D, 0); // Free any old binding
-
- GLuint id = 0;
-
- // Check texture format support by OpenGL 1.1 (compressed textures not supported)
-#if defined(GRAPHICS_API_OPENGL_11)
- if (format >= COMPRESSED_DXT1_RGB)
- {
- TraceLog(LOG_WARNING, "OpenGL 1.1 does not support GPU compressed texture formats");
- return id;
- }
-#endif
-
- if ((!texCompDXTSupported) && ((format == COMPRESSED_DXT1_RGB) || (format == COMPRESSED_DXT1_RGBA) ||
- (format == COMPRESSED_DXT3_RGBA) || (format == COMPRESSED_DXT5_RGBA)))
- {
- TraceLog(LOG_WARNING, "DXT compressed texture format not supported");
- return id;
- }
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if ((!texCompETC1Supported) && (format == COMPRESSED_ETC1_RGB))
- {
- TraceLog(LOG_WARNING, "ETC1 compressed texture format not supported");
- return id;
- }
-
- if ((!texCompETC2Supported) && ((format == COMPRESSED_ETC2_RGB) || (format == COMPRESSED_ETC2_EAC_RGBA)))
- {
- TraceLog(LOG_WARNING, "ETC2 compressed texture format not supported");
- return id;
- }
-
- if ((!texCompPVRTSupported) && ((format == COMPRESSED_PVRT_RGB) || (format == COMPRESSED_PVRT_RGBA)))
- {
- TraceLog(LOG_WARNING, "PVRT compressed texture format not supported");
- return id;
- }
-
- if ((!texCompASTCSupported) && ((format == COMPRESSED_ASTC_4x4_RGBA) || (format == COMPRESSED_ASTC_8x8_RGBA)))
- {
- TraceLog(LOG_WARNING, "ASTC compressed texture format not supported");
- return id;
- }
-#endif
-
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
-
- glGenTextures(1, &id); // Generate Pointer to the texture
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- //glActiveTexture(GL_TEXTURE0); // If not defined, using GL_TEXTURE0 by default (shader texture)
-#endif
-
- glBindTexture(GL_TEXTURE_2D, id);
-
- int mipWidth = width;
- int mipHeight = height;
- int mipOffset = 0; // Mipmap data offset
-
- TraceLog(LOG_DEBUG, "Load texture from data memory address: 0x%x", data);
-
- // Load the different mipmap levels
- for (int i = 0; i < mipmapCount; i++)
- {
- unsigned int mipSize = GetPixelDataSize(mipWidth, mipHeight, format);
-
- int glInternalFormat, glFormat, glType;
- GetGlFormats(format, &glInternalFormat, &glFormat, &glType);
-
- TraceLog(LOG_DEBUG, "Load mipmap level %i (%i x %i), size: %i, offset: %i", i, mipWidth, mipHeight, mipSize, mipOffset);
-
- if (glInternalFormat != -1)
- {
- if (format < COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, glFormat, glType, (unsigned char *)data + mipOffset);
- #if !defined(GRAPHICS_API_OPENGL_11)
- else glCompressedTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, mipSize, (unsigned char *)data + mipOffset);
- #endif
-
- #if defined(GRAPHICS_API_OPENGL_33)
- if (format == UNCOMPRESSED_GRAYSCALE)
- {
- GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
- glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
- }
- else if (format == UNCOMPRESSED_GRAY_ALPHA)
- {
- #if defined(GRAPHICS_API_OPENGL_21)
- GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA };
- #elif defined(GRAPHICS_API_OPENGL_33)
- GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
- #endif
- glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
- }
- #endif
- }
-
- mipWidth /= 2;
- mipHeight /= 2;
- mipOffset += mipSize;
-
- // Security check for NPOT textures
- if (mipWidth < 1) mipWidth = 1;
- if (mipHeight < 1) mipHeight = 1;
- }
-
- // Texture parameters configuration
- // NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used
-#if defined(GRAPHICS_API_OPENGL_ES2)
- // NOTE: OpenGL ES 2.0 with no GL_OES_texture_npot support (i.e. WebGL) has limited NPOT support, so CLAMP_TO_EDGE must be used
- if (texNPOTSupported)
- {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repeat on x-axis
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repeat on y-axis
- }
- else
- {
- // NOTE: If using negative texture coordinates (LoadOBJ()), it does not work!
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // Set texture to clamp on x-axis
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Set texture to clamp on y-axis
- }
-#else
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repeat on x-axis
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repeat on y-axis
-#endif
-
- // Magnification and minification filters
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Alternative: GL_LINEAR
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Alternative: GL_LINEAR
-
-#if defined(GRAPHICS_API_OPENGL_33)
- if (mipmapCount > 1)
- {
- // Activate Trilinear filtering if mipmaps are available
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
- }
-#endif
-
- // At this point we have the texture loaded in GPU and texture parameters configured
-
- // NOTE: If mipmaps were not in data, they are not generated automatically
-
- // Unbind current texture
- glBindTexture(GL_TEXTURE_2D, 0);
-
- if (id > 0) TraceLog(LOG_INFO, "[TEX ID %i] Texture created successfully (%ix%i - %i mipmaps)", id, width, height, mipmapCount);
- else TraceLog(LOG_WARNING, "Texture could not be created");
-
- return id;
-}
-
-// Update already loaded texture in GPU with new data
-void rlUpdateTexture(unsigned int id, int width, int height, int format, const void *data)
-{
- glBindTexture(GL_TEXTURE_2D, id);
-
- int glInternalFormat, glFormat, glType;
- GetGlFormats(format, &glInternalFormat, &glFormat, &glType);
-
- if ((glInternalFormat != -1) && (format < COMPRESSED_DXT1_RGB))
- {
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, glFormat, glType, (unsigned char *)data);
- }
- else TraceLog(LOG_WARNING, "Texture format updating not supported");
-}
-
-// Unload texture from GPU memory
-void rlUnloadTexture(unsigned int id)
-{
- if (id > 0) glDeleteTextures(1, &id);
-}
-
-
-// Load a texture to be used for rendering (fbo with color and depth attachments)
-RenderTexture2D rlLoadRenderTexture(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_R8G8B8A8;
- 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_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
- glBindTexture(GL_TEXTURE_2D, 0);
-
-#if defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_ES2)
- #define USE_DEPTH_RENDERBUFFER
-#else
- #define USE_DEPTH_TEXTURE
-#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(LOG_WARNING, "Framebuffer object could not be created...");
-
- switch (status)
- {
- case GL_FRAMEBUFFER_UNSUPPORTED: TraceLog(LOG_WARNING, "Framebuffer is unsupported"); break;
- case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TraceLog(LOG_WARNING, "Framebuffer incomplete attachment"); break;
-#if defined(GRAPHICS_API_OPENGL_ES2)
- case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: TraceLog(LOG_WARNING, "Framebuffer incomplete dimensions"); break;
-#endif
- case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TraceLog(LOG_WARNING, "Framebuffer incomplete missing attachment"); break;
- default: break;
- }
-
- glDeleteTextures(1, &target.texture.id);
- glDeleteTextures(1, &target.depth.id);
- glDeleteFramebuffers(1, &target.id);
- }
- else TraceLog(LOG_INFO, "[FBO ID %i] Framebuffer object created successfully", target.id);
-
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
-#endif
-
- return target;
-}
-
-// Generate mipmap data for selected texture
-void rlGenerateMipmaps(Texture2D *texture)
-{
- glBindTexture(GL_TEXTURE_2D, texture->id);
-
- // Check if texture is power-of-two (POT)
- bool texIsPOT = false;
-
- if (((texture->width > 0) && ((texture->width & (texture->width - 1)) == 0)) &&
- ((texture->height > 0) && ((texture->height & (texture->height - 1)) == 0))) texIsPOT = true;
-
- if ((texIsPOT) || (texNPOTSupported))
- {
-#if defined(GRAPHICS_API_OPENGL_11)
- // WARNING: Manual mipmap generation only works for RGBA 32bit textures!
- if (texture->format == UNCOMPRESSED_R8G8B8A8)
- {
- // Retrieve texture data from VRAM
- void *data = rlReadTexturePixels(*texture);
-
- // NOTE: data size is reallocated to fit mipmaps data
- // NOTE: CPU mipmap generation only supports RGBA 32bit data
- int mipmapCount = GenerateMipmaps(data, texture->width, texture->height);
-
- int size = texture->width*texture->height*4;
- int offset = size;
-
- int mipWidth = texture->width/2;
- int mipHeight = texture->height/2;
-
- // Load the mipmaps
- for (int level = 1; level < mipmapCount; level++)
- {
- glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA8, mipWidth, mipHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data + offset);
-
- size = mipWidth*mipHeight*4;
- offset += size;
-
- mipWidth /= 2;
- mipHeight /= 2;
- }
-
- texture->mipmaps = mipmapCount + 1;
- free(data); // Once mipmaps have been generated and data has been uploaded to GPU VRAM, we can discard RAM data
-
- TraceLog(LOG_WARNING, "[TEX ID %i] Mipmaps [%i] generated manually on CPU side", texture->id, texture->mipmaps);
- }
- else TraceLog(LOG_WARNING, "[TEX ID %i] Mipmaps could not be generated for texture format", texture->id);
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- //glHint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE); // Hint for mipmaps generation algorythm: GL_FASTEST, GL_NICEST, GL_DONT_CARE
- glGenerateMipmap(GL_TEXTURE_2D); // Generate mipmaps automatically
- TraceLog(LOG_INFO, "[TEX ID %i] Mipmaps generated automatically", texture->id);
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // Activate Trilinear filtering for mipmaps
-
- #define MIN(a,b) (((a)<(b))?(a):(b))
- #define MAX(a,b) (((a)>(b))?(a):(b))
-
- texture->mipmaps = 1 + (int)floor(log(MAX(texture->width, texture->height))/log(2));
-#endif
- }
- else TraceLog(LOG_WARNING, "[TEX ID %i] Mipmaps can not be generated", texture->id);
-
- glBindTexture(GL_TEXTURE_2D, 0);
-}
-
-// Upload vertex data into a VAO (if supported) and VBO
-// TODO: Check if mesh has already been loaded in GPU
-void rlLoadMesh(Mesh *mesh, bool dynamic)
-{
- 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
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- int drawHint = GL_STATIC_DRAW;
- if (dynamic) drawHint = GL_DYNAMIC_DRAW;
-
- if (vaoSupported)
- {
- // Initialize Quads VAO (Buffer A)
- glGenVertexArrays(1, &mesh->vaoId);
- glBindVertexArray(mesh->vaoId);
- }
-
- // NOTE: Attributes must be uploaded considering default locations points
-
- // Enable vertex attributes: position (shader-location = 0)
- glGenBuffers(1, &mesh->vboId[0]);
- glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[0]);
- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->vertices, drawHint);
- glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(0);
-
- // Enable vertex attributes: texcoords (shader-location = 1)
- glGenBuffers(1, &mesh->vboId[1]);
- glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[1]);
- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords, drawHint);
- glVertexAttribPointer(1, 2, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(1);
-
- // Enable vertex attributes: normals (shader-location = 2)
- if (mesh->normals != NULL)
- {
- glGenBuffers(1, &mesh->vboId[2]);
- glBindBuffer(GL_ARRAY_BUFFER, mesh->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);
- }
-
- // Default color vertex attribute (shader-location = 3)
- if (mesh->colors != NULL)
- {
- glGenBuffers(1, &mesh->vboId[3]);
- glBindBuffer(GL_ARRAY_BUFFER, mesh->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);
- }
-
- // Default tangent vertex attribute (shader-location = 4)
- if (mesh->tangents != NULL)
- {
- glGenBuffers(1, &mesh->vboId[4]);
- glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[4]);
- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*mesh->vertexCount, mesh->tangents, drawHint);
- glVertexAttribPointer(4, 4, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(4);
- }
- else
- {
- // Default tangents vertex attribute
- glVertexAttrib4f(4, 0.0f, 0.0f, 0.0f, 0.0f);
- glDisableVertexAttribArray(4);
- }
-
- // Default texcoord2 vertex attribute (shader-location = 5)
- if (mesh->texcoords2 != NULL)
- {
- glGenBuffers(1, &mesh->vboId[5]);
- glBindBuffer(GL_ARRAY_BUFFER, mesh->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 texcoord2 vertex attribute
- glVertexAttrib2f(5, 0.0f, 0.0f);
- glDisableVertexAttribArray(5);
- }
-
- if (mesh->indices != NULL)
- {
- glGenBuffers(1, &mesh->vboId[6]);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh->vboId[6]);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned short)*mesh->triangleCount*3, mesh->indices, GL_STATIC_DRAW);
- }
-
- if (vaoSupported)
- {
- if (mesh->vaoId > 0) TraceLog(LOG_INFO, "[VAO ID %i] Mesh uploaded successfully to VRAM (GPU)", mesh->vaoId);
- else TraceLog(LOG_WARNING, "Mesh could not be uploaded to VRAM (GPU)");
- }
- else
- {
- TraceLog(LOG_INFO, "[VBOs] Mesh uploaded successfully to VRAM (GPU)");
- }
-#endif
-}
-
-// Update vertex data on GPU (upload new data to one buffer)
-void rlUpdateMesh(Mesh mesh, int buffer, int numVertex)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- // 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[2]);
- 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[3]);
- 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[4]);
- if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*numVertex, mesh.tangents, GL_DYNAMIC_DRAW);
- else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*4*numVertex, mesh.tangents);
- } break;
- case 5: // Update texcoords2 (vertex second texture coordinates)
- {
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]);
- 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);
-#endif
-}
-
-// Draw a 3d mesh with material and transform
-void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
-{
-#if defined(GRAPHICS_API_OPENGL_11)
- glEnable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, material.maps[MAP_DIFFUSE].texture.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.maps[MAP_DIFFUSE].color.r, material.maps[MAP_DIFFUSE].color.g, material.maps[MAP_DIFFUSE].color.b, material.maps[MAP_DIFFUSE].color.a);
-
- if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, mesh.indices);
- else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
- rlPopMatrix();
-
- glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array
- glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array
- if (mesh.normals != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array
- if (mesh.colors != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable colors array
-
- glDisable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, 0);
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- // Bind shader program
- glUseProgram(material.shader.id);
-
- // Matrices and other values required by shader
- //-----------------------------------------------------
- // Calculate and send to shader model matrix (used by PBR shader)
- if (material.shader.locs[LOC_MATRIX_MODEL] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_MODEL], transform);
-
- // Upload to shader material.colDiffuse
- if (material.shader.locs[LOC_COLOR_DIFFUSE] != -1)
- glUniform4f(material.shader.locs[LOC_COLOR_DIFFUSE], (float)material.maps[MAP_DIFFUSE].color.r/255.0f,
- (float)material.maps[MAP_DIFFUSE].color.g/255.0f,
- (float)material.maps[MAP_DIFFUSE].color.b/255.0f,
- (float)material.maps[MAP_DIFFUSE].color.a/255.0f);
-
- // Upload to shader material.colSpecular (if available)
- if (material.shader.locs[LOC_COLOR_SPECULAR] != -1)
- glUniform4f(material.shader.locs[LOC_COLOR_SPECULAR], (float)material.maps[MAP_SPECULAR].color.r/255.0f,
- (float)material.maps[MAP_SPECULAR].color.g/255.0f,
- (float)material.maps[MAP_SPECULAR].color.b/255.0f,
- (float)material.maps[MAP_SPECULAR].color.a/255.0f);
-
- if (material.shader.locs[LOC_MATRIX_VIEW] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_VIEW], modelview);
- if (material.shader.locs[LOC_MATRIX_PROJECTION] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_PROJECTION], projection);
-
- // At this point the modelview matrix just contains the view matrix (camera)
- // That's because BeginMode3D() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix()
- Matrix matView = modelview; // View matrix (camera)
- Matrix matProjection = projection; // Projection matrix (perspective)
-
- // Calculate model-view matrix combining matModel and matView
- Matrix matModelView = MatrixMultiply(transform, matView); // Transform to camera-space coordinates
- //-----------------------------------------------------
-
- // Bind active texture maps (if available)
- for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
- {
- if (material.maps[i].texture.id > 0)
- {
- glActiveTexture(GL_TEXTURE0 + i);
- if ((i == MAP_IRRADIANCE) || (i == MAP_PREFILTER) || (i == MAP_CUBEMAP)) glBindTexture(GL_TEXTURE_CUBE_MAP, material.maps[i].texture.id);
- else glBindTexture(GL_TEXTURE_2D, material.maps[i].texture.id);
-
- glUniform1i(material.shader.locs[LOC_MAP_DIFFUSE + i], i);
- }
- }
-
- // Bind vertex array objects (or VBOs)
- if (vaoSupported) glBindVertexArray(mesh.vaoId);
- else
- {
- // TODO: Simplify VBO binding into a for loop
-
- // Bind mesh VBO data: vertex position (shader-location = 0)
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
- glVertexAttribPointer(material.shader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_POSITION]);
-
- // Bind mesh VBO data: vertex texcoords (shader-location = 1)
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]);
- glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TEXCOORD01]);
-
- // Bind mesh VBO data: vertex normals (shader-location = 2, if available)
- if (material.shader.locs[LOC_VERTEX_NORMAL] != -1)
- {
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]);
- glVertexAttribPointer(material.shader.locs[LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_NORMAL]);
- }
-
- // Bind mesh VBO data: vertex colors (shader-location = 3, if available)
- if (material.shader.locs[LOC_VERTEX_COLOR] != -1)
- {
- if (mesh.vboId[3] != 0)
- {
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]);
- glVertexAttribPointer(material.shader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
- glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_COLOR]);
- }
- else
- {
- // Set default value for unused attribute
- // NOTE: Required when using default shader and no VAO support
- glVertexAttrib4f(material.shader.locs[LOC_VERTEX_COLOR], 1.0f, 1.0f, 1.0f, 1.0f);
- glDisableVertexAttribArray(material.shader.locs[LOC_VERTEX_COLOR]);
- }
- }
-
- // Bind mesh VBO data: vertex tangents (shader-location = 4, if available)
- if (material.shader.locs[LOC_VERTEX_TANGENT] != -1)
- {
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]);
- glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TANGENT], 4, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TANGENT]);
- }
-
- // Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available)
- if (material.shader.locs[LOC_VERTEX_TEXCOORD02] != -1)
- {
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]);
- glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TEXCOORD02], 2, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TEXCOORD02]);
- }
-
- if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.vboId[6]);
- }
-
- int eyesCount = 1;
-#if defined(SUPPORT_VR_SIMULATOR)
- if (vrStereoRender) eyesCount = 2;
-#endif
-
- for (int eye = 0; eye < eyesCount; eye++)
- {
- if (eyesCount == 1) modelview = matModelView;
- #if defined(SUPPORT_VR_SIMULATOR)
- else SetStereoView(eye, matProjection, matModelView);
- #endif
-
- // Calculate model-view-projection matrix (MVP)
- Matrix matMVP = MatrixMultiply(modelview, projection); // Transform to screen-space coordinates
-
- // Send combined model-view-projection matrix to shader
- glUniformMatrix4fv(material.shader.locs[LOC_MATRIX_MVP], 1, false, MatrixToFloat(matMVP));
-
- // 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);
- }
-
- // Unbind all binded texture maps
- for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
- {
- glActiveTexture(GL_TEXTURE0 + i); // Set shader active texture
- if ((i == MAP_IRRADIANCE) || (i == MAP_PREFILTER) || (i == MAP_CUBEMAP)) glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
- else glBindTexture(GL_TEXTURE_2D, 0); // Unbind current active texture
- }
-
- // Unind vertex array objects (or VBOs)
- if (vaoSupported) glBindVertexArray(0);
- else
- {
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- }
-
- // Unbind shader program
- glUseProgram(0);
-
- // Restore projection/modelview matrices
- // NOTE: In stereo rendering matrices are being modified to fit every eye
- projection = matProjection;
- modelview = matView;
-#endif
-}
-
-// Unload mesh data from CPU and GPU
-void rlUnloadMesh(Mesh *mesh)
-{
- if (mesh->vertices != NULL) free(mesh->vertices);
- if (mesh->texcoords != NULL) free(mesh->texcoords);
- if (mesh->normals != NULL) free(mesh->normals);
- if (mesh->colors != NULL) free(mesh->colors);
- if (mesh->tangents != NULL) free(mesh->tangents);
- if (mesh->texcoords2 != NULL) free(mesh->texcoords2);
- if (mesh->indices != NULL) free(mesh->indices);
-
- rlDeleteBuffers(mesh->vboId[0]); // vertex
- rlDeleteBuffers(mesh->vboId[1]); // texcoords
- rlDeleteBuffers(mesh->vboId[2]); // normals
- rlDeleteBuffers(mesh->vboId[3]); // colors
- rlDeleteBuffers(mesh->vboId[4]); // tangents
- rlDeleteBuffers(mesh->vboId[5]); // texcoords2
- rlDeleteBuffers(mesh->vboId[6]); // indices
-
- rlDeleteVertexArrays(mesh->vaoId);
-}
-
-// Read screen pixel data (color buffer)
-unsigned char *rlReadScreenPixels(int width, int height)
-{
- unsigned char *screenData = (unsigned char *)calloc(width*height*4, sizeof(unsigned char));
-
- // 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++)
- {
- // Flip line
- imgData[((height - 1) - y)*width*4 + x] = screenData[(y*width*4) + x];
-
- // Set alpha component value to 255 (no trasparent image retrieval)
- // NOTE: Alpha value has already been applied to RGB in framebuffer, we don't need it!
- if (((x + 1)%4) == 0) imgData[((height - 1) - y)*width*4 + x] = 255;
- }
- }
-
- free(screenData);
-
- return imgData; // NOTE: image data should be freed
-}
-
-// Read texture pixel data
-// NOTE: glGetTexImage() is not available on OpenGL ES 2.0
-// Texture2D width and height are required on OpenGL ES 2.0. There is no way to get it from texture id.
-void *rlReadTexturePixels(Texture2D texture)
-{
- void *pixels = NULL;
-
-#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
- glBindTexture(GL_TEXTURE_2D, texture.id);
-
- // NOTE: Using texture.id, we can retrieve some texture info (but not on OpenGL ES 2.0)
- /*
- int width, height, format;
- glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
- glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
- glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format);
- // Other texture info: GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE
- */
-
- // NOTE: Each row written to or read from by OpenGL pixel operations like glGetTexImage are aligned to a 4 byte boundary by default, which may add some padding.
- // Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting.
- // GL_PACK_ALIGNMENT affects operations that read from OpenGL memory (glReadPixels, glGetTexImage, etc.)
- // GL_UNPACK_ALIGNMENT affects operations that write to OpenGL memory (glTexImage, etc.)
- glPixelStorei(GL_PACK_ALIGNMENT, 1);
-
- int glInternalFormat, glFormat, glType;
- GetGlFormats(texture.format, &glInternalFormat, &glFormat, &glType);
- unsigned int size = GetPixelDataSize(texture.width, texture.height, texture.format);
-
- if ((glInternalFormat != -1) && (texture.format < COMPRESSED_DXT1_RGB))
- {
- pixels = (unsigned char *)malloc(size);
- glGetTexImage(GL_TEXTURE_2D, 0, glFormat, glType, pixels);
- }
- else TraceLog(LOG_WARNING, "Texture data retrieval not suported for pixel format");
-
- glBindTexture(GL_TEXTURE_2D, 0);
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_ES2)
- RenderTexture2D fbo = rlLoadRenderTexture(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()
-
-#define GET_TEXTURE_FBO_OPTION_1 // It works
-#if defined(GET_TEXTURE_FBO_OPTION_1)
- glBindFramebuffer(GL_FRAMEBUFFER, fbo.id);
- glBindTexture(GL_TEXTURE_2D, 0);
-
- // Attach our texture to FBO -> Texture must be RGBA
- // NOTE: Previoust attached texture is automatically detached
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.id, 0);
-
- pixels = (unsigned char *)malloc(texture.width*texture.height*4*sizeof(unsigned char));
-
- // NOTE: We read data as RGBA because FBO texture is configured as RGBA, despite binding a RGB 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.texture.id, 0);
-
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
-
-#elif defined(GET_TEXTURE_FBO_OPTION_2)
- // Render texture to fbo
- glBindFramebuffer(GL_FRAMEBUFFER, fbo.id);
-
- glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
- glClearDepthf(1.0f);
- //glDisable(GL_TEXTURE_2D);
- glEnable(GL_DEPTH_TEST);
- //glDisable(GL_BLEND);
-
- glViewport(0, 0, texture.width, texture.height);
- rlOrtho(0.0, texture.width, texture.height, 0.0, 0.0, 1.0);
-
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- glUseProgram(GetShaderDefault().id);
- glBindTexture(GL_TEXTURE_2D, texture.id);
- GenDrawQuad();
- glBindTexture(GL_TEXTURE_2D, 0);
- glUseProgram(0);
-
- pixels = (unsigned char *)malloc(texture.width*texture.height*4*sizeof(unsigned char));
-
- glReadPixels(0, 0, texture.width, texture.height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
-
- // Bind framebuffer 0, which means render to back buffer
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
-
- // Reset viewport dimensions to default
- glViewport(0, 0, screenWidth, screenHeight);
-
-#endif // GET_TEXTURE_FBO_OPTION
-
- // Clean up temporal fbo
- rlDeleteRenderTextures(fbo);
-
-#endif
-
- return pixels;
-}
-
-/*
-// TODO: Record draw calls to be processed in batch
-// NOTE: Global state must be kept
-void rlRecordDraw(void)
-{
- // TODO: Before adding a new draw, check if anything changed from last stored draw
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- draws[drawsCounter].vaoId = currentState.vaoId; // lines.id, trangles.id, quads.id?
- draws[drawsCounter].textureId = currentState.textureId; // whiteTexture?
- draws[drawsCounter].shaderId = currentState.shaderId; // defaultShader.id
- draws[drawsCounter].projection = projection;
- draws[drawsCounter].modelview = modelview;
- draws[drawsCounter].vertexCount = currentState.vertexCount;
-
- drawsCounter++;
-#endif
-}
-*/
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - Shaders Functions
-// NOTE: Those functions are exposed directly to the user in raylib.h
-//----------------------------------------------------------------------------------
-
-// Get default internal texture (white texture)
-Texture2D GetTextureDefault(void)
-{
- Texture2D texture;
-
- texture.id = whiteTexture;
- texture.width = 1;
- texture.height = 1;
- texture.mipmaps = 1;
- texture.format = UNCOMPRESSED_R8G8B8A8;
-
- return texture;
-}
-
-// Get default shader
-Shader GetShaderDefault(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- return defaultShader;
-#else
- Shader shader = { 0 };
- return shader;
-#endif
-}
-
-// Load text data from file
-// NOTE: text chars array should be freed manually
-char *LoadText(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(LOG_WARNING, "[%s] Text file could not be opened", fileName);
- }
-
- return text;
-}
-
-// Load shader from files and bind default locations
-// NOTE: If shader string is NULL, using default vertex/fragment shaders
-Shader LoadShader(const char *vsFileName, const char *fsFileName)
-{
- Shader shader = { 0 };
-
- char *vShaderStr = NULL;
- char *fShaderStr = NULL;
-
- if (vsFileName != NULL) vShaderStr = LoadText(vsFileName);
- if (fsFileName != NULL) fShaderStr = LoadText(fsFileName);
-
- shader = LoadShaderCode(vShaderStr, fShaderStr);
-
- if (vShaderStr != NULL) free(vShaderStr);
- if (fShaderStr != NULL) free(fShaderStr);
-
- return shader;
-}
-
-// Load shader from code strings
-// NOTE: If shader string is NULL, using default vertex/fragment shaders
-Shader LoadShaderCode(char *vsCode, char *fsCode)
-{
- Shader shader = { 0 };
-
- // NOTE: All locations must be reseted to -1 (no location)
- for (int i = 0; i < MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1;
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- unsigned int vertexShaderId = defaultVShaderId;
- unsigned int fragmentShaderId = defaultFShaderId;
-
- if (vsCode != NULL) vertexShaderId = CompileShader(vsCode, GL_VERTEX_SHADER);
- if (fsCode != NULL) fragmentShaderId = CompileShader(fsCode, GL_FRAGMENT_SHADER);
-
- if ((vertexShaderId == defaultVShaderId) && (fragmentShaderId == defaultFShaderId)) shader = defaultShader;
- else
- {
- shader.id = LoadShaderProgram(vertexShaderId, fragmentShaderId);
-
- if (vertexShaderId != defaultVShaderId) glDeleteShader(vertexShaderId);
- if (fragmentShaderId != defaultFShaderId) glDeleteShader(fragmentShaderId);
-
- if (shader.id == 0)
- {
- TraceLog(LOG_WARNING, "Custom shader could not be loaded");
- shader = defaultShader;
- }
-
- // After shader loading, we TRY to set default location names
- if (shader.id > 0) SetShaderDefaultLocations(&shader);
- }
-
- // Get available shader uniforms
- // NOTE: This information is useful for debug...
- int uniformCount = -1;
-
- glGetProgramiv(shader.id, GL_ACTIVE_UNIFORMS, &uniformCount);
-
- for(int i = 0; i < uniformCount; i++)
- {
- int namelen = -1;
- int num = -1;
- char name[256]; // Assume no variable names longer than 256
- GLenum type = GL_ZERO;
-
- // Get the name of the uniforms
- glGetActiveUniform(shader.id, i,sizeof(name) - 1, &namelen, &num, &type, name);
-
- name[namelen] = 0;
-
- // Get the location of the named uniform
- GLuint location = glGetUniformLocation(shader.id, name);
-
- TraceLog(LOG_DEBUG, "[SHDR ID %i] Active uniform [%s] set at location: %i", shader.id, name, location);
- }
-#endif
-
- return shader;
-}
-
-// Unload shader from GPU memory (VRAM)
-void UnloadShader(Shader shader)
-{
- if (shader.id > 0)
- {
- rlDeleteShader(shader.id);
- TraceLog(LOG_INFO, "[SHDR ID %i] Unloaded shader program data", shader.id);
- }
-}
-
-// Begin custom shader mode
-void BeginShaderMode(Shader shader)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if (currentShader.id != shader.id)
- {
- rlglDraw();
- currentShader = shader;
- }
-#endif
-}
-
-// End custom shader mode (returns to default shader)
-void EndShaderMode(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- BeginShaderMode(defaultShader);
-#endif
-}
-
-// Get shader uniform location
-int GetShaderLocation(Shader shader, const char *uniformName)
-{
- int location = -1;
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- location = glGetUniformLocation(shader.id, uniformName);
-
- if (location == -1) TraceLog(LOG_WARNING, "[SHDR ID %i] Shader uniform [%s] COULD NOT BE FOUND", shader.id, uniformName);
- else TraceLog(LOG_INFO, "[SHDR ID %i] Shader uniform [%s] set at location: %i", shader.id, uniformName, location);
-#endif
- return location;
-}
-
-// Set shader uniform value (float)
-void SetShaderValue(Shader shader, int uniformLoc, const float *value, int size)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glUseProgram(shader.id);
-
- if (size == 1) glUniform1fv(uniformLoc, 1, value); // Shader uniform type: float
- else if (size == 2) glUniform2fv(uniformLoc, 1, value); // Shader uniform type: vec2
- else if (size == 3) glUniform3fv(uniformLoc, 1, value); // Shader uniform type: vec3
- else if (size == 4) glUniform4fv(uniformLoc, 1, value); // Shader uniform type: vec4
- else TraceLog(LOG_WARNING, "Shader value float array size not supported");
-
- //glUseProgram(0); // Avoid reseting current shader program, in case other uniforms are set
-#endif
-}
-
-// Set shader uniform value (int)
-void SetShaderValuei(Shader shader, int uniformLoc, const int *value, int size)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glUseProgram(shader.id);
-
- if (size == 1) glUniform1iv(uniformLoc, 1, value); // Shader uniform type: int
- else if (size == 2) glUniform2iv(uniformLoc, 1, value); // Shader uniform type: ivec2
- else if (size == 3) glUniform3iv(uniformLoc, 1, value); // Shader uniform type: ivec3
- else if (size == 4) glUniform4iv(uniformLoc, 1, value); // Shader uniform type: ivec4
- else TraceLog(LOG_WARNING, "Shader value int array size not supported");
-
- //glUseProgram(0);
-#endif
-}
-
-// Set shader uniform value (matrix 4x4)
-void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glUseProgram(shader.id);
-
- glUniformMatrix4fv(uniformLoc, 1, false, MatrixToFloat(mat));
-
- //glUseProgram(0);
-#endif
-}
-
-// Set a custom projection matrix (replaces internal projection matrix)
-void SetMatrixProjection(Matrix proj)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- projection = proj;
-#endif
-}
-
-// Set a custom modelview matrix (replaces internal modelview matrix)
-void SetMatrixModelview(Matrix view)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- modelview = view;
-#endif
-}
-
-// Return internal modelview matrix
-Matrix GetMatrixModelview()
-{
- Matrix matrix = MatrixIdentity();
-#if defined(GRAPHICS_API_OPENGL_11)
- float mat[16];
- glGetFloatv(GL_MODELVIEW_MATRIX, mat);
-#else
- matrix = modelview;
-#endif
- return matrix;
-}
-
-// Generate cubemap texture from HDR texture
-// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24
-Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size)
-{
- Texture2D cubemap = { 0 };
-#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2)
- // NOTE: SetShaderDefaultLocations() already setups locations for projection and view Matrix in shader
- // Other locations should be setup externally in shader before calling the function
-
- // Set up depth face culling and cubemap seamless
- glDisable(GL_CULL_FACE);
-#if defined(GRAPHICS_API_OPENGL_33)
- glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); // Flag not supported on OpenGL ES 2.0
-#endif
-
-
- // Setup framebuffer
- unsigned int fbo, rbo;
- glGenFramebuffers(1, &fbo);
- glGenRenderbuffers(1, &rbo);
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
- glBindRenderbuffer(GL_RENDERBUFFER, rbo);
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size);
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo);
-
- // Set up cubemap to render and attach to framebuffer
- // NOTE: faces are stored with 16 bit floating point values
- glGenTextures(1, &cubemap.id);
- glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id);
- for (unsigned int i = 0; i < 6; i++)
- glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, size, size, 0, GL_RGB, GL_FLOAT, NULL);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-#if defined(GRAPHICS_API_OPENGL_33)
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); // Flag not supported on OpenGL ES 2.0
-#endif
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-
- // Create projection (transposed) and different views for each face
- Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0);
- //MatrixTranspose(&fboProjection);
- Matrix fboViews[6] = {
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
- };
-
- // Convert HDR equirectangular environment map to cubemap equivalent
- glUseProgram(shader.id);
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, skyHDR.id);
- SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection);
-
- // Note: don't forget to configure the viewport to the capture dimensions
- glViewport(0, 0, size, size);
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
-
- for (unsigned int i = 0; i < 6; i++)
- {
- SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, cubemap.id, 0);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- GenDrawCube();
- }
-
- // Unbind framebuffer and textures
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
-
- // Reset viewport dimensions to default
- glViewport(0, 0, screenWidth, screenHeight);
- //glEnable(GL_CULL_FACE);
-
- cubemap.width = size;
- cubemap.height = size;
-#endif
- return cubemap;
-}
-
-// Generate irradiance texture using cubemap data
-// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24
-Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size)
-{
- Texture2D irradiance = { 0 };
-
-#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2)
- // NOTE: SetShaderDefaultLocations() already setups locations for projection and view Matrix in shader
- // Other locations should be setup externally in shader before calling the function
-
- // Setup framebuffer
- unsigned int fbo, rbo;
- glGenFramebuffers(1, &fbo);
- glGenRenderbuffers(1, &rbo);
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
- glBindRenderbuffer(GL_RENDERBUFFER, rbo);
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size);
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo);
-
- // Create an irradiance cubemap, and re-scale capture FBO to irradiance scale
- glGenTextures(1, &irradiance.id);
- glBindTexture(GL_TEXTURE_CUBE_MAP, irradiance.id);
- for (unsigned int i = 0; i < 6; i++)
- glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, size, size, 0, GL_RGB, GL_FLOAT, NULL);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-
- // Create projection (transposed) and different views for each face
- Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0);
- //MatrixTranspose(&fboProjection);
- Matrix fboViews[6] = {
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
- };
-
- // Solve diffuse integral by convolution to create an irradiance cubemap
- glUseProgram(shader.id);
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id);
- SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection);
-
- // Note: don't forget to configure the viewport to the capture dimensions
- glViewport(0, 0, size, size);
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
-
- for (unsigned int i = 0; i < 6; i++)
- {
- SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, irradiance.id, 0);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- GenDrawCube();
- }
-
- // Unbind framebuffer and textures
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
-
- // Reset viewport dimensions to default
- glViewport(0, 0, screenWidth, screenHeight);
-
- irradiance.width = size;
- irradiance.height = size;
-#endif
- return irradiance;
-}
-
-// Generate prefilter texture using cubemap data
-// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24
-Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size)
-{
- Texture2D prefilter = { 0 };
-
-#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2)
- // NOTE: SetShaderDefaultLocations() already setups locations for projection and view Matrix in shader
- // Other locations should be setup externally in shader before calling the function
- // TODO: Locations should be taken out of this function... too shader dependant...
- int roughnessLoc = GetShaderLocation(shader, "roughness");
-
- // Setup framebuffer
- unsigned int fbo, rbo;
- glGenFramebuffers(1, &fbo);
- glGenRenderbuffers(1, &rbo);
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
- glBindRenderbuffer(GL_RENDERBUFFER, rbo);
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size);
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo);
-
- // Create a prefiltered HDR environment map
- glGenTextures(1, &prefilter.id);
- glBindTexture(GL_TEXTURE_CUBE_MAP, prefilter.id);
- for (unsigned int i = 0; i < 6; i++)
- glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, size, size, 0, GL_RGB, GL_FLOAT, NULL);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-
- // Generate mipmaps for the prefiltered HDR texture
- glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
-
- // Create projection (transposed) and different views for each face
- Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0);
- //MatrixTranspose(&fboProjection);
- Matrix fboViews[6] = {
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
- };
-
- // Prefilter HDR and store data into mipmap levels
- glUseProgram(shader.id);
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id);
- SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection);
-
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
-
- #define MAX_MIPMAP_LEVELS 5 // Max number of prefilter texture mipmaps
-
- for (unsigned int mip = 0; mip < MAX_MIPMAP_LEVELS; mip++)
- {
- // Resize framebuffer according to mip-level size.
- unsigned int mipWidth = size*powf(0.5f, mip);
- unsigned int mipHeight = size*powf(0.5f, mip);
-
- glBindRenderbuffer(GL_RENDERBUFFER, rbo);
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, mipWidth, mipHeight);
- glViewport(0, 0, mipWidth, mipHeight);
-
- float roughness = (float)mip/(float)(MAX_MIPMAP_LEVELS - 1);
- glUniform1f(roughnessLoc, roughness);
-
- for (unsigned int i = 0; i < 6; ++i)
- {
- SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, prefilter.id, mip);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- GenDrawCube();
- }
- }
-
- // Unbind framebuffer and textures
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
-
- // Reset viewport dimensions to default
- glViewport(0, 0, screenWidth, screenHeight);
-
- prefilter.width = size;
- prefilter.height = size;
-#endif
- return prefilter;
-}
-
-// Generate BRDF texture using cubemap data
-// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24
-Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size)
-{
- Texture2D brdf = { 0 };
-#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2)
- // Generate BRDF convolution texture
- glGenTextures(1, &brdf.id);
- glBindTexture(GL_TEXTURE_2D, brdf.id);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16F, size, size, 0, GL_RG, GL_FLOAT, 0);
- 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);
-
- // Render BRDF LUT into a quad using FBO
- unsigned int fbo, rbo;
- glGenFramebuffers(1, &fbo);
- glGenRenderbuffers(1, &rbo);
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
- glBindRenderbuffer(GL_RENDERBUFFER, rbo);
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, brdf.id, 0);
-
- glViewport(0, 0, size, size);
- glUseProgram(shader.id);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- GenDrawQuad();
-
- // Unbind framebuffer and textures
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
-
- // Reset viewport dimensions to default
- glViewport(0, 0, screenWidth, screenHeight);
-
- brdf.width = size;
- brdf.height = size;
-#endif
- return brdf;
-}
-
-// Begin blending mode (alpha, additive, multiplied)
-// NOTE: Only 3 blending modes supported, default blend mode is alpha
-void BeginBlendMode(int mode)
-{
- if ((blendMode != mode) && (mode < 3))
- {
- rlglDraw();
-
- switch (mode)
- {
- case BLEND_ALPHA: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); break;
- case BLEND_ADDITIVE: glBlendFunc(GL_SRC_ALPHA, GL_ONE); break; // Alternative: glBlendFunc(GL_ONE, GL_ONE);
- case BLEND_MULTIPLIED: glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); break;
- default: break;
- }
-
- blendMode = mode;
- }
-}
-
-// End blending mode (reset to default: alpha blending)
-void EndBlendMode(void)
-{
- BeginBlendMode(BLEND_ALPHA);
-}
-
-#if defined(SUPPORT_VR_SIMULATOR)
-// Get VR device information for some standard devices
-VrDeviceInfo GetVrDeviceInfo(int vrDeviceType)
-{
- VrDeviceInfo hmd = { 0 }; // Current VR device info
-
- switch (vrDeviceType)
- {
- case HMD_DEFAULT_DEVICE:
- case HMD_OCULUS_RIFT_CV1:
- {
- // Oculus Rift CV1 parameters
- // NOTE: CV1 represents a complete HMD redesign compared to previous versions,
- // new Fresnel-hybrid-asymmetric lenses have been added and, consequently,
- // previous parameters (DK2) and distortion shader (DK2) doesn't work any more.
- // I just defined a set of parameters for simulator that approximate to CV1 stereo rendering
- // but result is not the same obtained with Oculus PC SDK.
- hmd.hResolution = 2160; // HMD horizontal resolution in pixels
- hmd.vResolution = 1200; // HMD vertical resolution in pixels
- hmd.hScreenSize = 0.133793f; // HMD horizontal size in meters
- hmd.vScreenSize = 0.0669f; // HMD vertical size in meters
- hmd.vScreenCenter = 0.04678f; // HMD screen center in meters
- hmd.eyeToScreenDistance = 0.041f; // HMD distance between eye and display in meters
- hmd.lensSeparationDistance = 0.07f; // HMD lens separation distance in meters
- hmd.interpupillaryDistance = 0.07f; // HMD IPD (distance between pupils) in meters
- hmd.lensDistortionValues[0] = 1.0f; // HMD lens distortion constant parameter 0
- hmd.lensDistortionValues[1] = 0.22f; // HMD lens distortion constant parameter 1
- hmd.lensDistortionValues[2] = 0.24f; // HMD lens distortion constant parameter 2
- hmd.lensDistortionValues[3] = 0.0f; // HMD lens distortion constant parameter 3
- hmd.chromaAbCorrection[0] = 0.996f; // HMD chromatic aberration correction parameter 0
- hmd.chromaAbCorrection[1] = -0.004f; // HMD chromatic aberration correction parameter 1
- hmd.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2
- hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3
-
- TraceLog(LOG_INFO, "Initializing VR Simulator (Oculus Rift CV1)");
- } break;
- case HMD_OCULUS_RIFT_DK2:
- {
- // Oculus Rift DK2 parameters
- hmd.hResolution = 1280; // HMD horizontal resolution in pixels
- hmd.vResolution = 800; // HMD vertical resolution in pixels
- hmd.hScreenSize = 0.14976f; // HMD horizontal size in meters
- hmd.vScreenSize = 0.09356f; // HMD vertical size in meters
- hmd.vScreenCenter = 0.04678f; // HMD screen center in meters
- hmd.eyeToScreenDistance = 0.041f; // HMD distance between eye and display in meters
- hmd.lensSeparationDistance = 0.0635f; // HMD lens separation distance in meters
- hmd.interpupillaryDistance = 0.064f; // HMD IPD (distance between pupils) in meters
- hmd.lensDistortionValues[0] = 1.0f; // HMD lens distortion constant parameter 0
- hmd.lensDistortionValues[1] = 0.22f; // HMD lens distortion constant parameter 1
- hmd.lensDistortionValues[2] = 0.24f; // HMD lens distortion constant parameter 2
- hmd.lensDistortionValues[3] = 0.0f; // HMD lens distortion constant parameter 3
- hmd.chromaAbCorrection[0] = 0.996f; // HMD chromatic aberration correction parameter 0
- hmd.chromaAbCorrection[1] = -0.004f; // HMD chromatic aberration correction parameter 1
- hmd.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2
- hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3
-
- TraceLog(LOG_INFO, "Initializing VR Simulator (Oculus Rift DK2)");
- } break;
- case HMD_OCULUS_GO:
- {
- // TODO: Provide device display and lens parameters
- }
- case HMD_VALVE_HTC_VIVE:
- {
- // TODO: Provide device display and lens parameters
- }
- case HMD_SONY_PSVR:
- {
- // TODO: Provide device display and lens parameters
- }
- default: break;
- }
-
- return hmd;
-}
-
-// Init VR simulator for selected device parameters
-// NOTE: It modifies the global variable: VrStereoConfig vrConfig
-void InitVrSimulator(VrDeviceInfo info)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- // Initialize framebuffer and textures for stereo rendering
- // NOTE: Screen size should match HMD aspect ratio
- vrConfig.stereoFbo = rlLoadRenderTexture(screenWidth, screenHeight);
-
-#if defined(SUPPORT_DISTORTION_SHADER)
- // Load distortion shader
- unsigned int vertexShaderId = CompileShader(distortionVShaderStr, GL_VERTEX_SHADER);
- unsigned int fragmentShaderId = CompileShader(distortionFShaderStr, GL_FRAGMENT_SHADER);
-
- vrConfig.distortionShader.id = LoadShaderProgram(vertexShaderId, fragmentShaderId);
- if (vrConfig.distortionShader.id > 0) SetShaderDefaultLocations(&vrConfig.distortionShader);
-#endif
-
- // Set VR configutarion parameters, including distortion shader
- SetStereoConfig(info);
-
- vrSimulatorReady = true;
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_11)
- TraceLog(LOG_WARNING, "VR Simulator not supported on OpenGL 1.1");
-#endif
-}
-
-// Close VR simulator for current device
-void CloseVrSimulator(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if (vrSimulatorReady)
- {
- rlDeleteRenderTextures(vrConfig.stereoFbo); // Unload stereo framebuffer and texture
- #if defined(SUPPORT_DISTORTION_SHADER)
- UnloadShader(vrConfig.distortionShader); // Unload distortion shader
- #endif
- }
-#endif
-}
-
-// Detect if VR simulator is running
-bool IsVrSimulatorReady(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- return vrSimulatorReady;
-#else
- return false;
-#endif
-}
-
-// Set VR distortion shader for stereoscopic rendering
-// TODO: Review VR system to be more flexible, move distortion shader to user side
-void SetVrDistortionShader(Shader shader)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- vrConfig.distortionShader = shader;
-
- //SetStereoConfig(info); // TODO: Must be reviewed to set new distortion shader uniform values...
-#endif
-}
-
-// Enable/Disable VR experience (device or simulator)
-void ToggleVrMode(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- vrSimulatorReady = !vrSimulatorReady;
-
- if (!vrSimulatorReady)
- {
- vrStereoRender = false;
-
- // Reset viewport and default projection-modelview matrices
- rlViewport(0, 0, screenWidth, screenHeight);
- projection = MatrixOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0);
- modelview = MatrixIdentity();
- }
- else vrStereoRender = true;
-#endif
-}
-
-// Update VR tracking (position and orientation) and camera
-// NOTE: Camera (position, target, up) gets update with head tracking information
-void UpdateVrTracking(Camera *camera)
-{
- // TODO: Simulate 1st person camera system
-}
-
-// Begin Oculus drawing configuration
-void BeginVrDrawing(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if (vrSimulatorReady)
- {
- // Setup framebuffer for stereo rendering
- rlEnableRenderTexture(vrConfig.stereoFbo.id);
-
- // NOTE: If your application is configured to treat the texture as a linear format (e.g. GL_RGBA)
- // and performs linear-to-gamma conversion in GLSL or does not care about gamma-correction, then:
- // - Require OculusBuffer format to be OVR_FORMAT_R8G8B8A8_UNORM_SRGB
- // - Do NOT enable GL_FRAMEBUFFER_SRGB
- //glEnable(GL_FRAMEBUFFER_SRGB);
-
- //glViewport(0, 0, buffer.width, buffer.height); // Useful if rendering to separate framebuffers (every eye)
- rlClearScreenBuffers(); // Clear current framebuffer(s)
-
- vrStereoRender = true;
- }
-#endif
-}
-
-// End Oculus drawing process (and desktop mirror)
-void EndVrDrawing(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if (vrSimulatorReady)
- {
- vrStereoRender = false; // Disable stereo render
-
- rlDisableRenderTexture(); // Unbind current framebuffer
-
- rlClearScreenBuffers(); // Clear current framebuffer
-
- // Set viewport to default framebuffer size (screen size)
- rlViewport(0, 0, screenWidth, screenHeight);
-
- // Let rlgl reconfigure internal matrices
- rlMatrixMode(RL_PROJECTION); // Enable internal projection matrix
- rlLoadIdentity(); // Reset internal projection matrix
- rlOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0); // Recalculate internal projection matrix
- rlMatrixMode(RL_MODELVIEW); // Enable internal modelview matrix
- rlLoadIdentity(); // Reset internal modelview matrix
-
-#if defined(SUPPORT_DISTORTION_SHADER)
- // Draw RenderTexture (stereoFbo) using distortion shader
- currentShader = vrConfig.distortionShader;
-#else
- currentShader = GetShaderDefault();
-#endif
-
- rlEnableTexture(vrConfig.stereoFbo.texture.id);
-
- rlPushMatrix();
- rlBegin(RL_QUADS);
- rlColor4ub(255, 255, 255, 255);
- rlNormal3f(0.0f, 0.0f, 1.0f);
-
- // Bottom-left corner for texture and quad
- rlTexCoord2f(0.0f, 1.0f);
- rlVertex2f(0.0f, 0.0f);
-
- // Bottom-right corner for texture and quad
- rlTexCoord2f(0.0f, 0.0f);
- rlVertex2f(0.0f, vrConfig.stereoFbo.texture.height);
-
- // Top-right corner for texture and quad
- rlTexCoord2f(1.0f, 0.0f);
- rlVertex2f(vrConfig.stereoFbo.texture.width, vrConfig.stereoFbo.texture.height);
-
- // Top-left corner for texture and quad
- rlTexCoord2f(1.0f, 1.0f);
- rlVertex2f(vrConfig.stereoFbo.texture.width, 0.0f);
- rlEnd();
- rlPopMatrix();
-
- rlDisableTexture();
-
- // Update and draw render texture fbo with distortion to backbuffer
- UpdateBuffersDefault();
- DrawBuffersDefault();
-
- // Restore defaultShader
- currentShader = defaultShader;
-
- // Reset viewport and default projection-modelview matrices
- rlViewport(0, 0, screenWidth, screenHeight);
- projection = MatrixOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0);
- modelview = MatrixIdentity();
-
- rlDisableDepthTest();
- }
-#endif
-}
-#endif // SUPPORT_VR_SIMULATOR
-
-//----------------------------------------------------------------------------------
-// Module specific Functions Definition
-//----------------------------------------------------------------------------------
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-// Compile custom shader and return shader id
-static unsigned int CompileShader(const char *shaderStr, int type)
-{
- unsigned int shader = glCreateShader(type);
- glShaderSource(shader, 1, &shaderStr, NULL);
-
- GLint success = 0;
- glCompileShader(shader);
- glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
-
- if (success != GL_TRUE)
- {
- TraceLog(LOG_WARNING, "[SHDR ID %i] Failed to compile shader...", shader);
- int maxLength = 0;
- int length;
- glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
-
-#if defined(_MSC_VER)
- char *log = malloc(maxLength);
-#else
- char log[maxLength];
-#endif
- glGetShaderInfoLog(shader, maxLength, &length, log);
-
- TraceLog(LOG_INFO, "%s", log);
-
-#if defined(_MSC_VER)
- free(log);
-#endif
- }
- else TraceLog(LOG_INFO, "[SHDR ID %i] Shader compiled successfully", shader);
-
- return shader;
-}
-
-// Load custom shader strings and return program id
-static unsigned int LoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId)
-{
- unsigned int program = 0;
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-
- GLint success = 0;
- program = glCreateProgram();
-
- glAttachShader(program, vShaderId);
- glAttachShader(program, fShaderId);
-
- // 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(LOG_WARNING, "[SHDR ID %i] Failed to link shader program...", program);
-
- int maxLength = 0;
- int length;
-
- glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
-
-#ifdef _MSC_VER
- char *log = malloc(maxLength);
-#else
- char log[maxLength];
-#endif
- glGetProgramInfoLog(program, maxLength, &length, log);
-
- TraceLog(LOG_INFO, "%s", log);
-
-#ifdef _MSC_VER
- free(log);
-#endif
- glDeleteProgram(program);
-
- program = 0;
- }
- else TraceLog(LOG_INFO, "[SHDR ID %i] Shader program loaded successfully", program);
-#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 LoadShaderDefault(void)
-{
- Shader shader = { 0 };
-
- // NOTE: All locations must be reseted to -1 (no location)
- for (int i = 0; i < MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1;
-
- // Vertex shader directly defined, no external file required
- char defaultVShaderStr[] =
-#if defined(GRAPHICS_API_OPENGL_21)
- "#version 120 \n"
-#elif defined(GRAPHICS_API_OPENGL_ES2)
- "#version 100 \n"
-#endif
-#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
- "attribute vec3 vertexPosition; \n"
- "attribute vec2 vertexTexCoord; \n"
- "attribute vec4 vertexColor; \n"
- "varying vec2 fragTexCoord; \n"
- "varying vec4 fragColor; \n"
-#elif defined(GRAPHICS_API_OPENGL_33)
- "#version 330 \n"
- "in vec3 vertexPosition; \n"
- "in vec2 vertexTexCoord; \n"
- "in vec4 vertexColor; \n"
- "out vec2 fragTexCoord; \n"
- "out vec4 fragColor; \n"
-#endif
- "uniform mat4 mvp; \n"
- "void main() \n"
- "{ \n"
- " fragTexCoord = vertexTexCoord; \n"
- " fragColor = vertexColor; \n"
- " gl_Position = mvp*vec4(vertexPosition, 1.0); \n"
- "} \n";
-
- // Fragment shader directly defined, no external file required
- char defaultFShaderStr[] =
-#if defined(GRAPHICS_API_OPENGL_21)
- "#version 120 \n"
-#elif defined(GRAPHICS_API_OPENGL_ES2)
- "#version 100 \n"
- "precision mediump float; \n" // precision required for OpenGL ES2 (WebGL)
-#endif
-#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
- "varying vec2 fragTexCoord; \n"
- "varying vec4 fragColor; \n"
-#elif defined(GRAPHICS_API_OPENGL_33)
- "#version 330 \n"
- "in vec2 fragTexCoord; \n"
- "in vec4 fragColor; \n"
- "out vec4 finalColor; \n"
-#endif
- "uniform sampler2D texture0; \n"
- "uniform vec4 colDiffuse; \n"
- "void main() \n"
- "{ \n"
-#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
- " vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0
- " gl_FragColor = texelColor*colDiffuse*fragColor; \n"
-#elif defined(GRAPHICS_API_OPENGL_33)
- " vec4 texelColor = texture(texture0, fragTexCoord); \n"
- " finalColor = texelColor*colDiffuse*fragColor; \n"
-#endif
- "} \n";
-
- // NOTE: Compiled vertex/fragment shaders are kept for re-use
- defaultVShaderId = CompileShader(defaultVShaderStr, GL_VERTEX_SHADER); // Compile default vertex shader
- defaultFShaderId = CompileShader(defaultFShaderStr, GL_FRAGMENT_SHADER); // Compile default fragment shader
-
- shader.id = LoadShaderProgram(defaultVShaderId, defaultFShaderId);
-
- if (shader.id > 0)
- {
- TraceLog(LOG_INFO, "[SHDR ID %i] Default shader loaded successfully", shader.id);
-
- // Set default shader locations: attributes locations
- shader.locs[LOC_VERTEX_POSITION] = glGetAttribLocation(shader.id, "vertexPosition");
- shader.locs[LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(shader.id, "vertexTexCoord");
- shader.locs[LOC_VERTEX_COLOR] = glGetAttribLocation(shader.id, "vertexColor");
-
- // Set default shader locations: uniform locations
- shader.locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader.id, "mvp");
- shader.locs[LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader.id, "colDiffuse");
- shader.locs[LOC_MAP_DIFFUSE] = glGetUniformLocation(shader.id, "texture0");
-
- // NOTE: We could also use below function but in case DEFAULT_ATTRIB_* points are
- // changed for external custom shaders, we just use direct bindings above
- //SetShaderDefaultLocations(&shader);
- }
- else TraceLog(LOG_WARNING, "[SHDR ID %i] Default 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 SetShaderDefaultLocations(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->locs[LOC_VERTEX_POSITION] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_POSITION_NAME);
- shader->locs[LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD_NAME);
- shader->locs[LOC_VERTEX_TEXCOORD02] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD2_NAME);
- shader->locs[LOC_VERTEX_NORMAL] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_NORMAL_NAME);
- shader->locs[LOC_VERTEX_TANGENT] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TANGENT_NAME);
- shader->locs[LOC_VERTEX_COLOR] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_COLOR_NAME);
-
- // Get handles to GLSL uniform locations (vertex shader)
- shader->locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader->id, "mvp");
- shader->locs[LOC_MATRIX_PROJECTION] = glGetUniformLocation(shader->id, "projection");
- shader->locs[LOC_MATRIX_VIEW] = glGetUniformLocation(shader->id, "view");
-
- // Get handles to GLSL uniform locations (fragment shader)
- shader->locs[LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader->id, "colDiffuse");
- shader->locs[LOC_MAP_DIFFUSE] = glGetUniformLocation(shader->id, "texture0");
- shader->locs[LOC_MAP_SPECULAR] = glGetUniformLocation(shader->id, "texture1");
- shader->locs[LOC_MAP_NORMAL] = glGetUniformLocation(shader->id, "texture2");
-}
-
-// Unload default shader
-static void UnloadShaderDefault(void)
-{
- glUseProgram(0);
-
- glDetachShader(defaultShader.id, defaultVShaderId);
- glDetachShader(defaultShader.id, defaultFShaderId);
- glDeleteShader(defaultVShaderId);
- glDeleteShader(defaultFShaderId);
-
- glDeleteProgram(defaultShader.id);
-}
-
-// Load default internal buffers (lines, triangles, quads)
-static void LoadBuffersDefault(void)
-{
- // [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;
-
- // 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;
-
- // 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
-#if defined(GRAPHICS_API_OPENGL_33)
- quads.indices = (unsigned int *)malloc(sizeof(unsigned int)*6*MAX_QUADS_BATCH); // 6 int by quad (indices)
-#elif defined(GRAPHICS_API_OPENGL_ES2)
- quads.indices = (unsigned short *)malloc(sizeof(unsigned short)*6*MAX_QUADS_BATCH); // 6 int by quad (indices)
-#endif
-
- for (int i = 0; i < (3*4*MAX_QUADS_BATCH); i++) quads.vertices[i] = 0.0f;
- for (int i = 0; i < (2*4*MAX_QUADS_BATCH); i++) quads.texcoords[i] = 0.0f;
- for (int i = 0; i < (4*4*MAX_QUADS_BATCH); i++) quads.colors[i] = 0;
-
- int k = 0;
-
- // Indices can be initialized right now
- for (int i = 0; i < (6*MAX_QUADS_BATCH); i+=6)
- {
- quads.indices[i] = 4*k;
- quads.indices[i+1] = 4*k+1;
- quads.indices[i+2] = 4*k+2;
- 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;
-
- TraceLog(LOG_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, &lines.vaoId);
- glBindVertexArray(lines.vaoId);
- }
-
- // 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.locs[LOC_VERTEX_POSITION]);
- glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
-
- // 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.locs[LOC_VERTEX_COLOR]);
- glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
-
- if (vaoSupported) TraceLog(LOG_INFO, "[VAO ID %i] Default buffers VAO initialized successfully (lines)", lines.vaoId);
- else TraceLog(LOG_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, &triangles.vaoId);
- glBindVertexArray(triangles.vaoId);
- }
-
- // 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.locs[LOC_VERTEX_POSITION]);
- glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
-
- // 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.locs[LOC_VERTEX_COLOR]);
- glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
-
- if (vaoSupported) TraceLog(LOG_INFO, "[VAO ID %i] Default buffers VAO initialized successfully (triangles)", triangles.vaoId);
- else TraceLog(LOG_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, &quads.vaoId);
- glBindVertexArray(quads.vaoId);
- }
-
- // 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.locs[LOC_VERTEX_POSITION]);
- glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
-
- // 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.locs[LOC_VERTEX_TEXCOORD01]);
- glVertexAttribPointer(currentShader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
-
- // 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.locs[LOC_VERTEX_COLOR]);
- glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
-
- // Fill index buffer
- 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(LOG_INFO, "[VAO ID %i] Default buffers VAO initialized successfully (quads)", quads.vaoId);
- else TraceLog(LOG_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 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 re-update GPU arrays (change flag required)
-static void UpdateBuffersDefault(void)
-{
- // Update lines vertex buffers
- if (lines.vCounter > 0)
- {
- // Activate Lines VAO
- if (vaoSupported) glBindVertexArray(lines.vaoId);
-
- // Lines - vertex positions buffer
- 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, 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(triangles.vaoId);
-
- // Triangles - vertex positions buffer
- 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, 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(quads.vaoId);
-
- // Quads - vertex positions buffer
- 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, 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, 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...
- //quads.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
- // Now we can modify vertices
- //glUnmapBuffer(GL_ARRAY_BUFFER);
- }
- //--------------------------------------------------------------
-
- // 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 DrawBuffersDefault(void)
-{
- Matrix matProjection = projection;
- Matrix matModelView = modelview;
-
- int eyesCount = 1;
-#if defined(SUPPORT_VR_SIMULATOR)
- if (vrStereoRender) eyesCount = 2;
-#endif
-
- for (int eye = 0; eye < eyesCount; eye++)
- {
- #if defined(SUPPORT_VR_SIMULATOR)
- if (eyesCount == 2) SetStereoView(eye, matProjection, matModelView);
- #endif
-
- // 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.locs[LOC_MATRIX_MVP], 1, false, MatrixToFloat(matMVP));
- glUniform4f(currentShader.locs[LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f);
- glUniform1i(currentShader.locs[LOC_MAP_DIFFUSE], 0);
-
- // NOTE: Additional map textures not considered for default buffers drawing
- }
-
- // Draw lines buffers
- if (lines.vCounter > 0)
- {
- glActiveTexture(GL_TEXTURE0);
- 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.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]);
-
- // Bind vertex attrib: color (shader-location = 3)
- glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[1]);
- glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
- glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]);
- }
-
- 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)
- {
- glActiveTexture(GL_TEXTURE0);
- 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.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]);
-
- // Bind vertex attrib: color (shader-location = 3)
- glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[1]);
- glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
- glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]);
- }
-
- 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.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]);
-
- // Bind vertex attrib: texcoord (shader-location = 1)
- glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[1]);
- glVertexAttribPointer(currentShader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_TEXCOORD01]);
-
- // Bind vertex attrib: color (shader-location = 3)
- glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[2]);
- glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
- glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]);
-
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]);
- }
-
- //TraceLog(LOG_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(LOG_DEBUG, "Quads to render: %i - Vertex Count: %i", quadsCount, draws[i].vertexCount);
-
- glActiveTexture(GL_TEXTURE0);
- 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(LOG_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;
-
- // Restore projection/modelview matrices
- projection = matProjection;
- modelview = matModelView;
-}
-
-// Unload default internal buffers vertex data from CPU and GPU
-static void UnloadBuffersDefault(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);
-}
-
-// Renders a 1x1 XY quad in NDC
-static void GenDrawQuad(void)
-{
- unsigned int quadVAO = 0;
- unsigned int quadVBO = 0;
-
- float vertices[] = {
- // Positions // Texture Coords
- -1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
- -1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
- 1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
- 1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
- };
-
- // Set up plane VAO
- glGenVertexArrays(1, &quadVAO);
- glGenBuffers(1, &quadVBO);
- glBindVertexArray(quadVAO);
-
- // Fill buffer
- glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
- glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW);
-
- // Link vertex attributes
- glEnableVertexAttribArray(0);
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)0);
- glEnableVertexAttribArray(1);
- glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)(3*sizeof(float)));
-
- // Draw quad
- glBindVertexArray(quadVAO);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
- glBindVertexArray(0);
-
- glDeleteBuffers(1, &quadVBO);
- glDeleteVertexArrays(1, &quadVAO);
-}
-
-// Renders a 1x1 3D cube in NDC
-static void GenDrawCube(void)
-{
- unsigned int cubeVAO = 0;
- unsigned int cubeVBO = 0;
-
- float vertices[] = {
- -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
- 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
- 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
- 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
- -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
- -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
- -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
- 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
- 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
- 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
- -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
- -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
- -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
- -1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
- -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
- -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
- -1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
- -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
- 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
- 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
- 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
- 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
- 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
- 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
- -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
- 1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
- 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
- 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
- -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
- -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
- -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
- 1.0f, 1.0f , 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
- 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
- 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
- -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
- -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f
- };
-
- // Set up cube VAO
- glGenVertexArrays(1, &cubeVAO);
- glGenBuffers(1, &cubeVBO);
-
- // Fill buffer
- glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
- glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
-
- // Link vertex attributes
- glBindVertexArray(cubeVAO);
- glEnableVertexAttribArray(0);
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)0);
- glEnableVertexAttribArray(1);
- glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(3*sizeof(float)));
- glEnableVertexAttribArray(2);
- glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(6*sizeof(float)));
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindVertexArray(0);
-
- // Draw cube
- glBindVertexArray(cubeVAO);
- glDrawArrays(GL_TRIANGLES, 0, 36);
- glBindVertexArray(0);
-
- glDeleteBuffers(1, &cubeVBO);
- glDeleteVertexArrays(1, &cubeVAO);
-}
-
-#if defined(SUPPORT_VR_SIMULATOR)
-// Configure stereo rendering (including distortion shader) with HMD device parameters
-// NOTE: It modifies the global variable: VrStereoConfig vrConfig
-static void SetStereoConfig(VrDeviceInfo hmd)
-{
- // Compute aspect ratio
- float aspect = ((float)hmd.hResolution*0.5f)/(float)hmd.vResolution;
-
- // Compute lens parameters
- float lensShift = (hmd.hScreenSize*0.25f - hmd.lensSeparationDistance*0.5f)/hmd.hScreenSize;
- float leftLensCenter[2] = { 0.25f + lensShift, 0.5f };
- float rightLensCenter[2] = { 0.75f - lensShift, 0.5f };
- float leftScreenCenter[2] = { 0.25f, 0.5f };
- float rightScreenCenter[2] = { 0.75f, 0.5f };
-
- // Compute distortion scale parameters
- // NOTE: To get lens max radius, lensShift must be normalized to [-1..1]
- float lensRadius = fabs(-1.0f - 4.0f*lensShift);
- float lensRadiusSq = lensRadius*lensRadius;
- float distortionScale = hmd.lensDistortionValues[0] +
- hmd.lensDistortionValues[1]*lensRadiusSq +
- hmd.lensDistortionValues[2]*lensRadiusSq*lensRadiusSq +
- hmd.lensDistortionValues[3]*lensRadiusSq*lensRadiusSq*lensRadiusSq;
-
- TraceLog(LOG_DEBUG, "VR: Distortion Scale: %f", distortionScale);
-
- float normScreenWidth = 0.5f;
- float normScreenHeight = 1.0f;
- float scaleIn[2] = { 2.0f/normScreenWidth, 2.0f/normScreenHeight/aspect };
- float scale[2] = { normScreenWidth*0.5f/distortionScale, normScreenHeight*0.5f*aspect/distortionScale };
-
- TraceLog(LOG_DEBUG, "VR: Distortion Shader: LeftLensCenter = { %f, %f }", leftLensCenter[0], leftLensCenter[1]);
- TraceLog(LOG_DEBUG, "VR: Distortion Shader: RightLensCenter = { %f, %f }", rightLensCenter[0], rightLensCenter[1]);
- TraceLog(LOG_DEBUG, "VR: Distortion Shader: Scale = { %f, %f }", scale[0], scale[1]);
- TraceLog(LOG_DEBUG, "VR: Distortion Shader: ScaleIn = { %f, %f }", scaleIn[0], scaleIn[1]);
-
-#if defined(SUPPORT_DISTORTION_SHADER)
- // Update distortion shader with lens and distortion-scale parameters
- SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "leftLensCenter"), leftLensCenter, 2);
- SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "rightLensCenter"), rightLensCenter, 2);
- SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "leftScreenCenter"), leftScreenCenter, 2);
- SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "rightScreenCenter"), rightScreenCenter, 2);
-
- SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "scale"), scale, 2);
- SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "scaleIn"), scaleIn, 2);
- SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "hmdWarpParam"), hmd.lensDistortionValues, 4);
- SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "chromaAbParam"), hmd.chromaAbCorrection, 4);
-#endif
-
- // Fovy is normally computed with: 2*atan2(hmd.vScreenSize, 2*hmd.eyeToScreenDistance)
- // ...but with lens distortion it is increased (see Oculus SDK Documentation)
- //float fovy = 2.0f*atan2(hmd.vScreenSize*0.5f*distortionScale, hmd.eyeToScreenDistance); // Really need distortionScale?
- float fovy = 2.0f*(float)atan2(hmd.vScreenSize*0.5f, hmd.eyeToScreenDistance);
-
- // Compute camera projection matrices
- float projOffset = 4.0f*lensShift; // Scaled to projection space coordinates [-1..1]
- Matrix proj = MatrixPerspective(fovy, aspect, 0.01, 1000.0);
- vrConfig.eyesProjection[0] = MatrixMultiply(proj, MatrixTranslate(projOffset, 0.0f, 0.0f));
- vrConfig.eyesProjection[1] = MatrixMultiply(proj, MatrixTranslate(-projOffset, 0.0f, 0.0f));
-
- // Compute camera transformation matrices
- // NOTE: Camera movement might seem more natural if we model the head.
- // Our axis of rotation is the base of our head, so we might want to add
- // some y (base of head to eye level) and -z (center of head to eye protrusion) to the camera positions.
- vrConfig.eyesViewOffset[0] = MatrixTranslate(-hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f);
- vrConfig.eyesViewOffset[1] = MatrixTranslate(hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f);
-
- // Compute eyes Viewports
- vrConfig.eyesViewport[0] = (Rectangle){ 0, 0, hmd.hResolution/2, hmd.vResolution };
- vrConfig.eyesViewport[1] = (Rectangle){ hmd.hResolution/2, 0, hmd.hResolution/2, hmd.vResolution };
-}
-
-// Set internal projection and modelview matrix depending on eyes tracking data
-static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView)
-{
- Matrix eyeProjection = matProjection;
- Matrix eyeModelView = matModelView;
-
- // Setup viewport and projection/modelview matrices using tracking data
- rlViewport(eye*screenWidth/2, 0, screenWidth/2, screenHeight);
-
- // Apply view offset to modelview matrix
- eyeModelView = MatrixMultiply(matModelView, vrConfig.eyesViewOffset[eye]);
-
- // Set current eye projection matrix
- eyeProjection = vrConfig.eyesProjection[eye];
-
- SetMatrixModelview(eyeModelView);
- SetMatrixProjection(eyeProjection);
-}
-#endif // defined(SUPPORT_VR_SIMULATOR)
-
-#endif //defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-
-// Get OpenGL internal formats and data type from raylib PixelFormat
-static void GetGlFormats(int format, int *glInternalFormat, int *glFormat, int *glType)
-{
- *glInternalFormat = -1;
- *glFormat = -1;
- *glType = -1;
-
- switch (format)
- {
- #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_ES2)
- // NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA
- case UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_UNSIGNED_BYTE; break;
- case UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_LUMINANCE_ALPHA; *glFormat = GL_LUMINANCE_ALPHA; *glType = GL_UNSIGNED_BYTE; break;
- case UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break;
- case UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break;
- case UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break;
- case UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break;
- case UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break;
- #if !defined(GRAPHICS_API_OPENGL_11)
- case UNCOMPRESSED_R32: if (texFloatSupported) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
- case UNCOMPRESSED_R32G32B32: if (texFloatSupported) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
- case UNCOMPRESSED_R32G32B32A32: if (texFloatSupported) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
- #endif
- #elif defined(GRAPHICS_API_OPENGL_33)
- case UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_R8; *glFormat = GL_RED; *glType = GL_UNSIGNED_BYTE; break;
- case UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_RG8; *glFormat = GL_RG; *glType = GL_UNSIGNED_BYTE; break;
- case UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB565; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break;
- case UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB8; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break;
- case UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGB5_A1; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break;
- case UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA4; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break;
- case UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA8; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break;
- case UNCOMPRESSED_R32: if (texFloatSupported) *glInternalFormat = GL_R32F; *glFormat = GL_RED; *glType = GL_FLOAT; break;
- case UNCOMPRESSED_R32G32B32: if (texFloatSupported) *glInternalFormat = GL_RGB32F; *glFormat = GL_RGB; *glType = GL_FLOAT; break;
- case UNCOMPRESSED_R32G32B32A32: if (texFloatSupported) *glInternalFormat = GL_RGBA32F; *glFormat = GL_RGBA; *glType = GL_FLOAT; break;
- #endif
- #if !defined(GRAPHICS_API_OPENGL_11)
- case COMPRESSED_DXT1_RGB: if (texCompDXTSupported) *glInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break;
- case COMPRESSED_DXT1_RGBA: if (texCompDXTSupported) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break;
- case COMPRESSED_DXT3_RGBA: if (texCompDXTSupported) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break;
- case COMPRESSED_DXT5_RGBA: if (texCompDXTSupported) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break;
- case COMPRESSED_ETC1_RGB: if (texCompETC1Supported) *glInternalFormat = GL_ETC1_RGB8_OES; break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3
- case COMPRESSED_ETC2_RGB: if (texCompETC2Supported) *glInternalFormat = GL_COMPRESSED_RGB8_ETC2; break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
- case COMPRESSED_ETC2_EAC_RGBA: if (texCompETC2Supported) *glInternalFormat = GL_COMPRESSED_RGBA8_ETC2_EAC; break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
- case COMPRESSED_PVRT_RGB: if (texCompPVRTSupported) *glInternalFormat = GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU
- case COMPRESSED_PVRT_RGBA: if (texCompPVRTSupported) *glInternalFormat = GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU
- case COMPRESSED_ASTC_4x4_RGBA: if (texCompASTCSupported) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_4x4_KHR; break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
- case COMPRESSED_ASTC_8x8_RGBA: if (texCompASTCSupported) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_8x8_KHR; break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
- #endif
- default: TraceLog(LOG_WARNING, "Texture format not supported"); break;
- }
-}
-
-#if defined(GRAPHICS_API_OPENGL_11)
-// Mipmaps data is generated after image data
-// NOTE: Only works with RGBA (4 bytes) data!
-static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight)
-{
- int mipmapCount = 1; // Required mipmap levels count (including base level)
- int width = baseWidth;
- int height = baseHeight;
- int size = baseWidth*baseHeight*4; // Size in bytes (will include mipmaps...), RGBA only
-
- // Count mipmap levels required
- while ((width != 1) && (height != 1))
- {
- if (width != 1) width /= 2;
- if (height != 1) height /= 2;
-
- TraceLog(LOG_DEBUG, "Next mipmap size: %i x %i", width, height);
-
- mipmapCount++;
-
- size += (width*height*4); // Add mipmap size (in bytes)
- }
-
- TraceLog(LOG_DEBUG, "Total mipmaps required: %i", mipmapCount);
- TraceLog(LOG_DEBUG, "Total size of data required: %i", size);
-
- unsigned char *temp = realloc(data, size);
-
- if (temp != NULL) data = temp;
- else TraceLog(LOG_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
- Color *image = (Color *)malloc(width*height*sizeof(Color));
- Color *mipmap = NULL;
- int offset = 0;
- int j = 0;
-
- for (int i = 0; i < size; i += 4)
- {
- image[j].r = data[i];
- image[j].g = data[i + 1];
- image[j].b = data[i + 2];
- image[j].a = data[i + 3];
- j++;
- }
-
- TraceLog(LOG_DEBUG, "Mipmap base (%ix%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
-
- // Add mipmap to data
- for (int i = 0; i < size; i += 4)
- {
- 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;
- j++;
- }
-
- free(image);
-
- image = mipmap;
- mipmap = NULL;
- }
-
- free(mipmap); // free mipmap data
-
- return mipmapCount;
-}
-
-// Manual mipmap generation (basic scaling algorithm)
-static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight)
-{
- int x2, y2;
- Color prow, pcol;
-
- int width = srcWidth/2;
- int height = srcHeight/2;
-
- Color *mipmap = (Color *)malloc(width*height*sizeof(Color));
-
- // Scaling algorithm works perfectly (box-filter)
- for (int y = 0; y < height; y++)
- {
- y2 = 2*y;
-
- for (int x = 0; x < width; x++)
- {
- x2 = 2*x;
-
- prow.r = (srcData[y2*srcWidth + x2].r + srcData[y2*srcWidth + x2 + 1].r)/2;
- prow.g = (srcData[y2*srcWidth + x2].g + srcData[y2*srcWidth + x2 + 1].g)/2;
- prow.b = (srcData[y2*srcWidth + x2].b + srcData[y2*srcWidth + x2 + 1].b)/2;
- prow.a = (srcData[y2*srcWidth + x2].a + srcData[y2*srcWidth + x2 + 1].a)/2;
-
- pcol.r = (srcData[(y2+1)*srcWidth + x2].r + srcData[(y2+1)*srcWidth + x2 + 1].r)/2;
- pcol.g = (srcData[(y2+1)*srcWidth + x2].g + srcData[(y2+1)*srcWidth + x2 + 1].g)/2;
- pcol.b = (srcData[(y2+1)*srcWidth + x2].b + srcData[(y2+1)*srcWidth + x2 + 1].b)/2;
- pcol.a = (srcData[(y2+1)*srcWidth + x2].a + srcData[(y2+1)*srcWidth + x2 + 1].a)/2;
-
- mipmap[y*width + x].r = (prow.r + pcol.r)/2;
- mipmap[y*width + x].g = (prow.g + pcol.g)/2;
- mipmap[y*width + x].b = (prow.b + pcol.b)/2;
- mipmap[y*width + x].a = (prow.a + pcol.a)/2;
- }
- }
-
- TraceLog(LOG_DEBUG, "Mipmap generated successfully (%ix%i)", width, height);
-
- return mipmap;
-}
-#endif
-
-#if defined(RLGL_STANDALONE)
-// Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG)
-void TraceLog(int msgType, const char *text, ...)
-{
- va_list args;
- va_start(args, text);
-
- switch (msgType)
- {
- case LOG_INFO: fprintf(stdout, "INFO: "); break;
- case LOG_ERROR: fprintf(stdout, "ERROR: "); break;
- case LOG_WARNING: fprintf(stdout, "WARNING: "); break;
- case LOG_DEBUG: fprintf(stdout, "DEBUG: "); break;
- default: break;
- }
-
- vfprintf(stdout, text, args);
- fprintf(stdout, "\n");
-
- va_end(args);
-
- if (msgType == LOG_ERROR) exit(1);
-}
-#endif
diff --git a/src/rlgl.h b/src/rlgl.h
index 0a66a8f0..c30dc79c 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -21,6 +21,11 @@
* Those preprocessor defines are only used on rlgl module, if OpenGL version is
* required by any other module, use rlGetVersion() tocheck it
*
+* #define RLGL_IMPLEMENTATION
+* Generates the implementation of the library into the included file.
+* If not defined, the library is in header only mode and can be included in other headers
+* or source files without problems. But only ONE file should hold the implementation.
+*
* #define RLGL_STANDALONE
* Use rlgl as standalone library (no raylib dependency)
*
@@ -28,7 +33,7 @@
* Support VR simulation functionality (stereo rendering)
*
* #define SUPPORT_DISTORTION_SHADER
-* Include stereo rendering distortion shader (shader_distortion.h)
+* Include stereo rendering distortion shader (embedded)
*
* DEPENDENCIES:
* raymath - 3D math functionality (Vector3, Matrix, Quaternion)
@@ -37,7 +42,7 @@
*
* LICENSE: zlib/libpng
*
-* Copyright (c) 2014-2017 Ramon Santamaria (@raysan5)
+* Copyright (c) 2014-2018 Ramon Santamaria (@raysan5)
*
* 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.
@@ -68,8 +73,11 @@
#include "raymath.h" // Required for: Vector3, Matrix
// Security check in case no GRAPHICS_API_OPENGL_* defined
-#if !defined(GRAPHICS_API_OPENGL_11) && !defined(GRAPHICS_API_OPENGL_21) && !defined(GRAPHICS_API_OPENGL_33) && !defined(GRAPHICS_API_OPENGL_ES2)
- #define GRAPHICS_API_OPENGL_11
+#if !defined(GRAPHICS_API_OPENGL_11) && \
+ !defined(GRAPHICS_API_OPENGL_21) && \
+ !defined(GRAPHICS_API_OPENGL_33) && \
+ !defined(GRAPHICS_API_OPENGL_ES2)
+ #define GRAPHICS_API_OPENGL_33
#endif
// Security check in case multiple GRAPHICS_API_OPENGL_* defined
@@ -498,3 +506,4259 @@ void TraceLog(int msgType, const char *text, ...); // Show trace log messag
#endif
#endif // RLGL_H
+
+/***********************************************************************************
+*
+* RLGL IMPLEMENTATION
+*
+************************************************************************************/
+
+#if defined(RLGL_IMPLEMENTATION)
+
+#include "config.h"
+
+#include <stdio.h> // Required for: fopen(), fclose(), fread()... [Used only on LoadText()]
+#include <stdlib.h> // Required for: malloc(), free(), rand()
+#include <string.h> // Required for: strcmp(), strlen(), strtok() [Used only in extensions loading]
+#include <math.h> // Required for: atan2()
+
+#if !defined(RLGL_STANDALONE)
+ #include "raymath.h" // Required for: Vector3 and Matrix functions
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_11)
+ #if defined(__APPLE__)
+ #include <OpenGL/gl.h> // OpenGL 1.1 library for OSX
+ #include <OpenGL/glext.h>
+ #else
+ // APIENTRY for OpenGL function pointer declarations is required
+ #ifndef APIENTRY
+ #ifdef _WIN32
+ #define APIENTRY __stdcall
+ #else
+ #define APIENTRY
+ #endif
+ #endif
+ // WINGDIAPI definition. Some Windows OpenGL headers need it
+ #if !defined(WINGDIAPI) && defined(_WIN32)
+ #define WINGDIAPI __declspec(dllimport)
+ #endif
+
+ #include <GL/gl.h> // OpenGL 1.1 library
+ #endif
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_21)
+ #define GRAPHICS_API_OPENGL_33 // OpenGL 2.1 uses mostly OpenGL 3.3 Core functionality
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_33)
+ #if defined(__APPLE__)
+ #include <OpenGL/gl3.h> // OpenGL 3 library for OSX
+ #include <OpenGL/gl3ext.h> // OpenGL 3 extensions library for OSX
+ #else
+ #define GLAD_IMPLEMENTATION
+ #if defined(RLGL_STANDALONE)
+ #include "glad.h" // GLAD extensions loading library, includes OpenGL headers
+ #else
+ #include "external/glad.h" // GLAD extensions loading library, includes OpenGL headers
+ #endif
+ #endif
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_ES2)
+ #include <EGL/egl.h> // EGL library
+ #include <GLES2/gl2.h> // OpenGL ES 2.0 library
+ #include <GLES2/gl2ext.h> // OpenGL ES 2.0 extensions library
+#endif
+
+#if defined(RLGL_STANDALONE)
+ #include <stdarg.h> // Required for: va_list, va_start(), vfprintf(), va_end() [Used only on TraceLog()]
+#endif
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+#define MATRIX_STACK_SIZE 16 // Matrix stack max size
+#define MAX_DRAWS_BY_TEXTURE 256 // Draws are organized by texture changes
+#define TEMP_VERTEX_BUFFER_SIZE 4096 // Temporal Vertex Buffer (required for vertex-transformations)
+ // NOTE: Every vertex are 3 floats (12 bytes)
+
+#ifndef GL_SHADING_LANGUAGE_VERSION
+ #define GL_SHADING_LANGUAGE_VERSION 0x8B8C
+#endif
+
+#ifndef GL_COMPRESSED_RGB_S3TC_DXT1_EXT
+ #define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0
+#endif
+#ifndef GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
+ #define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
+#endif
+#ifndef GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
+ #define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
+#endif
+#ifndef GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
+ #define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
+#endif
+#ifndef GL_ETC1_RGB8_OES
+ #define GL_ETC1_RGB8_OES 0x8D64
+#endif
+#ifndef GL_COMPRESSED_RGB8_ETC2
+ #define GL_COMPRESSED_RGB8_ETC2 0x9274
+#endif
+#ifndef GL_COMPRESSED_RGBA8_ETC2_EAC
+ #define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278
+#endif
+#ifndef GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG
+ #define GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00
+#endif
+#ifndef GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG
+ #define GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02
+#endif
+#ifndef GL_COMPRESSED_RGBA_ASTC_4x4_KHR
+ #define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93b0
+#endif
+#ifndef GL_COMPRESSED_RGBA_ASTC_8x8_KHR
+ #define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93b7
+#endif
+
+#ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
+ #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
+#endif
+
+#ifndef GL_TEXTURE_MAX_ANISOTROPY_EXT
+ #define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_11)
+ #define GL_UNSIGNED_SHORT_5_6_5 0x8363
+ #define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
+ #define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_21)
+ #define GL_LUMINANCE 0x1909
+ #define GL_LUMINANCE_ALPHA 0x190A
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_ES2)
+ #define glClearDepth glClearDepthf
+ #define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER
+ #define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER
+#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
+//----------------------------------------------------------------------------------
+
+// Dynamic vertex buffers (position + texcoords + colors + indices arrays)
+typedef struct DynamicBuffer {
+ 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; // vertex indices (in case vertex data comes indexed) (6 indices per quad)
+#elif defined(GRAPHICS_API_OPENGL_ES2)
+ 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
+ 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
+typedef struct DrawCall {
+ int vertexCount;
+ GLuint vaoId;
+ GLuint textureId;
+ GLuint shaderId;
+
+ Matrix projection;
+ Matrix modelview;
+
+ // TODO: Store additional draw state data
+ //int blendMode;
+ //Guint fboId;
+} DrawCall;
+
+#if defined(SUPPORT_VR_SIMULATOR)
+// VR Stereo rendering configuration for simulator
+typedef struct VrStereoConfig {
+ RenderTexture2D stereoFbo; // VR stereo rendering framebuffer
+ Shader distortionShader; // VR stereo rendering distortion shader
+ Rectangle eyesViewport[2]; // VR stereo rendering eyes viewports
+ Matrix eyesProjection[2]; // VR stereo rendering eyes projection matrices
+ Matrix eyesViewOffset[2]; // VR stereo rendering eyes view offset matrices
+} VrStereoConfig;
+#endif
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+#if !defined(GRAPHICS_API_OPENGL_11) && defined(SUPPORT_DISTORTION_SHADER)
+ // Distortion shader embedded
+ static char distortionFShaderStr[] =
+ #if defined(GRAPHICS_API_OPENGL_21)
+ "#version 120 \n"
+ #elif defined(GRAPHICS_API_OPENGL_ES2)
+ "#version 100 \n"
+ "precision mediump float; \n" // precision required for OpenGL ES2 (WebGL)
+ #endif
+ #if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
+ "varying vec2 fragTexCoord; \n"
+ "varying vec4 fragColor; \n"
+ #elif defined(GRAPHICS_API_OPENGL_33)
+ "#version 330 \n"
+ "in vec2 fragTexCoord; \n"
+ "in vec4 fragColor; \n"
+ "out vec4 finalColor; \n"
+ #endif
+ "uniform sampler2D texture0; \n"
+ #if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
+ "uniform vec2 leftLensCenter; \n"
+ "uniform vec2 rightLensCenter; \n"
+ "uniform vec2 leftScreenCenter; \n"
+ "uniform vec2 rightScreenCenter; \n"
+ "uniform vec2 scale; \n"
+ "uniform vec2 scaleIn; \n"
+ "uniform vec4 hmdWarpParam; \n"
+ "uniform vec4 chromaAbParam; \n"
+ #elif defined(GRAPHICS_API_OPENGL_33)
+ "uniform vec2 leftLensCenter = vec2(0.288, 0.5); \n"
+ "uniform vec2 rightLensCenter = vec2(0.712, 0.5); \n"
+ "uniform vec2 leftScreenCenter = vec2(0.25, 0.5); \n"
+ "uniform vec2 rightScreenCenter = vec2(0.75, 0.5); \n"
+ "uniform vec2 scale = vec2(0.25, 0.45); \n"
+ "uniform vec2 scaleIn = vec2(4, 2.2222); \n"
+ "uniform vec4 hmdWarpParam = vec4(1, 0.22, 0.24, 0); \n"
+ "uniform vec4 chromaAbParam = vec4(0.996, -0.004, 1.014, 0.0); \n"
+ #endif
+ "void main() \n"
+ "{ \n"
+ " vec2 lensCenter = fragTexCoord.x < 0.5 ? leftLensCenter : rightLensCenter; \n"
+ " vec2 screenCenter = fragTexCoord.x < 0.5 ? leftScreenCenter : rightScreenCenter; \n"
+ " vec2 theta = (fragTexCoord - lensCenter)*scaleIn; \n"
+ " float rSq = theta.x*theta.x + theta.y*theta.y; \n"
+ " vec2 theta1 = theta*(hmdWarpParam.x + hmdWarpParam.y*rSq + hmdWarpParam.z*rSq*rSq + hmdWarpParam.w*rSq*rSq*rSq); \n"
+ " vec2 thetaBlue = theta1*(chromaAbParam.z + chromaAbParam.w*rSq); \n"
+ " vec2 tcBlue = lensCenter + scale*thetaBlue; \n"
+ " if (any(bvec2(clamp(tcBlue, screenCenter - vec2(0.25, 0.5), screenCenter + vec2(0.25, 0.5)) - tcBlue))) \n"
+ " { \n"
+ #if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
+ " gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); \n"
+ #elif defined(GRAPHICS_API_OPENGL_33)
+ " finalColor = vec4(0.0, 0.0, 0.0, 1.0); \n"
+ #endif
+ " } \n"
+ " else \n"
+ " { \n"
+ #if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
+ " float blue = texture2D(texture0, tcBlue).b; \n"
+ " vec2 tcGreen = lensCenter + scale*theta1; \n"
+ " float green = texture2D(texture0, tcGreen).g; \n"
+ #elif defined(GRAPHICS_API_OPENGL_33)
+ " float blue = texture(texture0, tcBlue).b; \n"
+ " vec2 tcGreen = lensCenter + scale*theta1; \n"
+ " float green = texture(texture0, tcGreen).g; \n"
+ #endif
+ " vec2 thetaRed = theta1*(chromaAbParam.x + chromaAbParam.y*rSq); \n"
+ " vec2 tcRed = lensCenter + scale*thetaRed; \n"
+ #if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
+ " float red = texture2D(texture0, tcRed).r; \n"
+ " gl_FragColor = vec4(red, green, blue, 1.0); \n"
+ #elif defined(GRAPHICS_API_OPENGL_33)
+ " float red = texture(texture0, tcRed).r; \n"
+ " finalColor = vec4(red, green, blue, 1.0); \n"
+ #endif
+ " } \n"
+ "} \n";
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+static Matrix stack[MATRIX_STACK_SIZE];
+static int stackCounter = 0;
+
+static Matrix modelview;
+static Matrix projection;
+static Matrix *currentMatrix;
+static int currentMatrixMode;
+
+static int currentDrawMode;
+
+static float currentDepth = -1.0f;
+
+static DynamicBuffer lines; // Default dynamic buffer for lines data
+static DynamicBuffer triangles; // Default dynamic buffer for triangles data
+static DynamicBuffer quads; // Default dynamic buffer for quads data (used to draw textures)
+
+// Default buffers draw calls
+static DrawCall *draws;
+static int drawsCounter;
+
+// Temp vertex buffer to be used with rlTranslate, rlRotate, rlScale
+static Vector3 *tempBuffer;
+static int tempBufferCount = 0;
+static bool useTempBuffer = false;
+
+// Shaders
+static unsigned int defaultVShaderId; // Default vertex shader id (used by default shader program)
+static unsigned int defaultFShaderId; // Default fragment shader Id (used by default shader program)
+
+static Shader defaultShader; // Basic shader, support vertex color and diffuse texture
+static Shader currentShader; // Shader to be used on rendering (by default, defaultShader)
+
+// Extension supported flag: VAO
+static bool vaoSupported = false; // VAO support (OpenGL ES2 could not support VAO extension)
+
+// Extension supported flag: Compressed textures
+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
+
+#if defined(SUPPORT_VR_SIMULATOR)
+// VR global variables
+static VrStereoConfig vrConfig; // VR stereo configuration for simulator
+static bool vrSimulatorReady = false; // VR simulator ready flag
+static bool vrStereoRender = false; // VR stereo rendering enabled/disabled flag
+ // NOTE: This flag is useful to render data over stereo image (i.e. FPS)
+#endif // defined(SUPPORT_VR_SIMULATOR)
+
+#endif // defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+
+// Extension supported flag: Anisotropic filtering
+static bool texAnisotropicFilterSupported = false; // Anisotropic texture filtering support
+static float maxAnisotropicLevel = 0.0f; // Maximum anisotropy level supported (minimum is 2.0f)
+
+// Extension supported flag: Clamp mirror wrap mode
+static bool texClampMirrorSupported = false; // Clamp mirror wrap mode supported
+
+#if defined(GRAPHICS_API_OPENGL_ES2)
+// NOTE: VAO functionality is exposed through extensions (OES)
+static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays;
+static PFNGLBINDVERTEXARRAYOESPROC glBindVertexArray;
+static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays;
+//static PFNGLISVERTEXARRAYOESPROC glIsVertexArray; // NOTE: Fails in WebGL, omitted
+#endif
+
+static bool debugMarkerSupported = false;
+
+// Compressed textures support flags
+static bool texCompDXTSupported = false; // DDS texture compression support
+static bool texNPOTSupported = false; // NPOT textures full support
+static bool texFloatSupported = false; // float textures support (32 bit per channel)
+
+static int blendMode = 0; // Track current blending mode
+
+// White texture useful for plain color polys (required by shader)
+static unsigned int whiteTexture;
+
+// Default framebuffer size
+static int screenWidth; // Default framebuffer width
+static int screenHeight; // Default framebuffer height
+
+//----------------------------------------------------------------------------------
+// Module specific Functions Declaration
+//----------------------------------------------------------------------------------
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+static unsigned int CompileShader(const char *shaderStr, int type); // Compile custom shader and return shader id
+static unsigned int LoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId); // Load custom shader program
+
+static Shader LoadShaderDefault(void); // Load default shader (just vertex positioning and texture coloring)
+static void SetShaderDefaultLocations(Shader *shader); // Bind default shader locations (attributes and uniforms)
+static void UnloadShaderDefault(void); // Unload default shader
+
+static void LoadBuffersDefault(void); // Load default internal buffers (lines, triangles, quads)
+static void UpdateBuffersDefault(void); // Update default internal buffers (VAOs/VBOs) with vertex data
+static void DrawBuffersDefault(void); // Draw default internal buffers vertex data
+static void UnloadBuffersDefault(void); // Unload default internal buffers vertex data from CPU and GPU
+
+static void GenDrawCube(void); // Generate and draw cube
+static void GenDrawQuad(void); // Generate and draw quad
+
+#if defined(SUPPORT_VR_SIMULATOR)
+static void SetStereoConfig(VrDeviceInfo info); // Configure stereo rendering (including distortion shader) with HMD device parameters
+static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView); // Set internal projection and modelview matrix depending on eye
+#endif
+
+#endif // defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+
+// Get OpenGL internal formats and data type from raylib PixelFormat
+static void GetGlFormats(int format, int *glInternalFormat, int *glFormat, int *glType);
+
+#if defined(GRAPHICS_API_OPENGL_11)
+static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight);
+static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight);
+#endif
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - Matrix operations
+//----------------------------------------------------------------------------------
+
+#if defined(GRAPHICS_API_OPENGL_11)
+
+// Fallback to OpenGL 1.1 function calls
+//---------------------------------------
+void rlMatrixMode(int mode)
+{
+ switch (mode)
+ {
+ case RL_PROJECTION: glMatrixMode(GL_PROJECTION); 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 zNear, double zFar)
+{
+ glFrustum(left, right, bottom, top, zNear, zFar);
+}
+
+void rlOrtho(double left, double right, double bottom, double top, double zNear, double zFar)
+{
+ glOrtho(left, right, bottom, top, zNear, zFar);
+}
+
+void rlPushMatrix(void) { glPushMatrix(); }
+void rlPopMatrix(void) { glPopMatrix(); }
+void rlLoadIdentity(void) { glLoadIdentity(); }
+void rlTranslatef(float x, float y, float z) { glTranslatef(x, y, z); }
+void rlRotatef(float angleDeg, float x, float y, float z) { glRotatef(angleDeg, x, y, z); }
+void rlScalef(float x, float y, float z) { glScalef(x, y, z); }
+void rlMultMatrixf(float *matf) { glMultMatrixf(matf); }
+
+#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+
+// Choose the current matrix to be transformed
+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;
+}
+
+// Push the current matrix to stack
+void rlPushMatrix(void)
+{
+ if (stackCounter == MATRIX_STACK_SIZE - 1)
+ {
+ TraceLog(LOG_ERROR, "Stack Buffer Overflow (MAX %i Matrix)", MATRIX_STACK_SIZE);
+ }
+
+ stack[stackCounter] = *currentMatrix;
+ rlLoadIdentity(); // TODO: Review matrix stack logic!
+ stackCounter++;
+
+ if (currentMatrixMode == RL_MODELVIEW) useTempBuffer = true;
+}
+
+// Pop lattest inserted matrix from stack
+void rlPopMatrix(void)
+{
+ if (stackCounter > 0)
+ {
+ Matrix mat = stack[stackCounter - 1];
+ *currentMatrix = mat;
+ stackCounter--;
+ }
+}
+
+// Reset current matrix to identity matrix
+void rlLoadIdentity(void)
+{
+ *currentMatrix = MatrixIdentity();
+}
+
+// Multiply the current matrix by a translation matrix
+void rlTranslatef(float x, float y, float z)
+{
+ Matrix matTranslation = MatrixTranslate(x, y, z);
+
+ // NOTE: We transpose matrix with multiplication order
+ *currentMatrix = MatrixMultiply(matTranslation, *currentMatrix);
+}
+
+// Multiply the current matrix by a rotation matrix
+void rlRotatef(float angleDeg, float x, float y, float z)
+{
+ Matrix matRotation = MatrixIdentity();
+
+ Vector3 axis = (Vector3){ x, y, z };
+ matRotation = MatrixRotate(Vector3Normalize(axis), angleDeg*DEG2RAD);
+
+ // NOTE: We transpose matrix with multiplication order
+ *currentMatrix = MatrixMultiply(matRotation, *currentMatrix);
+}
+
+// Multiply the current matrix by a scaling matrix
+void rlScalef(float x, float y, float z)
+{
+ Matrix matScale = MatrixScale(x, y, z);
+
+ // NOTE: We transpose matrix with multiplication order
+ *currentMatrix = MatrixMultiply(matScale, *currentMatrix);
+}
+
+// Multiply the current matrix by another matrix
+void rlMultMatrixf(float *matf)
+{
+ // Matrix creation from array
+ Matrix mat = { matf[0], matf[4], matf[8], matf[12],
+ matf[1], matf[5], matf[9], matf[13],
+ matf[2], matf[6], matf[10], matf[14],
+ matf[3], matf[7], matf[11], matf[15] };
+
+ *currentMatrix = MatrixMultiply(*currentMatrix, mat);
+}
+
+// Multiply the current matrix by a perspective matrix generated by parameters
+void rlFrustum(double left, double right, double bottom, double top, double near, double far)
+{
+ Matrix matPerps = MatrixFrustum(left, right, bottom, top, near, far);
+
+ *currentMatrix = MatrixMultiply(*currentMatrix, matPerps);
+}
+
+// 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)
+{
+ Matrix matOrtho = MatrixOrtho(left, right, bottom, top, near, far);
+
+ *currentMatrix = MatrixMultiply(*currentMatrix, matOrtho);
+}
+
+#endif
+
+// Set the viewport area (transformation from normalized device coordinates to window coordinates)
+// NOTE: Updates global variables: screenWidth, screenHeight
+void rlViewport(int x, int y, int width, int height)
+{
+ glViewport(x, y, width, height);
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - Vertex level operations
+//----------------------------------------------------------------------------------
+#if defined(GRAPHICS_API_OPENGL_11)
+
+// Fallback to OpenGL 1.1 function calls
+//---------------------------------------
+void rlBegin(int mode)
+{
+ switch (mode)
+ {
+ case RL_LINES: glBegin(GL_LINES); break;
+ case RL_TRIANGLES: glBegin(GL_TRIANGLES); break;
+ case RL_QUADS: glBegin(GL_QUADS); break;
+ default: break;
+ }
+}
+
+void rlEnd() { glEnd(); }
+void rlVertex2i(int x, int y) { glVertex2i(x, y); }
+void rlVertex2f(float x, float y) { glVertex2f(x, y); }
+void rlVertex3f(float x, float y, float z) { glVertex3f(x, y, z); }
+void rlTexCoord2f(float x, float y) { glTexCoord2f(x, y); }
+void rlNormal3f(float x, float y, float z) { glNormal3f(x, y, z); }
+void rlColor4ub(byte r, byte g, byte b, byte a) { glColor4ub(r, g, b, a); }
+void rlColor3f(float x, float y, float z) { glColor3f(x, y, z); }
+void rlColor4f(float x, float y, float z, float w) { glColor4f(x, y, z, w); }
+
+#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+
+// Initialize drawing mode (how to organize vertex)
+void rlBegin(int mode)
+{
+ // Draw mode can only be RL_LINES, RL_TRIANGLES and RL_QUADS
+ currentDrawMode = mode;
+}
+
+// Finish vertex providing
+void rlEnd(void)
+{
+ if (useTempBuffer)
+ {
+ // NOTE: In this case, *currentMatrix is already transposed because transposing has been applied
+ // independently to translation-scale-rotation matrices -> t(M1 x M2) = t(M2) x t(M1)
+ // This way, rlTranslatef(), rlRotatef()... behaviour is the same than OpenGL 1.1
+
+ // Apply transformation matrix to all temp vertices
+ for (int i = 0; i < tempBufferCount; i++) tempBuffer[i] = Vector3Transform(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;
+ }
+
+ // Make sure vertexCount is the same for vertices-texcoords-normals-colors
+ // NOTE: In OpenGL 1.1, one glColor call can be made for all the subsequent glVertex calls.
+ switch (currentDrawMode)
+ {
+ case RL_LINES:
+ {
+ 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++;
+ }
+ }
+ } break;
+ case RL_TRIANGLES:
+ {
+ 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:
+ {
+ // Make sure colors count match vertex count
+ 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++;
+ }
+ }
+
+ // Make sure texcoords count match vertex count
+ 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... if normals support is added in a future... :P
+
+ } break;
+ default: break;
+ }
+
+ // NOTE: Depth increment is dependant on rlOrtho(): z-near and z-far values,
+ // as well as depth buffer bit-depth (16bit or 24bit or 32bit)
+ // Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits)
+ currentDepth += (1.0f/20000.0f);
+
+ // Verify internal buffers limits
+ // NOTE: This check is combined with usage of rlCheckBufferLimit()
+ if ((lines.vCounter/2 >= MAX_LINES_BATCH - 2) ||
+ (triangles.vCounter/3 >= MAX_TRIANGLES_BATCH - 3) ||
+ (quads.vCounter/4 >= MAX_QUADS_BATCH - 4)) rlglDraw();
+}
+
+// Define one vertex (position)
+void rlVertex3f(float x, float y, float z)
+{
+ if (useTempBuffer)
+ {
+ tempBuffer[tempBufferCount].x = x;
+ tempBuffer[tempBufferCount].y = y;
+ tempBuffer[tempBufferCount].z = z;
+ tempBufferCount++;
+ }
+ else
+ {
+ switch (currentDrawMode)
+ {
+ case RL_LINES:
+ {
+ // Verify that MAX_LINES_BATCH limit not reached
+ if (lines.vCounter/2 < MAX_LINES_BATCH)
+ {
+ lines.vertices[3*lines.vCounter] = x;
+ lines.vertices[3*lines.vCounter + 1] = y;
+ lines.vertices[3*lines.vCounter + 2] = z;
+
+ lines.vCounter++;
+ }
+ else TraceLog(LOG_ERROR, "MAX_LINES_BATCH overflow");
+
+ } break;
+ case RL_TRIANGLES:
+ {
+ // Verify that MAX_TRIANGLES_BATCH limit not reached
+ if (triangles.vCounter/3 < MAX_TRIANGLES_BATCH)
+ {
+ triangles.vertices[3*triangles.vCounter] = x;
+ triangles.vertices[3*triangles.vCounter + 1] = y;
+ triangles.vertices[3*triangles.vCounter + 2] = z;
+
+ triangles.vCounter++;
+ }
+ else TraceLog(LOG_ERROR, "MAX_TRIANGLES_BATCH overflow");
+
+ } break;
+ case RL_QUADS:
+ {
+ // Verify that MAX_QUADS_BATCH limit not reached
+ if (quads.vCounter/4 < MAX_QUADS_BATCH)
+ {
+ quads.vertices[3*quads.vCounter] = x;
+ quads.vertices[3*quads.vCounter + 1] = y;
+ quads.vertices[3*quads.vCounter + 2] = z;
+
+ quads.vCounter++;
+
+ draws[drawsCounter - 1].vertexCount++;
+ }
+ else TraceLog(LOG_ERROR, "MAX_QUADS_BATCH overflow");
+
+ } break;
+ default: break;
+ }
+ }
+}
+
+// Define one vertex (position)
+void rlVertex2f(float x, float y)
+{
+ rlVertex3f(x, y, currentDepth);
+}
+
+// Define one vertex (position)
+void rlVertex2i(int x, int y)
+{
+ rlVertex3f((float)x, (float)y, currentDepth);
+}
+
+// Define one vertex (texture coordinate)
+// NOTE: Texture coordinates are limited to QUADS only
+void rlTexCoord2f(float x, float y)
+{
+ if (currentDrawMode == RL_QUADS)
+ {
+ quads.texcoords[2*quads.tcCounter] = x;
+ quads.texcoords[2*quads.tcCounter + 1] = y;
+
+ quads.tcCounter++;
+ }
+}
+
+// Define one vertex (normal)
+// NOTE: Normals limited to TRIANGLES only ?
+void rlNormal3f(float x, float y, float z)
+{
+ // TODO: Normals usage...
+}
+
+// Define one vertex (color)
+void rlColor4ub(byte x, byte y, byte z, byte w)
+{
+ switch (currentDrawMode)
+ {
+ case RL_LINES:
+ {
+ lines.colors[4*lines.cCounter] = x;
+ 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:
+ {
+ triangles.colors[4*triangles.cCounter] = x;
+ 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:
+ {
+ quads.colors[4*quads.cCounter] = x;
+ 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;
+ }
+}
+
+// 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));
+}
+
+// Define one vertex (color)
+void rlColor3f(float x, float y, float z)
+{
+ rlColor4ub((byte)(x*255), (byte)(y*255), (byte)(z*255), 255);
+}
+
+#endif
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - OpenGL equivalent functions (common to 1.1, 3.3+, ES2)
+//----------------------------------------------------------------------------------
+
+// Enable texture usage
+void rlEnableTexture(unsigned int id)
+{
+#if defined(GRAPHICS_API_OPENGL_11)
+ glEnable(GL_TEXTURE_2D);
+ glBindTexture(GL_TEXTURE_2D, id);
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ if (draws[drawsCounter - 1].textureId != id)
+ {
+ if (draws[drawsCounter - 1].vertexCount > 0) drawsCounter++;
+
+ if (drawsCounter >= MAX_DRAWS_BY_TEXTURE)
+ {
+ rlglDraw();
+ drawsCounter = 1;
+ }
+
+ draws[drawsCounter - 1].textureId = id;
+ draws[drawsCounter - 1].vertexCount = 0;
+ }
+#endif
+}
+
+// Disable texture usage
+void rlDisableTexture(void)
+{
+#if defined(GRAPHICS_API_OPENGL_11)
+ glDisable(GL_TEXTURE_2D);
+ glBindTexture(GL_TEXTURE_2D, 0);
+#else
+ // NOTE: If quads batch limit is reached,
+ // we force a draw call and next batch starts
+ if (quads.vCounter/4 >= MAX_QUADS_BATCH) rlglDraw();
+#endif
+}
+
+// Set texture parameters (wrap mode/filter mode)
+void rlTextureParameters(unsigned int id, int param, int value)
+{
+ glBindTexture(GL_TEXTURE_2D, id);
+
+ switch (param)
+ {
+ case RL_TEXTURE_WRAP_S:
+ case RL_TEXTURE_WRAP_T:
+ {
+ if ((value == RL_WRAP_CLAMP_MIRROR) && !texClampMirrorSupported) TraceLog(LOG_WARNING, "Clamp mirror wrap mode not supported");
+ else glTexParameteri(GL_TEXTURE_2D, param, value);
+ } break;
+ case RL_TEXTURE_MAG_FILTER:
+ case RL_TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_2D, param, value); break;
+ case RL_TEXTURE_ANISOTROPIC_FILTER:
+ {
+ if (value <= maxAnisotropicLevel) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
+ else if (maxAnisotropicLevel > 0.0f)
+ {
+ TraceLog(LOG_WARNING, "[TEX ID %i] Maximum anisotropic filter level supported is %iX", id, maxAnisotropicLevel);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
+ }
+ else TraceLog(LOG_WARNING, "Anisotropic filtering not supported");
+ } break;
+ default: break;
+ }
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+}
+
+// Enable rendering to texture (fbo)
+void rlEnableRenderTexture(unsigned int id)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glBindFramebuffer(GL_FRAMEBUFFER, id);
+
+ //glDisable(GL_CULL_FACE); // Allow double side drawing for texture flipping
+ //glCullFace(GL_FRONT);
+#endif
+}
+
+// Disable rendering to texture
+void rlDisableRenderTexture(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+ //glEnable(GL_CULL_FACE);
+ //glCullFace(GL_BACK);
+#endif
+}
+
+// Enable depth test
+void rlEnableDepthTest(void)
+{
+ glEnable(GL_DEPTH_TEST);
+}
+
+// Disable depth test
+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)
+{
+ if (id > 0) glDeleteTextures(1, &id);
+}
+
+// Unload render texture from GPU memory
+void rlDeleteRenderTextures(RenderTexture2D target)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ 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);
+
+ TraceLog(LOG_INFO, "[FBO ID %i] Unloaded render texture data from VRAM (GPU)", target.id);
+#endif
+}
+
+// Unload shader from GPU memory
+void rlDeleteShader(unsigned int id)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ if (id != 0) glDeleteProgram(id);
+#endif
+}
+
+// Unload vertex data (VAO) from GPU memory
+void rlDeleteVertexArrays(unsigned int id)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ if (vaoSupported)
+ {
+ if (id != 0) glDeleteVertexArrays(1, &id);
+ TraceLog(LOG_INFO, "[VAO ID %i] Unloaded model data from VRAM (GPU)", id);
+ }
+#endif
+}
+
+// Unload vertex data (VBO) from GPU memory
+void rlDeleteBuffers(unsigned int id)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ if (id != 0)
+ {
+ glDeleteBuffers(1, &id);
+ if (!vaoSupported) TraceLog(LOG_INFO, "[VBO ID %i] Unloaded model vertex data from VRAM (GPU)", id);
+ }
+#endif
+}
+
+// Clear color buffer with color
+void rlClearColor(byte r, byte g, byte b, byte a)
+{
+ // Color values clamp to 0.0f(0) and 1.0f(255)
+ float cr = (float)r/255;
+ float cg = (float)g/255;
+ float cb = (float)b/255;
+ float ca = (float)a/255;
+
+ glClearColor(cr, cg, cb, ca);
+}
+
+// Clear used screen buffers (color and depth)
+void rlClearScreenBuffers(void)
+{
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers: Color and Depth (Depth is used for 3D)
+ //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Stencil buffer not used...
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - rlgl Functions
+//----------------------------------------------------------------------------------
+
+// Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states
+void rlglInit(int width, int height)
+{
+ // Check OpenGL information and capabilities
+ //------------------------------------------------------------------------------
+
+ // Print current OpenGL and GLSL version
+ TraceLog(LOG_INFO, "GPU: Vendor: %s", glGetString(GL_VENDOR));
+ TraceLog(LOG_INFO, "GPU: Renderer: %s", glGetString(GL_RENDERER));
+ TraceLog(LOG_INFO, "GPU: Version: %s", glGetString(GL_VERSION));
+ TraceLog(LOG_INFO, "GPU: GLSL: %s", glGetString(GL_SHADING_LANGUAGE_VERSION));
+
+ // NOTE: We can get a bunch of extra information about GPU capabilities (glGet*)
+ //int maxTexSize;
+ //glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTexSize);
+ //TraceLog(LOG_INFO, "GL_MAX_TEXTURE_SIZE: %i", maxTexSize);
+
+ //GL_MAX_TEXTURE_IMAGE_UNITS
+ //GL_MAX_VIEWPORT_DIMS
+
+ //int numAuxBuffers;
+ //glGetIntegerv(GL_AUX_BUFFERS, &numAuxBuffers);
+ //TraceLog(LOG_INFO, "GL_AUX_BUFFERS: %i", numAuxBuffers);
+
+ //GLint numComp = 0;
+ //GLint format[32] = { 0 };
+ //glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &numComp);
+ //glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, format);
+ //for (int i = 0; i < numComp; i++) TraceLog(LOG_INFO, "Supported compressed format: 0x%x", format[i]);
+
+ // NOTE: We don't need that much data on screen... right now...
+
+#if defined(GRAPHICS_API_OPENGL_11)
+ //TraceLog(LOG_INFO, "OpenGL 1.1 (or driver default) profile initialized");
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ // Get supported extensions list
+ GLint numExt = 0;
+
+#if defined(GRAPHICS_API_OPENGL_33)
+
+ // NOTE: On OpenGL 3.3 VAO and NPOT are supported by default
+ vaoSupported = true;
+ texNPOTSupported = true;
+ texFloatSupported = true;
+
+ // We get a list of available extensions and we check for some of them (compressed textures)
+ // NOTE: We don't need to check again supported extensions but we do (GLAD already dealt with that)
+ glGetIntegerv(GL_NUM_EXTENSIONS, &numExt);
+
+#ifdef _MSC_VER
+ const char **extList = malloc(sizeof(const char *)*numExt);
+#else
+ const char *extList[numExt];
+#endif
+
+ for (int i = 0; i < numExt; i++) extList[i] = (char *)glGetStringi(GL_EXTENSIONS, i);
+
+#elif defined(GRAPHICS_API_OPENGL_ES2)
+ char *extensions = (char *)glGetString(GL_EXTENSIONS); // One big const string
+
+ // NOTE: We have to duplicate string because glGetString() returns a const value
+ // If not duplicated, it fails in some systems (Raspberry Pi)
+ // 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)
+ {
+ numExt++;
+ extList[numExt] = strtok(NULL, " ");
+ }
+
+ free(extensionsDup); // Duplicated string must be deallocated
+
+ numExt -= 1;
+#endif
+
+ TraceLog(LOG_INFO, "Number of supported extensions: %i", numExt);
+
+ // Show supported extensions
+ //for (int i = 0; i < numExt; i++) TraceLog(LOG_INFO, "Supported extension: %s", extList[i]);
+
+ // Check required extensions
+ for (int i = 0; i < numExt; i++)
+ {
+#if defined(GRAPHICS_API_OPENGL_ES2)
+ // Check VAO support
+ // NOTE: Only check on OpenGL ES, OpenGL 3.3 has VAO support as core feature
+ if (strcmp(extList[i], (const char *)"GL_OES_vertex_array_object") == 0)
+ {
+ vaoSupported = true;
+
+ // The extension is supported by our hardware and driver, try to get related functions pointers
+ // NOTE: emscripten does not support VAOs natively, it uses emulation and it reduces overall performance...
+ glGenVertexArrays = (PFNGLGENVERTEXARRAYSOESPROC)eglGetProcAddress("glGenVertexArraysOES");
+ glBindVertexArray = (PFNGLBINDVERTEXARRAYOESPROC)eglGetProcAddress("glBindVertexArrayOES");
+ glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSOESPROC)eglGetProcAddress("glDeleteVertexArraysOES");
+ //glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)eglGetProcAddress("glIsVertexArrayOES"); // NOTE: Fails in WebGL, omitted
+ }
+
+ // Check NPOT textures support
+ // NOTE: Only check on OpenGL ES, OpenGL 3.3 has NPOT textures full support as core feature
+ if (strcmp(extList[i], (const char *)"GL_OES_texture_npot") == 0) texNPOTSupported = true;
+
+ // Check texture float support
+ if (strcmp(extList[i], (const char *)"GL_OES_texture_float") == 0) texFloatSupported = true;
+#endif
+
+ // 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) ||
+ (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;
+
+ // PVR texture compression support
+ if (strcmp(extList[i], (const char *)"GL_IMG_texture_compression_pvrtc") == 0) texCompPVRTSupported = true;
+
+ // ASTC texture compression support
+ if (strcmp(extList[i], (const char *)"GL_KHR_texture_compression_astc_hdr") == 0) texCompASTCSupported = true;
+
+ // Anisotropic texture filter support
+ if (strcmp(extList[i], (const char *)"GL_EXT_texture_filter_anisotropic") == 0)
+ {
+ texAnisotropicFilterSupported = true;
+ glGetFloatv(0x84FF, &maxAnisotropicLevel); // GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
+ }
+
+ // Clamp mirror wrap mode supported
+ if (strcmp(extList[i], (const char *)"GL_EXT_texture_mirror_clamp") == 0) texClampMirrorSupported = true;
+
+ // Debug marker support
+ if(strcmp(extList[i], (const char *)"GL_EXT_debug_marker") == 0) debugMarkerSupported = true;
+ }
+
+#if defined(_MSC_VER)
+ //free(extList);
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_ES2)
+ if (vaoSupported) TraceLog(LOG_INFO, "[EXTENSION] VAO extension detected, VAO functions initialized successfully");
+ else TraceLog(LOG_WARNING, "[EXTENSION] VAO extension not found, VAO usage not supported");
+
+ if (texNPOTSupported) TraceLog(LOG_INFO, "[EXTENSION] NPOT textures extension detected, full NPOT textures supported");
+ else TraceLog(LOG_WARNING, "[EXTENSION] NPOT textures extension not found, limited NPOT support (no-mipmaps, no-repeat)");
+#endif
+
+ if (texCompDXTSupported) TraceLog(LOG_INFO, "[EXTENSION] DXT compressed textures supported");
+ if (texCompETC1Supported) TraceLog(LOG_INFO, "[EXTENSION] ETC1 compressed textures supported");
+ if (texCompETC2Supported) TraceLog(LOG_INFO, "[EXTENSION] ETC2/EAC compressed textures supported");
+ if (texCompPVRTSupported) TraceLog(LOG_INFO, "[EXTENSION] PVRT compressed textures supported");
+ if (texCompASTCSupported) TraceLog(LOG_INFO, "[EXTENSION] ASTC compressed textures supported");
+
+ if (texAnisotropicFilterSupported) TraceLog(LOG_INFO, "[EXTENSION] Anisotropic textures filtering supported (max: %.0fX)", maxAnisotropicLevel);
+ if (texClampMirrorSupported) TraceLog(LOG_INFO, "[EXTENSION] Clamp mirror wrap texture mode supported");
+
+ if (debugMarkerSupported) TraceLog(LOG_INFO, "[EXTENSION] Debug Marker supported");
+
+ // Initialize buffers, default shaders and default textures
+ //----------------------------------------------------------
+
+ // Init default white texture
+ unsigned char pixels[4] = { 255, 255, 255, 255 }; // 1 pixel RGBA (4 bytes)
+
+ whiteTexture = rlLoadTexture(pixels, 1, 1, UNCOMPRESSED_R8G8B8A8, 1);
+
+ if (whiteTexture != 0) TraceLog(LOG_INFO, "[TEX ID %i] Base white texture loaded successfully", whiteTexture);
+ else TraceLog(LOG_WARNING, "Base white texture could not be loaded");
+
+ // Init default Shader (customized for GL 3.3 and ES2)
+ defaultShader = LoadShaderDefault();
+ currentShader = defaultShader;
+
+ // Init default vertex arrays buffers (lines, triangles, quads)
+ LoadBuffersDefault();
+
+ // 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] = Vector3Zero();
+
+ // 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;
+ currentDrawMode = RL_TRIANGLES; // Set default draw mode
+
+ // Init internal matrix stack (emulating OpenGL 1.1)
+ for (int i = 0; i < MATRIX_STACK_SIZE; i++) stack[i] = MatrixIdentity();
+
+ // Init internal projection and modelview matrices
+ projection = MatrixIdentity();
+ modelview = MatrixIdentity();
+ currentMatrix = &modelview;
+#endif // defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+
+ // Initialize OpenGL default states
+ //----------------------------------------------------------
+
+ // Init state: Depth test
+ glDepthFunc(GL_LEQUAL); // Type of depth testing to apply
+ glDisable(GL_DEPTH_TEST); // Disable depth testing for 2D (only used for 3D)
+
+ // Init state: Blending mode
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Color blending function (how colors are mixed)
+ glEnable(GL_BLEND); // Enable color blending (required to work with transparencies)
+
+ // Init state: Culling
+ // NOTE: All shapes/models triangles are drawn CCW
+ glCullFace(GL_BACK); // Cull the back face (default)
+ glFrontFace(GL_CCW); // Front face are defined counter clockwise (default)
+ glEnable(GL_CULL_FACE); // Enable backface culling
+
+#if defined(GRAPHICS_API_OPENGL_11)
+ // Init state: Color hints (deprecated in OpenGL 3.0+)
+ glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Improve quality of color and texture coordinate interpolation
+ glShadeModel(GL_SMOOTH); // Smooth shading between vertex (vertex colors interpolation)
+#endif
+
+ // Init state: Color/Depth buffers clear
+ glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color (black)
+ glClearDepth(1.0f); // Set clear depth value (default)
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers (depth buffer required for 3D)
+
+ // Store screen size into global variables
+ screenWidth = width;
+ screenHeight = height;
+
+ TraceLog(LOG_INFO, "OpenGL default states initialized successfully");
+}
+
+// Vertex Buffer Object deinitialization (memory free)
+void rlglClose(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ UnloadShaderDefault(); // Unload default shader
+ UnloadBuffersDefault(); // Unload default buffers (lines, triangles, quads)
+ glDeleteTextures(1, &whiteTexture); // Unload default texture
+
+ TraceLog(LOG_INFO, "[TEX ID %i] Unloaded texture data (base white texture) from VRAM", whiteTexture);
+
+ free(draws);
+#endif
+}
+
+// Drawing batches: triangles, quads, lines
+void rlglDraw(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ // NOTE: In a future version, models could be stored in a stack...
+ //for (int i = 0; i < modelsCount; i++) rlDrawMesh(models[i]->mesh, models[i]->material, models[i]->transform);
+
+ // NOTE: Default buffers upload and draw
+ UpdateBuffersDefault();
+ DrawBuffersDefault(); // NOTE: Stereo rendering is checked inside
+#endif
+}
+
+// Returns current OpenGL version
+int rlGetVersion(void)
+{
+#if defined(GRAPHICS_API_OPENGL_11)
+ return OPENGL_11;
+#elif defined(GRAPHICS_API_OPENGL_21)
+ #if defined(__APPLE__)
+ return OPENGL_33; // NOTE: Force OpenGL 3.3 on OSX
+ #else
+ return OPENGL_21;
+ #endif
+#elif defined(GRAPHICS_API_OPENGL_33)
+ return OPENGL_33;
+#elif defined(GRAPHICS_API_OPENGL_ES2)
+ return OPENGL_ES_20;
+#endif
+}
+
+// Check internal buffer overflow for a given number of vertex
+bool rlCheckBufferLimit(int type, int vCount)
+{
+ bool overflow = false;
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ switch (type)
+ {
+ case RL_LINES: overflow = ((lines.vCounter + vCount)/2 >= MAX_LINES_BATCH); break;
+ case RL_TRIANGLES: overflow = ((triangles.vCounter + vCount)/3 >= MAX_TRIANGLES_BATCH); break;
+ case RL_QUADS: overflow = ((quads.vCounter + vCount)/4 >= MAX_QUADS_BATCH); break;
+ default: break;
+ }
+#endif
+ return overflow;
+}
+
+// Set debug marker
+void rlSetDebugMarker(const char *text)
+{
+#if defined(GRAPHICS_API_OPENGL_33)
+ if (debugMarkerSupported) glInsertEventMarkerEXT(0, text);
+#endif
+}
+
+// Load OpenGL extensions
+// NOTE: External loader function could be passed as a pointer
+void rlLoadExtensions(void *loader)
+{
+#if defined(GRAPHICS_API_OPENGL_33)
+ // NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions)
+ #if !defined(__APPLE__)
+ if (!gladLoadGLLoader((GLADloadproc)loader)) TraceLog(LOG_WARNING, "GLAD: Cannot load OpenGL extensions");
+ else TraceLog(LOG_INFO, "GLAD: OpenGL extensions loaded successfully");
+
+ #if defined(GRAPHICS_API_OPENGL_21)
+ if (GLAD_GL_VERSION_2_1) TraceLog(LOG_INFO, "OpenGL 2.1 profile supported");
+ #elif defined(GRAPHICS_API_OPENGL_33)
+ if(GLAD_GL_VERSION_3_3) TraceLog(LOG_INFO, "OpenGL 3.3 Core profile supported");
+ else TraceLog(LOG_ERROR, "OpenGL 3.3 Core profile not supported");
+ #endif
+ #endif
+
+ // With GLAD, we can check if an extension is supported using the GLAD_GL_xxx booleans
+ //if (GLAD_GL_ARB_vertex_array_object) // Use GL_ARB_vertex_array_object
+#endif
+}
+
+// Get world coordinates from screen coordinates
+Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view)
+{
+ Vector3 result = { 0.0f, 0.0f, 0.0f };
+
+ // Calculate unproject matrix (multiply view patrix by projection matrix) and invert it
+ Matrix matViewProj = MatrixMultiply(view, proj);
+ matViewProj = MatrixInvert(matViewProj);
+
+ // Create quaternion from source point
+ Quaternion quat = { source.x, source.y, source.z, 1.0f };
+
+ // Multiply quat point by unproject matrix
+ quat = QuaternionTransform(quat, matViewProj);
+
+ // Normalized world points in vectors
+ result.x = quat.x/quat.w;
+ result.y = quat.y/quat.w;
+ result.z = quat.z/quat.w;
+
+ return result;
+}
+
+// Convert image data to OpenGL texture (returns OpenGL valid Id)
+unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount)
+{
+ glBindTexture(GL_TEXTURE_2D, 0); // Free any old binding
+
+ GLuint id = 0;
+
+ // Check texture format support by OpenGL 1.1 (compressed textures not supported)
+#if defined(GRAPHICS_API_OPENGL_11)
+ if (format >= COMPRESSED_DXT1_RGB)
+ {
+ TraceLog(LOG_WARNING, "OpenGL 1.1 does not support GPU compressed texture formats");
+ return id;
+ }
+#endif
+
+ if ((!texCompDXTSupported) && ((format == COMPRESSED_DXT1_RGB) || (format == COMPRESSED_DXT1_RGBA) ||
+ (format == COMPRESSED_DXT3_RGBA) || (format == COMPRESSED_DXT5_RGBA)))
+ {
+ TraceLog(LOG_WARNING, "DXT compressed texture format not supported");
+ return id;
+ }
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ if ((!texCompETC1Supported) && (format == COMPRESSED_ETC1_RGB))
+ {
+ TraceLog(LOG_WARNING, "ETC1 compressed texture format not supported");
+ return id;
+ }
+
+ if ((!texCompETC2Supported) && ((format == COMPRESSED_ETC2_RGB) || (format == COMPRESSED_ETC2_EAC_RGBA)))
+ {
+ TraceLog(LOG_WARNING, "ETC2 compressed texture format not supported");
+ return id;
+ }
+
+ if ((!texCompPVRTSupported) && ((format == COMPRESSED_PVRT_RGB) || (format == COMPRESSED_PVRT_RGBA)))
+ {
+ TraceLog(LOG_WARNING, "PVRT compressed texture format not supported");
+ return id;
+ }
+
+ if ((!texCompASTCSupported) && ((format == COMPRESSED_ASTC_4x4_RGBA) || (format == COMPRESSED_ASTC_8x8_RGBA)))
+ {
+ TraceLog(LOG_WARNING, "ASTC compressed texture format not supported");
+ return id;
+ }
+#endif
+
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+
+ glGenTextures(1, &id); // Generate Pointer to the texture
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ //glActiveTexture(GL_TEXTURE0); // If not defined, using GL_TEXTURE0 by default (shader texture)
+#endif
+
+ glBindTexture(GL_TEXTURE_2D, id);
+
+ int mipWidth = width;
+ int mipHeight = height;
+ int mipOffset = 0; // Mipmap data offset
+
+ TraceLog(LOG_DEBUG, "Load texture from data memory address: 0x%x", data);
+
+ // Load the different mipmap levels
+ for (int i = 0; i < mipmapCount; i++)
+ {
+ unsigned int mipSize = GetPixelDataSize(mipWidth, mipHeight, format);
+
+ int glInternalFormat, glFormat, glType;
+ GetGlFormats(format, &glInternalFormat, &glFormat, &glType);
+
+ TraceLog(LOG_DEBUG, "Load mipmap level %i (%i x %i), size: %i, offset: %i", i, mipWidth, mipHeight, mipSize, mipOffset);
+
+ if (glInternalFormat != -1)
+ {
+ if (format < COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, glFormat, glType, (unsigned char *)data + mipOffset);
+ #if !defined(GRAPHICS_API_OPENGL_11)
+ else glCompressedTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, mipSize, (unsigned char *)data + mipOffset);
+ #endif
+
+ #if defined(GRAPHICS_API_OPENGL_33)
+ if (format == UNCOMPRESSED_GRAYSCALE)
+ {
+ GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
+ glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
+ }
+ else if (format == UNCOMPRESSED_GRAY_ALPHA)
+ {
+ #if defined(GRAPHICS_API_OPENGL_21)
+ GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA };
+ #elif defined(GRAPHICS_API_OPENGL_33)
+ GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
+ #endif
+ glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
+ }
+ #endif
+ }
+
+ mipWidth /= 2;
+ mipHeight /= 2;
+ mipOffset += mipSize;
+
+ // Security check for NPOT textures
+ if (mipWidth < 1) mipWidth = 1;
+ if (mipHeight < 1) mipHeight = 1;
+ }
+
+ // Texture parameters configuration
+ // NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used
+#if defined(GRAPHICS_API_OPENGL_ES2)
+ // NOTE: OpenGL ES 2.0 with no GL_OES_texture_npot support (i.e. WebGL) has limited NPOT support, so CLAMP_TO_EDGE must be used
+ if (texNPOTSupported)
+ {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repeat on x-axis
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repeat on y-axis
+ }
+ else
+ {
+ // NOTE: If using negative texture coordinates (LoadOBJ()), it does not work!
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // Set texture to clamp on x-axis
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Set texture to clamp on y-axis
+ }
+#else
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repeat on x-axis
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repeat on y-axis
+#endif
+
+ // Magnification and minification filters
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Alternative: GL_LINEAR
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Alternative: GL_LINEAR
+
+#if defined(GRAPHICS_API_OPENGL_33)
+ if (mipmapCount > 1)
+ {
+ // Activate Trilinear filtering if mipmaps are available
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+ }
+#endif
+
+ // At this point we have the texture loaded in GPU and texture parameters configured
+
+ // NOTE: If mipmaps were not in data, they are not generated automatically
+
+ // Unbind current texture
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ if (id > 0) TraceLog(LOG_INFO, "[TEX ID %i] Texture created successfully (%ix%i - %i mipmaps)", id, width, height, mipmapCount);
+ else TraceLog(LOG_WARNING, "Texture could not be created");
+
+ return id;
+}
+
+// Update already loaded texture in GPU with new data
+void rlUpdateTexture(unsigned int id, int width, int height, int format, const void *data)
+{
+ glBindTexture(GL_TEXTURE_2D, id);
+
+ int glInternalFormat, glFormat, glType;
+ GetGlFormats(format, &glInternalFormat, &glFormat, &glType);
+
+ if ((glInternalFormat != -1) && (format < COMPRESSED_DXT1_RGB))
+ {
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, glFormat, glType, (unsigned char *)data);
+ }
+ else TraceLog(LOG_WARNING, "Texture format updating not supported");
+}
+
+// Unload texture from GPU memory
+void rlUnloadTexture(unsigned int id)
+{
+ if (id > 0) glDeleteTextures(1, &id);
+}
+
+
+// Load a texture to be used for rendering (fbo with color and depth attachments)
+RenderTexture2D rlLoadRenderTexture(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_R8G8B8A8;
+ 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_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+#if defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_ES2)
+ #define USE_DEPTH_RENDERBUFFER
+#else
+ #define USE_DEPTH_TEXTURE
+#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(LOG_WARNING, "Framebuffer object could not be created...");
+
+ switch (status)
+ {
+ case GL_FRAMEBUFFER_UNSUPPORTED: TraceLog(LOG_WARNING, "Framebuffer is unsupported"); break;
+ case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TraceLog(LOG_WARNING, "Framebuffer incomplete attachment"); break;
+#if defined(GRAPHICS_API_OPENGL_ES2)
+ case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: TraceLog(LOG_WARNING, "Framebuffer incomplete dimensions"); break;
+#endif
+ case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TraceLog(LOG_WARNING, "Framebuffer incomplete missing attachment"); break;
+ default: break;
+ }
+
+ glDeleteTextures(1, &target.texture.id);
+ glDeleteTextures(1, &target.depth.id);
+ glDeleteFramebuffers(1, &target.id);
+ }
+ else TraceLog(LOG_INFO, "[FBO ID %i] Framebuffer object created successfully", target.id);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+#endif
+
+ return target;
+}
+
+// Generate mipmap data for selected texture
+void rlGenerateMipmaps(Texture2D *texture)
+{
+ glBindTexture(GL_TEXTURE_2D, texture->id);
+
+ // Check if texture is power-of-two (POT)
+ bool texIsPOT = false;
+
+ if (((texture->width > 0) && ((texture->width & (texture->width - 1)) == 0)) &&
+ ((texture->height > 0) && ((texture->height & (texture->height - 1)) == 0))) texIsPOT = true;
+
+ if ((texIsPOT) || (texNPOTSupported))
+ {
+#if defined(GRAPHICS_API_OPENGL_11)
+ // WARNING: Manual mipmap generation only works for RGBA 32bit textures!
+ if (texture->format == UNCOMPRESSED_R8G8B8A8)
+ {
+ // Retrieve texture data from VRAM
+ void *data = rlReadTexturePixels(*texture);
+
+ // NOTE: data size is reallocated to fit mipmaps data
+ // NOTE: CPU mipmap generation only supports RGBA 32bit data
+ int mipmapCount = GenerateMipmaps(data, texture->width, texture->height);
+
+ int size = texture->width*texture->height*4;
+ int offset = size;
+
+ int mipWidth = texture->width/2;
+ int mipHeight = texture->height/2;
+
+ // Load the mipmaps
+ for (int level = 1; level < mipmapCount; level++)
+ {
+ glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA8, mipWidth, mipHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data + offset);
+
+ size = mipWidth*mipHeight*4;
+ offset += size;
+
+ mipWidth /= 2;
+ mipHeight /= 2;
+ }
+
+ texture->mipmaps = mipmapCount + 1;
+ free(data); // Once mipmaps have been generated and data has been uploaded to GPU VRAM, we can discard RAM data
+
+ TraceLog(LOG_WARNING, "[TEX ID %i] Mipmaps [%i] generated manually on CPU side", texture->id, texture->mipmaps);
+ }
+ else TraceLog(LOG_WARNING, "[TEX ID %i] Mipmaps could not be generated for texture format", texture->id);
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ //glHint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE); // Hint for mipmaps generation algorythm: GL_FASTEST, GL_NICEST, GL_DONT_CARE
+ glGenerateMipmap(GL_TEXTURE_2D); // Generate mipmaps automatically
+ TraceLog(LOG_INFO, "[TEX ID %i] Mipmaps generated automatically", texture->id);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // Activate Trilinear filtering for mipmaps
+
+ #define MIN(a,b) (((a)<(b))?(a):(b))
+ #define MAX(a,b) (((a)>(b))?(a):(b))
+
+ texture->mipmaps = 1 + (int)floor(log(MAX(texture->width, texture->height))/log(2));
+#endif
+ }
+ else TraceLog(LOG_WARNING, "[TEX ID %i] Mipmaps can not be generated", texture->id);
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+}
+
+// Upload vertex data into a VAO (if supported) and VBO
+// TODO: Check if mesh has already been loaded in GPU
+void rlLoadMesh(Mesh *mesh, bool dynamic)
+{
+ 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
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ int drawHint = GL_STATIC_DRAW;
+ if (dynamic) drawHint = GL_DYNAMIC_DRAW;
+
+ if (vaoSupported)
+ {
+ // Initialize Quads VAO (Buffer A)
+ glGenVertexArrays(1, &mesh->vaoId);
+ glBindVertexArray(mesh->vaoId);
+ }
+
+ // NOTE: Attributes must be uploaded considering default locations points
+
+ // Enable vertex attributes: position (shader-location = 0)
+ glGenBuffers(1, &mesh->vboId[0]);
+ glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[0]);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->vertices, drawHint);
+ glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(0);
+
+ // Enable vertex attributes: texcoords (shader-location = 1)
+ glGenBuffers(1, &mesh->vboId[1]);
+ glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[1]);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords, drawHint);
+ glVertexAttribPointer(1, 2, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(1);
+
+ // Enable vertex attributes: normals (shader-location = 2)
+ if (mesh->normals != NULL)
+ {
+ glGenBuffers(1, &mesh->vboId[2]);
+ glBindBuffer(GL_ARRAY_BUFFER, mesh->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);
+ }
+
+ // Default color vertex attribute (shader-location = 3)
+ if (mesh->colors != NULL)
+ {
+ glGenBuffers(1, &mesh->vboId[3]);
+ glBindBuffer(GL_ARRAY_BUFFER, mesh->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);
+ }
+
+ // Default tangent vertex attribute (shader-location = 4)
+ if (mesh->tangents != NULL)
+ {
+ glGenBuffers(1, &mesh->vboId[4]);
+ glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[4]);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*mesh->vertexCount, mesh->tangents, drawHint);
+ glVertexAttribPointer(4, 4, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(4);
+ }
+ else
+ {
+ // Default tangents vertex attribute
+ glVertexAttrib4f(4, 0.0f, 0.0f, 0.0f, 0.0f);
+ glDisableVertexAttribArray(4);
+ }
+
+ // Default texcoord2 vertex attribute (shader-location = 5)
+ if (mesh->texcoords2 != NULL)
+ {
+ glGenBuffers(1, &mesh->vboId[5]);
+ glBindBuffer(GL_ARRAY_BUFFER, mesh->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 texcoord2 vertex attribute
+ glVertexAttrib2f(5, 0.0f, 0.0f);
+ glDisableVertexAttribArray(5);
+ }
+
+ if (mesh->indices != NULL)
+ {
+ glGenBuffers(1, &mesh->vboId[6]);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh->vboId[6]);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned short)*mesh->triangleCount*3, mesh->indices, GL_STATIC_DRAW);
+ }
+
+ if (vaoSupported)
+ {
+ if (mesh->vaoId > 0) TraceLog(LOG_INFO, "[VAO ID %i] Mesh uploaded successfully to VRAM (GPU)", mesh->vaoId);
+ else TraceLog(LOG_WARNING, "Mesh could not be uploaded to VRAM (GPU)");
+ }
+ else
+ {
+ TraceLog(LOG_INFO, "[VBOs] Mesh uploaded successfully to VRAM (GPU)");
+ }
+#endif
+}
+
+// Update vertex data on GPU (upload new data to one buffer)
+void rlUpdateMesh(Mesh mesh, int buffer, int numVertex)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ // 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[2]);
+ 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[3]);
+ 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[4]);
+ if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*numVertex, mesh.tangents, GL_DYNAMIC_DRAW);
+ else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*4*numVertex, mesh.tangents);
+ } break;
+ case 5: // Update texcoords2 (vertex second texture coordinates)
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]);
+ 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);
+#endif
+}
+
+// Draw a 3d mesh with material and transform
+void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
+{
+#if defined(GRAPHICS_API_OPENGL_11)
+ glEnable(GL_TEXTURE_2D);
+ glBindTexture(GL_TEXTURE_2D, material.maps[MAP_DIFFUSE].texture.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.maps[MAP_DIFFUSE].color.r, material.maps[MAP_DIFFUSE].color.g, material.maps[MAP_DIFFUSE].color.b, material.maps[MAP_DIFFUSE].color.a);
+
+ if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, mesh.indices);
+ else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
+ rlPopMatrix();
+
+ glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array
+ if (mesh.normals != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array
+ if (mesh.colors != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable colors array
+
+ glDisable(GL_TEXTURE_2D);
+ glBindTexture(GL_TEXTURE_2D, 0);
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ // Bind shader program
+ glUseProgram(material.shader.id);
+
+ // Matrices and other values required by shader
+ //-----------------------------------------------------
+ // Calculate and send to shader model matrix (used by PBR shader)
+ if (material.shader.locs[LOC_MATRIX_MODEL] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_MODEL], transform);
+
+ // Upload to shader material.colDiffuse
+ if (material.shader.locs[LOC_COLOR_DIFFUSE] != -1)
+ glUniform4f(material.shader.locs[LOC_COLOR_DIFFUSE], (float)material.maps[MAP_DIFFUSE].color.r/255.0f,
+ (float)material.maps[MAP_DIFFUSE].color.g/255.0f,
+ (float)material.maps[MAP_DIFFUSE].color.b/255.0f,
+ (float)material.maps[MAP_DIFFUSE].color.a/255.0f);
+
+ // Upload to shader material.colSpecular (if available)
+ if (material.shader.locs[LOC_COLOR_SPECULAR] != -1)
+ glUniform4f(material.shader.locs[LOC_COLOR_SPECULAR], (float)material.maps[MAP_SPECULAR].color.r/255.0f,
+ (float)material.maps[MAP_SPECULAR].color.g/255.0f,
+ (float)material.maps[MAP_SPECULAR].color.b/255.0f,
+ (float)material.maps[MAP_SPECULAR].color.a/255.0f);
+
+ if (material.shader.locs[LOC_MATRIX_VIEW] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_VIEW], modelview);
+ if (material.shader.locs[LOC_MATRIX_PROJECTION] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_PROJECTION], projection);
+
+ // At this point the modelview matrix just contains the view matrix (camera)
+ // That's because BeginMode3D() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix()
+ Matrix matView = modelview; // View matrix (camera)
+ Matrix matProjection = projection; // Projection matrix (perspective)
+
+ // Calculate model-view matrix combining matModel and matView
+ Matrix matModelView = MatrixMultiply(transform, matView); // Transform to camera-space coordinates
+ //-----------------------------------------------------
+
+ // Bind active texture maps (if available)
+ for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
+ {
+ if (material.maps[i].texture.id > 0)
+ {
+ glActiveTexture(GL_TEXTURE0 + i);
+ if ((i == MAP_IRRADIANCE) || (i == MAP_PREFILTER) || (i == MAP_CUBEMAP)) glBindTexture(GL_TEXTURE_CUBE_MAP, material.maps[i].texture.id);
+ else glBindTexture(GL_TEXTURE_2D, material.maps[i].texture.id);
+
+ glUniform1i(material.shader.locs[LOC_MAP_DIFFUSE + i], i);
+ }
+ }
+
+ // Bind vertex array objects (or VBOs)
+ if (vaoSupported) glBindVertexArray(mesh.vaoId);
+ else
+ {
+ // TODO: Simplify VBO binding into a for loop
+
+ // Bind mesh VBO data: vertex position (shader-location = 0)
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
+ glVertexAttribPointer(material.shader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_POSITION]);
+
+ // Bind mesh VBO data: vertex texcoords (shader-location = 1)
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]);
+ glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TEXCOORD01]);
+
+ // Bind mesh VBO data: vertex normals (shader-location = 2, if available)
+ if (material.shader.locs[LOC_VERTEX_NORMAL] != -1)
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]);
+ glVertexAttribPointer(material.shader.locs[LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_NORMAL]);
+ }
+
+ // Bind mesh VBO data: vertex colors (shader-location = 3, if available)
+ if (material.shader.locs[LOC_VERTEX_COLOR] != -1)
+ {
+ if (mesh.vboId[3] != 0)
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]);
+ glVertexAttribPointer(material.shader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+ glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_COLOR]);
+ }
+ else
+ {
+ // Set default value for unused attribute
+ // NOTE: Required when using default shader and no VAO support
+ glVertexAttrib4f(material.shader.locs[LOC_VERTEX_COLOR], 1.0f, 1.0f, 1.0f, 1.0f);
+ glDisableVertexAttribArray(material.shader.locs[LOC_VERTEX_COLOR]);
+ }
+ }
+
+ // Bind mesh VBO data: vertex tangents (shader-location = 4, if available)
+ if (material.shader.locs[LOC_VERTEX_TANGENT] != -1)
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]);
+ glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TANGENT], 4, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TANGENT]);
+ }
+
+ // Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available)
+ if (material.shader.locs[LOC_VERTEX_TEXCOORD02] != -1)
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]);
+ glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TEXCOORD02], 2, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TEXCOORD02]);
+ }
+
+ if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.vboId[6]);
+ }
+
+ int eyesCount = 1;
+#if defined(SUPPORT_VR_SIMULATOR)
+ if (vrStereoRender) eyesCount = 2;
+#endif
+
+ for (int eye = 0; eye < eyesCount; eye++)
+ {
+ if (eyesCount == 1) modelview = matModelView;
+ #if defined(SUPPORT_VR_SIMULATOR)
+ else SetStereoView(eye, matProjection, matModelView);
+ #endif
+
+ // Calculate model-view-projection matrix (MVP)
+ Matrix matMVP = MatrixMultiply(modelview, projection); // Transform to screen-space coordinates
+
+ // Send combined model-view-projection matrix to shader
+ glUniformMatrix4fv(material.shader.locs[LOC_MATRIX_MVP], 1, false, MatrixToFloat(matMVP));
+
+ // 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);
+ }
+
+ // Unbind all binded texture maps
+ for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
+ {
+ glActiveTexture(GL_TEXTURE0 + i); // Set shader active texture
+ if ((i == MAP_IRRADIANCE) || (i == MAP_PREFILTER) || (i == MAP_CUBEMAP)) glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
+ else glBindTexture(GL_TEXTURE_2D, 0); // Unbind current active texture
+ }
+
+ // Unind vertex array objects (or VBOs)
+ if (vaoSupported) glBindVertexArray(0);
+ else
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ }
+
+ // Unbind shader program
+ glUseProgram(0);
+
+ // Restore projection/modelview matrices
+ // NOTE: In stereo rendering matrices are being modified to fit every eye
+ projection = matProjection;
+ modelview = matView;
+#endif
+}
+
+// Unload mesh data from CPU and GPU
+void rlUnloadMesh(Mesh *mesh)
+{
+ if (mesh->vertices != NULL) free(mesh->vertices);
+ if (mesh->texcoords != NULL) free(mesh->texcoords);
+ if (mesh->normals != NULL) free(mesh->normals);
+ if (mesh->colors != NULL) free(mesh->colors);
+ if (mesh->tangents != NULL) free(mesh->tangents);
+ if (mesh->texcoords2 != NULL) free(mesh->texcoords2);
+ if (mesh->indices != NULL) free(mesh->indices);
+
+ rlDeleteBuffers(mesh->vboId[0]); // vertex
+ rlDeleteBuffers(mesh->vboId[1]); // texcoords
+ rlDeleteBuffers(mesh->vboId[2]); // normals
+ rlDeleteBuffers(mesh->vboId[3]); // colors
+ rlDeleteBuffers(mesh->vboId[4]); // tangents
+ rlDeleteBuffers(mesh->vboId[5]); // texcoords2
+ rlDeleteBuffers(mesh->vboId[6]); // indices
+
+ rlDeleteVertexArrays(mesh->vaoId);
+}
+
+// Read screen pixel data (color buffer)
+unsigned char *rlReadScreenPixels(int width, int height)
+{
+ unsigned char *screenData = (unsigned char *)calloc(width*height*4, sizeof(unsigned char));
+
+ // 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++)
+ {
+ // Flip line
+ imgData[((height - 1) - y)*width*4 + x] = screenData[(y*width*4) + x];
+
+ // Set alpha component value to 255 (no trasparent image retrieval)
+ // NOTE: Alpha value has already been applied to RGB in framebuffer, we don't need it!
+ if (((x + 1)%4) == 0) imgData[((height - 1) - y)*width*4 + x] = 255;
+ }
+ }
+
+ free(screenData);
+
+ return imgData; // NOTE: image data should be freed
+}
+
+// Read texture pixel data
+// NOTE: glGetTexImage() is not available on OpenGL ES 2.0
+// Texture2D width and height are required on OpenGL ES 2.0. There is no way to get it from texture id.
+void *rlReadTexturePixels(Texture2D texture)
+{
+ void *pixels = NULL;
+
+#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
+ glBindTexture(GL_TEXTURE_2D, texture.id);
+
+ // NOTE: Using texture.id, we can retrieve some texture info (but not on OpenGL ES 2.0)
+ /*
+ int width, height, format;
+ glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
+ glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
+ glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format);
+ // Other texture info: GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE
+ */
+
+ // NOTE: Each row written to or read from by OpenGL pixel operations like glGetTexImage are aligned to a 4 byte boundary by default, which may add some padding.
+ // Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting.
+ // GL_PACK_ALIGNMENT affects operations that read from OpenGL memory (glReadPixels, glGetTexImage, etc.)
+ // GL_UNPACK_ALIGNMENT affects operations that write to OpenGL memory (glTexImage, etc.)
+ glPixelStorei(GL_PACK_ALIGNMENT, 1);
+
+ int glInternalFormat, glFormat, glType;
+ GetGlFormats(texture.format, &glInternalFormat, &glFormat, &glType);
+ unsigned int size = GetPixelDataSize(texture.width, texture.height, texture.format);
+
+ if ((glInternalFormat != -1) && (texture.format < COMPRESSED_DXT1_RGB))
+ {
+ pixels = (unsigned char *)malloc(size);
+ glGetTexImage(GL_TEXTURE_2D, 0, glFormat, glType, pixels);
+ }
+ else TraceLog(LOG_WARNING, "Texture data retrieval not suported for pixel format");
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_ES2)
+ RenderTexture2D fbo = rlLoadRenderTexture(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()
+
+#define GET_TEXTURE_FBO_OPTION_1 // It works
+#if defined(GET_TEXTURE_FBO_OPTION_1)
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo.id);
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ // Attach our texture to FBO -> Texture must be RGBA
+ // NOTE: Previoust attached texture is automatically detached
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.id, 0);
+
+ pixels = (unsigned char *)malloc(texture.width*texture.height*4*sizeof(unsigned char));
+
+ // NOTE: We read data as RGBA because FBO texture is configured as RGBA, despite binding a RGB 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.texture.id, 0);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+#elif defined(GET_TEXTURE_FBO_OPTION_2)
+ // Render texture to fbo
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo.id);
+
+ glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
+ glClearDepthf(1.0f);
+ //glDisable(GL_TEXTURE_2D);
+ glEnable(GL_DEPTH_TEST);
+ //glDisable(GL_BLEND);
+
+ glViewport(0, 0, texture.width, texture.height);
+ rlOrtho(0.0, texture.width, texture.height, 0.0, 0.0, 1.0);
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ glUseProgram(GetShaderDefault().id);
+ glBindTexture(GL_TEXTURE_2D, texture.id);
+ GenDrawQuad();
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glUseProgram(0);
+
+ pixels = (unsigned char *)malloc(texture.width*texture.height*4*sizeof(unsigned char));
+
+ glReadPixels(0, 0, texture.width, texture.height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
+
+ // Bind framebuffer 0, which means render to back buffer
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+ // Reset viewport dimensions to default
+ glViewport(0, 0, screenWidth, screenHeight);
+
+#endif // GET_TEXTURE_FBO_OPTION
+
+ // Clean up temporal fbo
+ rlDeleteRenderTextures(fbo);
+
+#endif
+
+ return pixels;
+}
+
+/*
+// TODO: Record draw calls to be processed in batch
+// NOTE: Global state must be kept
+void rlRecordDraw(void)
+{
+ // TODO: Before adding a new draw, check if anything changed from last stored draw
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ draws[drawsCounter].vaoId = currentState.vaoId; // lines.id, trangles.id, quads.id?
+ draws[drawsCounter].textureId = currentState.textureId; // whiteTexture?
+ draws[drawsCounter].shaderId = currentState.shaderId; // defaultShader.id
+ draws[drawsCounter].projection = projection;
+ draws[drawsCounter].modelview = modelview;
+ draws[drawsCounter].vertexCount = currentState.vertexCount;
+
+ drawsCounter++;
+#endif
+}
+*/
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - Shaders Functions
+// NOTE: Those functions are exposed directly to the user in raylib.h
+//----------------------------------------------------------------------------------
+
+// Get default internal texture (white texture)
+Texture2D GetTextureDefault(void)
+{
+ Texture2D texture;
+
+ texture.id = whiteTexture;
+ texture.width = 1;
+ texture.height = 1;
+ texture.mipmaps = 1;
+ texture.format = UNCOMPRESSED_R8G8B8A8;
+
+ return texture;
+}
+
+// Get default shader
+Shader GetShaderDefault(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ return defaultShader;
+#else
+ Shader shader = { 0 };
+ return shader;
+#endif
+}
+
+// Load text data from file
+// NOTE: text chars array should be freed manually
+char *LoadText(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(LOG_WARNING, "[%s] Text file could not be opened", fileName);
+ }
+
+ return text;
+}
+
+// Load shader from files and bind default locations
+// NOTE: If shader string is NULL, using default vertex/fragment shaders
+Shader LoadShader(const char *vsFileName, const char *fsFileName)
+{
+ Shader shader = { 0 };
+
+ char *vShaderStr = NULL;
+ char *fShaderStr = NULL;
+
+ if (vsFileName != NULL) vShaderStr = LoadText(vsFileName);
+ if (fsFileName != NULL) fShaderStr = LoadText(fsFileName);
+
+ shader = LoadShaderCode(vShaderStr, fShaderStr);
+
+ if (vShaderStr != NULL) free(vShaderStr);
+ if (fShaderStr != NULL) free(fShaderStr);
+
+ return shader;
+}
+
+// Load shader from code strings
+// NOTE: If shader string is NULL, using default vertex/fragment shaders
+Shader LoadShaderCode(char *vsCode, char *fsCode)
+{
+ Shader shader = { 0 };
+
+ // NOTE: All locations must be reseted to -1 (no location)
+ for (int i = 0; i < MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1;
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ unsigned int vertexShaderId = defaultVShaderId;
+ unsigned int fragmentShaderId = defaultFShaderId;
+
+ if (vsCode != NULL) vertexShaderId = CompileShader(vsCode, GL_VERTEX_SHADER);
+ if (fsCode != NULL) fragmentShaderId = CompileShader(fsCode, GL_FRAGMENT_SHADER);
+
+ if ((vertexShaderId == defaultVShaderId) && (fragmentShaderId == defaultFShaderId)) shader = defaultShader;
+ else
+ {
+ shader.id = LoadShaderProgram(vertexShaderId, fragmentShaderId);
+
+ if (vertexShaderId != defaultVShaderId) glDeleteShader(vertexShaderId);
+ if (fragmentShaderId != defaultFShaderId) glDeleteShader(fragmentShaderId);
+
+ if (shader.id == 0)
+ {
+ TraceLog(LOG_WARNING, "Custom shader could not be loaded");
+ shader = defaultShader;
+ }
+
+ // After shader loading, we TRY to set default location names
+ if (shader.id > 0) SetShaderDefaultLocations(&shader);
+ }
+
+ // Get available shader uniforms
+ // NOTE: This information is useful for debug...
+ int uniformCount = -1;
+
+ glGetProgramiv(shader.id, GL_ACTIVE_UNIFORMS, &uniformCount);
+
+ for(int i = 0; i < uniformCount; i++)
+ {
+ int namelen = -1;
+ int num = -1;
+ char name[256]; // Assume no variable names longer than 256
+ GLenum type = GL_ZERO;
+
+ // Get the name of the uniforms
+ glGetActiveUniform(shader.id, i,sizeof(name) - 1, &namelen, &num, &type, name);
+
+ name[namelen] = 0;
+
+ // Get the location of the named uniform
+ GLuint location = glGetUniformLocation(shader.id, name);
+
+ TraceLog(LOG_DEBUG, "[SHDR ID %i] Active uniform [%s] set at location: %i", shader.id, name, location);
+ }
+#endif
+
+ return shader;
+}
+
+// Unload shader from GPU memory (VRAM)
+void UnloadShader(Shader shader)
+{
+ if (shader.id > 0)
+ {
+ rlDeleteShader(shader.id);
+ TraceLog(LOG_INFO, "[SHDR ID %i] Unloaded shader program data", shader.id);
+ }
+}
+
+// Begin custom shader mode
+void BeginShaderMode(Shader shader)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ if (currentShader.id != shader.id)
+ {
+ rlglDraw();
+ currentShader = shader;
+ }
+#endif
+}
+
+// End custom shader mode (returns to default shader)
+void EndShaderMode(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ BeginShaderMode(defaultShader);
+#endif
+}
+
+// Get shader uniform location
+int GetShaderLocation(Shader shader, const char *uniformName)
+{
+ int location = -1;
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ location = glGetUniformLocation(shader.id, uniformName);
+
+ if (location == -1) TraceLog(LOG_WARNING, "[SHDR ID %i] Shader uniform [%s] COULD NOT BE FOUND", shader.id, uniformName);
+ else TraceLog(LOG_INFO, "[SHDR ID %i] Shader uniform [%s] set at location: %i", shader.id, uniformName, location);
+#endif
+ return location;
+}
+
+// Set shader uniform value (float)
+void SetShaderValue(Shader shader, int uniformLoc, const float *value, int size)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glUseProgram(shader.id);
+
+ if (size == 1) glUniform1fv(uniformLoc, 1, value); // Shader uniform type: float
+ else if (size == 2) glUniform2fv(uniformLoc, 1, value); // Shader uniform type: vec2
+ else if (size == 3) glUniform3fv(uniformLoc, 1, value); // Shader uniform type: vec3
+ else if (size == 4) glUniform4fv(uniformLoc, 1, value); // Shader uniform type: vec4
+ else TraceLog(LOG_WARNING, "Shader value float array size not supported");
+
+ //glUseProgram(0); // Avoid reseting current shader program, in case other uniforms are set
+#endif
+}
+
+// Set shader uniform value (int)
+void SetShaderValuei(Shader shader, int uniformLoc, const int *value, int size)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glUseProgram(shader.id);
+
+ if (size == 1) glUniform1iv(uniformLoc, 1, value); // Shader uniform type: int
+ else if (size == 2) glUniform2iv(uniformLoc, 1, value); // Shader uniform type: ivec2
+ else if (size == 3) glUniform3iv(uniformLoc, 1, value); // Shader uniform type: ivec3
+ else if (size == 4) glUniform4iv(uniformLoc, 1, value); // Shader uniform type: ivec4
+ else TraceLog(LOG_WARNING, "Shader value int array size not supported");
+
+ //glUseProgram(0);
+#endif
+}
+
+// Set shader uniform value (matrix 4x4)
+void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glUseProgram(shader.id);
+
+ glUniformMatrix4fv(uniformLoc, 1, false, MatrixToFloat(mat));
+
+ //glUseProgram(0);
+#endif
+}
+
+// Set a custom projection matrix (replaces internal projection matrix)
+void SetMatrixProjection(Matrix proj)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ projection = proj;
+#endif
+}
+
+// Set a custom modelview matrix (replaces internal modelview matrix)
+void SetMatrixModelview(Matrix view)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ modelview = view;
+#endif
+}
+
+// Return internal modelview matrix
+Matrix GetMatrixModelview()
+{
+ Matrix matrix = MatrixIdentity();
+#if defined(GRAPHICS_API_OPENGL_11)
+ float mat[16];
+ glGetFloatv(GL_MODELVIEW_MATRIX, mat);
+#else
+ matrix = modelview;
+#endif
+ return matrix;
+}
+
+// Generate cubemap texture from HDR texture
+// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24
+Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size)
+{
+ Texture2D cubemap = { 0 };
+#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2)
+ // NOTE: SetShaderDefaultLocations() already setups locations for projection and view Matrix in shader
+ // Other locations should be setup externally in shader before calling the function
+
+ // Set up depth face culling and cubemap seamless
+ glDisable(GL_CULL_FACE);
+#if defined(GRAPHICS_API_OPENGL_33)
+ glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); // Flag not supported on OpenGL ES 2.0
+#endif
+
+
+ // Setup framebuffer
+ unsigned int fbo, rbo;
+ glGenFramebuffers(1, &fbo);
+ glGenRenderbuffers(1, &rbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ glBindRenderbuffer(GL_RENDERBUFFER, rbo);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo);
+
+ // Set up cubemap to render and attach to framebuffer
+ // NOTE: faces are stored with 16 bit floating point values
+ glGenTextures(1, &cubemap.id);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id);
+ for (unsigned int i = 0; i < 6; i++)
+ glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, size, size, 0, GL_RGB, GL_FLOAT, NULL);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+#if defined(GRAPHICS_API_OPENGL_33)
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); // Flag not supported on OpenGL ES 2.0
+#endif
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+
+ // Create projection (transposed) and different views for each face
+ Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0);
+ //MatrixTranspose(&fboProjection);
+ Matrix fboViews[6] = {
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
+ };
+
+ // Convert HDR equirectangular environment map to cubemap equivalent
+ glUseProgram(shader.id);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, skyHDR.id);
+ SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection);
+
+ // Note: don't forget to configure the viewport to the capture dimensions
+ glViewport(0, 0, size, size);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+
+ for (unsigned int i = 0; i < 6; i++)
+ {
+ SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, cubemap.id, 0);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ GenDrawCube();
+ }
+
+ // Unbind framebuffer and textures
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+ // Reset viewport dimensions to default
+ glViewport(0, 0, screenWidth, screenHeight);
+ //glEnable(GL_CULL_FACE);
+
+ cubemap.width = size;
+ cubemap.height = size;
+#endif
+ return cubemap;
+}
+
+// Generate irradiance texture using cubemap data
+// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24
+Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size)
+{
+ Texture2D irradiance = { 0 };
+
+#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2)
+ // NOTE: SetShaderDefaultLocations() already setups locations for projection and view Matrix in shader
+ // Other locations should be setup externally in shader before calling the function
+
+ // Setup framebuffer
+ unsigned int fbo, rbo;
+ glGenFramebuffers(1, &fbo);
+ glGenRenderbuffers(1, &rbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ glBindRenderbuffer(GL_RENDERBUFFER, rbo);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo);
+
+ // Create an irradiance cubemap, and re-scale capture FBO to irradiance scale
+ glGenTextures(1, &irradiance.id);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, irradiance.id);
+ for (unsigned int i = 0; i < 6; i++)
+ glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, size, size, 0, GL_RGB, GL_FLOAT, NULL);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+
+ // Create projection (transposed) and different views for each face
+ Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0);
+ //MatrixTranspose(&fboProjection);
+ Matrix fboViews[6] = {
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
+ };
+
+ // Solve diffuse integral by convolution to create an irradiance cubemap
+ glUseProgram(shader.id);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id);
+ SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection);
+
+ // Note: don't forget to configure the viewport to the capture dimensions
+ glViewport(0, 0, size, size);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+
+ for (unsigned int i = 0; i < 6; i++)
+ {
+ SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, irradiance.id, 0);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ GenDrawCube();
+ }
+
+ // Unbind framebuffer and textures
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+ // Reset viewport dimensions to default
+ glViewport(0, 0, screenWidth, screenHeight);
+
+ irradiance.width = size;
+ irradiance.height = size;
+#endif
+ return irradiance;
+}
+
+// Generate prefilter texture using cubemap data
+// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24
+Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size)
+{
+ Texture2D prefilter = { 0 };
+
+#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2)
+ // NOTE: SetShaderDefaultLocations() already setups locations for projection and view Matrix in shader
+ // Other locations should be setup externally in shader before calling the function
+ // TODO: Locations should be taken out of this function... too shader dependant...
+ int roughnessLoc = GetShaderLocation(shader, "roughness");
+
+ // Setup framebuffer
+ unsigned int fbo, rbo;
+ glGenFramebuffers(1, &fbo);
+ glGenRenderbuffers(1, &rbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ glBindRenderbuffer(GL_RENDERBUFFER, rbo);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo);
+
+ // Create a prefiltered HDR environment map
+ glGenTextures(1, &prefilter.id);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, prefilter.id);
+ for (unsigned int i = 0; i < 6; i++)
+ glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, size, size, 0, GL_RGB, GL_FLOAT, NULL);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+
+ // Generate mipmaps for the prefiltered HDR texture
+ glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
+
+ // Create projection (transposed) and different views for each face
+ Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0);
+ //MatrixTranspose(&fboProjection);
+ Matrix fboViews[6] = {
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
+ };
+
+ // Prefilter HDR and store data into mipmap levels
+ glUseProgram(shader.id);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id);
+ SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+
+ #define MAX_MIPMAP_LEVELS 5 // Max number of prefilter texture mipmaps
+
+ for (unsigned int mip = 0; mip < MAX_MIPMAP_LEVELS; mip++)
+ {
+ // Resize framebuffer according to mip-level size.
+ unsigned int mipWidth = size*powf(0.5f, mip);
+ unsigned int mipHeight = size*powf(0.5f, mip);
+
+ glBindRenderbuffer(GL_RENDERBUFFER, rbo);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, mipWidth, mipHeight);
+ glViewport(0, 0, mipWidth, mipHeight);
+
+ float roughness = (float)mip/(float)(MAX_MIPMAP_LEVELS - 1);
+ glUniform1f(roughnessLoc, roughness);
+
+ for (unsigned int i = 0; i < 6; ++i)
+ {
+ SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, prefilter.id, mip);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ GenDrawCube();
+ }
+ }
+
+ // Unbind framebuffer and textures
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+ // Reset viewport dimensions to default
+ glViewport(0, 0, screenWidth, screenHeight);
+
+ prefilter.width = size;
+ prefilter.height = size;
+#endif
+ return prefilter;
+}
+
+// Generate BRDF texture using cubemap data
+// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24
+Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size)
+{
+ Texture2D brdf = { 0 };
+#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2)
+ // Generate BRDF convolution texture
+ glGenTextures(1, &brdf.id);
+ glBindTexture(GL_TEXTURE_2D, brdf.id);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16F, size, size, 0, GL_RG, GL_FLOAT, 0);
+ 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);
+
+ // Render BRDF LUT into a quad using FBO
+ unsigned int fbo, rbo;
+ glGenFramebuffers(1, &fbo);
+ glGenRenderbuffers(1, &rbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ glBindRenderbuffer(GL_RENDERBUFFER, rbo);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, brdf.id, 0);
+
+ glViewport(0, 0, size, size);
+ glUseProgram(shader.id);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ GenDrawQuad();
+
+ // Unbind framebuffer and textures
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+ // Reset viewport dimensions to default
+ glViewport(0, 0, screenWidth, screenHeight);
+
+ brdf.width = size;
+ brdf.height = size;
+#endif
+ return brdf;
+}
+
+// Begin blending mode (alpha, additive, multiplied)
+// NOTE: Only 3 blending modes supported, default blend mode is alpha
+void BeginBlendMode(int mode)
+{
+ if ((blendMode != mode) && (mode < 3))
+ {
+ rlglDraw();
+
+ switch (mode)
+ {
+ case BLEND_ALPHA: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); break;
+ case BLEND_ADDITIVE: glBlendFunc(GL_SRC_ALPHA, GL_ONE); break; // Alternative: glBlendFunc(GL_ONE, GL_ONE);
+ case BLEND_MULTIPLIED: glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); break;
+ default: break;
+ }
+
+ blendMode = mode;
+ }
+}
+
+// End blending mode (reset to default: alpha blending)
+void EndBlendMode(void)
+{
+ BeginBlendMode(BLEND_ALPHA);
+}
+
+#if defined(SUPPORT_VR_SIMULATOR)
+// Get VR device information for some standard devices
+VrDeviceInfo GetVrDeviceInfo(int vrDeviceType)
+{
+ VrDeviceInfo hmd = { 0 }; // Current VR device info
+
+ switch (vrDeviceType)
+ {
+ case HMD_DEFAULT_DEVICE:
+ case HMD_OCULUS_RIFT_CV1:
+ {
+ // Oculus Rift CV1 parameters
+ // NOTE: CV1 represents a complete HMD redesign compared to previous versions,
+ // new Fresnel-hybrid-asymmetric lenses have been added and, consequently,
+ // previous parameters (DK2) and distortion shader (DK2) doesn't work any more.
+ // I just defined a set of parameters for simulator that approximate to CV1 stereo rendering
+ // but result is not the same obtained with Oculus PC SDK.
+ hmd.hResolution = 2160; // HMD horizontal resolution in pixels
+ hmd.vResolution = 1200; // HMD vertical resolution in pixels
+ hmd.hScreenSize = 0.133793f; // HMD horizontal size in meters
+ hmd.vScreenSize = 0.0669f; // HMD vertical size in meters
+ hmd.vScreenCenter = 0.04678f; // HMD screen center in meters
+ hmd.eyeToScreenDistance = 0.041f; // HMD distance between eye and display in meters
+ hmd.lensSeparationDistance = 0.07f; // HMD lens separation distance in meters
+ hmd.interpupillaryDistance = 0.07f; // HMD IPD (distance between pupils) in meters
+ hmd.lensDistortionValues[0] = 1.0f; // HMD lens distortion constant parameter 0
+ hmd.lensDistortionValues[1] = 0.22f; // HMD lens distortion constant parameter 1
+ hmd.lensDistortionValues[2] = 0.24f; // HMD lens distortion constant parameter 2
+ hmd.lensDistortionValues[3] = 0.0f; // HMD lens distortion constant parameter 3
+ hmd.chromaAbCorrection[0] = 0.996f; // HMD chromatic aberration correction parameter 0
+ hmd.chromaAbCorrection[1] = -0.004f; // HMD chromatic aberration correction parameter 1
+ hmd.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2
+ hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3
+
+ TraceLog(LOG_INFO, "Initializing VR Simulator (Oculus Rift CV1)");
+ } break;
+ case HMD_OCULUS_RIFT_DK2:
+ {
+ // Oculus Rift DK2 parameters
+ hmd.hResolution = 1280; // HMD horizontal resolution in pixels
+ hmd.vResolution = 800; // HMD vertical resolution in pixels
+ hmd.hScreenSize = 0.14976f; // HMD horizontal size in meters
+ hmd.vScreenSize = 0.09356f; // HMD vertical size in meters
+ hmd.vScreenCenter = 0.04678f; // HMD screen center in meters
+ hmd.eyeToScreenDistance = 0.041f; // HMD distance between eye and display in meters
+ hmd.lensSeparationDistance = 0.0635f; // HMD lens separation distance in meters
+ hmd.interpupillaryDistance = 0.064f; // HMD IPD (distance between pupils) in meters
+ hmd.lensDistortionValues[0] = 1.0f; // HMD lens distortion constant parameter 0
+ hmd.lensDistortionValues[1] = 0.22f; // HMD lens distortion constant parameter 1
+ hmd.lensDistortionValues[2] = 0.24f; // HMD lens distortion constant parameter 2
+ hmd.lensDistortionValues[3] = 0.0f; // HMD lens distortion constant parameter 3
+ hmd.chromaAbCorrection[0] = 0.996f; // HMD chromatic aberration correction parameter 0
+ hmd.chromaAbCorrection[1] = -0.004f; // HMD chromatic aberration correction parameter 1
+ hmd.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2
+ hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3
+
+ TraceLog(LOG_INFO, "Initializing VR Simulator (Oculus Rift DK2)");
+ } break;
+ case HMD_OCULUS_GO:
+ {
+ // TODO: Provide device display and lens parameters
+ }
+ case HMD_VALVE_HTC_VIVE:
+ {
+ // TODO: Provide device display and lens parameters
+ }
+ case HMD_SONY_PSVR:
+ {
+ // TODO: Provide device display and lens parameters
+ }
+ default: break;
+ }
+
+ return hmd;
+}
+
+// Init VR simulator for selected device parameters
+// NOTE: It modifies the global variable: VrStereoConfig vrConfig
+void InitVrSimulator(VrDeviceInfo info)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ // Initialize framebuffer and textures for stereo rendering
+ // NOTE: Screen size should match HMD aspect ratio
+ vrConfig.stereoFbo = rlLoadRenderTexture(screenWidth, screenHeight);
+
+#if defined(SUPPORT_DISTORTION_SHADER)
+ // Load distortion shader
+ vrConfig.distortionShader = LoadShaderCode(NULL, distortionFShaderStr);
+
+ if (vrConfig.distortionShader.id > 0) SetShaderDefaultLocations(&vrConfig.distortionShader);
+#endif
+
+ // Set VR configutarion parameters, including distortion shader
+ SetStereoConfig(info);
+
+ vrSimulatorReady = true;
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_11)
+ TraceLog(LOG_WARNING, "VR Simulator not supported on OpenGL 1.1");
+#endif
+}
+
+// Close VR simulator for current device
+void CloseVrSimulator(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ if (vrSimulatorReady)
+ {
+ rlDeleteRenderTextures(vrConfig.stereoFbo); // Unload stereo framebuffer and texture
+ #if defined(SUPPORT_DISTORTION_SHADER)
+ UnloadShader(vrConfig.distortionShader); // Unload distortion shader
+ #endif
+ }
+#endif
+}
+
+// Detect if VR simulator is running
+bool IsVrSimulatorReady(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ return vrSimulatorReady;
+#else
+ return false;
+#endif
+}
+
+// Set VR distortion shader for stereoscopic rendering
+// TODO: Review VR system to be more flexible, move distortion shader to user side
+void SetVrDistortionShader(Shader shader)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ vrConfig.distortionShader = shader;
+
+ //SetStereoConfig(info); // TODO: Must be reviewed to set new distortion shader uniform values...
+#endif
+}
+
+// Enable/Disable VR experience (device or simulator)
+void ToggleVrMode(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ vrSimulatorReady = !vrSimulatorReady;
+
+ if (!vrSimulatorReady)
+ {
+ vrStereoRender = false;
+
+ // Reset viewport and default projection-modelview matrices
+ rlViewport(0, 0, screenWidth, screenHeight);
+ projection = MatrixOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0);
+ modelview = MatrixIdentity();
+ }
+ else vrStereoRender = true;
+#endif
+}
+
+// Update VR tracking (position and orientation) and camera
+// NOTE: Camera (position, target, up) gets update with head tracking information
+void UpdateVrTracking(Camera *camera)
+{
+ // TODO: Simulate 1st person camera system
+}
+
+// Begin Oculus drawing configuration
+void BeginVrDrawing(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ if (vrSimulatorReady)
+ {
+ // Setup framebuffer for stereo rendering
+ rlEnableRenderTexture(vrConfig.stereoFbo.id);
+
+ // NOTE: If your application is configured to treat the texture as a linear format (e.g. GL_RGBA)
+ // and performs linear-to-gamma conversion in GLSL or does not care about gamma-correction, then:
+ // - Require OculusBuffer format to be OVR_FORMAT_R8G8B8A8_UNORM_SRGB
+ // - Do NOT enable GL_FRAMEBUFFER_SRGB
+ //glEnable(GL_FRAMEBUFFER_SRGB);
+
+ //glViewport(0, 0, buffer.width, buffer.height); // Useful if rendering to separate framebuffers (every eye)
+ rlClearScreenBuffers(); // Clear current framebuffer(s)
+
+ vrStereoRender = true;
+ }
+#endif
+}
+
+// End Oculus drawing process (and desktop mirror)
+void EndVrDrawing(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ if (vrSimulatorReady)
+ {
+ vrStereoRender = false; // Disable stereo render
+
+ rlDisableRenderTexture(); // Unbind current framebuffer
+
+ rlClearScreenBuffers(); // Clear current framebuffer
+
+ // Set viewport to default framebuffer size (screen size)
+ rlViewport(0, 0, screenWidth, screenHeight);
+
+ // Let rlgl reconfigure internal matrices
+ rlMatrixMode(RL_PROJECTION); // Enable internal projection matrix
+ rlLoadIdentity(); // Reset internal projection matrix
+ rlOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0); // Recalculate internal projection matrix
+ rlMatrixMode(RL_MODELVIEW); // Enable internal modelview matrix
+ rlLoadIdentity(); // Reset internal modelview matrix
+
+#if defined(SUPPORT_DISTORTION_SHADER)
+ // Draw RenderTexture (stereoFbo) using distortion shader
+ currentShader = vrConfig.distortionShader;
+#else
+ currentShader = GetShaderDefault();
+#endif
+
+ rlEnableTexture(vrConfig.stereoFbo.texture.id);
+
+ rlPushMatrix();
+ rlBegin(RL_QUADS);
+ rlColor4ub(255, 255, 255, 255);
+ rlNormal3f(0.0f, 0.0f, 1.0f);
+
+ // Bottom-left corner for texture and quad
+ rlTexCoord2f(0.0f, 1.0f);
+ rlVertex2f(0.0f, 0.0f);
+
+ // Bottom-right corner for texture and quad
+ rlTexCoord2f(0.0f, 0.0f);
+ rlVertex2f(0.0f, vrConfig.stereoFbo.texture.height);
+
+ // Top-right corner for texture and quad
+ rlTexCoord2f(1.0f, 0.0f);
+ rlVertex2f(vrConfig.stereoFbo.texture.width, vrConfig.stereoFbo.texture.height);
+
+ // Top-left corner for texture and quad
+ rlTexCoord2f(1.0f, 1.0f);
+ rlVertex2f(vrConfig.stereoFbo.texture.width, 0.0f);
+ rlEnd();
+ rlPopMatrix();
+
+ rlDisableTexture();
+
+ // Update and draw render texture fbo with distortion to backbuffer
+ UpdateBuffersDefault();
+ DrawBuffersDefault();
+
+ // Restore defaultShader
+ currentShader = defaultShader;
+
+ // Reset viewport and default projection-modelview matrices
+ rlViewport(0, 0, screenWidth, screenHeight);
+ projection = MatrixOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0);
+ modelview = MatrixIdentity();
+
+ rlDisableDepthTest();
+ }
+#endif
+}
+#endif // SUPPORT_VR_SIMULATOR
+
+//----------------------------------------------------------------------------------
+// Module specific Functions Definition
+//----------------------------------------------------------------------------------
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+// Compile custom shader and return shader id
+static unsigned int CompileShader(const char *shaderStr, int type)
+{
+ unsigned int shader = glCreateShader(type);
+ glShaderSource(shader, 1, &shaderStr, NULL);
+
+ GLint success = 0;
+ glCompileShader(shader);
+ glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
+
+ if (success != GL_TRUE)
+ {
+ TraceLog(LOG_WARNING, "[SHDR ID %i] Failed to compile shader...", shader);
+ int maxLength = 0;
+ int length;
+ glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
+
+#if defined(_MSC_VER)
+ char *log = malloc(maxLength);
+#else
+ char log[maxLength];
+#endif
+ glGetShaderInfoLog(shader, maxLength, &length, log);
+
+ TraceLog(LOG_INFO, "%s", log);
+
+#if defined(_MSC_VER)
+ free(log);
+#endif
+ }
+ else TraceLog(LOG_INFO, "[SHDR ID %i] Shader compiled successfully", shader);
+
+ return shader;
+}
+
+// Load custom shader strings and return program id
+static unsigned int LoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId)
+{
+ unsigned int program = 0;
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+
+ GLint success = 0;
+ program = glCreateProgram();
+
+ glAttachShader(program, vShaderId);
+ glAttachShader(program, fShaderId);
+
+ // 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(LOG_WARNING, "[SHDR ID %i] Failed to link shader program...", program);
+
+ int maxLength = 0;
+ int length;
+
+ glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
+
+#ifdef _MSC_VER
+ char *log = malloc(maxLength);
+#else
+ char log[maxLength];
+#endif
+ glGetProgramInfoLog(program, maxLength, &length, log);
+
+ TraceLog(LOG_INFO, "%s", log);
+
+#ifdef _MSC_VER
+ free(log);
+#endif
+ glDeleteProgram(program);
+
+ program = 0;
+ }
+ else TraceLog(LOG_INFO, "[SHDR ID %i] Shader program loaded successfully", program);
+#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 LoadShaderDefault(void)
+{
+ Shader shader = { 0 };
+
+ // NOTE: All locations must be reseted to -1 (no location)
+ for (int i = 0; i < MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1;
+
+ // Vertex shader directly defined, no external file required
+ char defaultVShaderStr[] =
+#if defined(GRAPHICS_API_OPENGL_21)
+ "#version 120 \n"
+#elif defined(GRAPHICS_API_OPENGL_ES2)
+ "#version 100 \n"
+#endif
+#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
+ "attribute vec3 vertexPosition; \n"
+ "attribute vec2 vertexTexCoord; \n"
+ "attribute vec4 vertexColor; \n"
+ "varying vec2 fragTexCoord; \n"
+ "varying vec4 fragColor; \n"
+#elif defined(GRAPHICS_API_OPENGL_33)
+ "#version 330 \n"
+ "in vec3 vertexPosition; \n"
+ "in vec2 vertexTexCoord; \n"
+ "in vec4 vertexColor; \n"
+ "out vec2 fragTexCoord; \n"
+ "out vec4 fragColor; \n"
+#endif
+ "uniform mat4 mvp; \n"
+ "void main() \n"
+ "{ \n"
+ " fragTexCoord = vertexTexCoord; \n"
+ " fragColor = vertexColor; \n"
+ " gl_Position = mvp*vec4(vertexPosition, 1.0); \n"
+ "} \n";
+
+ // Fragment shader directly defined, no external file required
+ char defaultFShaderStr[] =
+#if defined(GRAPHICS_API_OPENGL_21)
+ "#version 120 \n"
+#elif defined(GRAPHICS_API_OPENGL_ES2)
+ "#version 100 \n"
+ "precision mediump float; \n" // precision required for OpenGL ES2 (WebGL)
+#endif
+#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
+ "varying vec2 fragTexCoord; \n"
+ "varying vec4 fragColor; \n"
+#elif defined(GRAPHICS_API_OPENGL_33)
+ "#version 330 \n"
+ "in vec2 fragTexCoord; \n"
+ "in vec4 fragColor; \n"
+ "out vec4 finalColor; \n"
+#endif
+ "uniform sampler2D texture0; \n"
+ "uniform vec4 colDiffuse; \n"
+ "void main() \n"
+ "{ \n"
+#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
+ " vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0
+ " gl_FragColor = texelColor*colDiffuse*fragColor; \n"
+#elif defined(GRAPHICS_API_OPENGL_33)
+ " vec4 texelColor = texture(texture0, fragTexCoord); \n"
+ " finalColor = texelColor*colDiffuse*fragColor; \n"
+#endif
+ "} \n";
+
+ // NOTE: Compiled vertex/fragment shaders are kept for re-use
+ defaultVShaderId = CompileShader(defaultVShaderStr, GL_VERTEX_SHADER); // Compile default vertex shader
+ defaultFShaderId = CompileShader(defaultFShaderStr, GL_FRAGMENT_SHADER); // Compile default fragment shader
+
+ shader.id = LoadShaderProgram(defaultVShaderId, defaultFShaderId);
+
+ if (shader.id > 0)
+ {
+ TraceLog(LOG_INFO, "[SHDR ID %i] Default shader loaded successfully", shader.id);
+
+ // Set default shader locations: attributes locations
+ shader.locs[LOC_VERTEX_POSITION] = glGetAttribLocation(shader.id, "vertexPosition");
+ shader.locs[LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(shader.id, "vertexTexCoord");
+ shader.locs[LOC_VERTEX_COLOR] = glGetAttribLocation(shader.id, "vertexColor");
+
+ // Set default shader locations: uniform locations
+ shader.locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader.id, "mvp");
+ shader.locs[LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader.id, "colDiffuse");
+ shader.locs[LOC_MAP_DIFFUSE] = glGetUniformLocation(shader.id, "texture0");
+
+ // NOTE: We could also use below function but in case DEFAULT_ATTRIB_* points are
+ // changed for external custom shaders, we just use direct bindings above
+ //SetShaderDefaultLocations(&shader);
+ }
+ else TraceLog(LOG_WARNING, "[SHDR ID %i] Default 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 SetShaderDefaultLocations(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->locs[LOC_VERTEX_POSITION] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_POSITION_NAME);
+ shader->locs[LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD_NAME);
+ shader->locs[LOC_VERTEX_TEXCOORD02] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD2_NAME);
+ shader->locs[LOC_VERTEX_NORMAL] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_NORMAL_NAME);
+ shader->locs[LOC_VERTEX_TANGENT] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TANGENT_NAME);
+ shader->locs[LOC_VERTEX_COLOR] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_COLOR_NAME);
+
+ // Get handles to GLSL uniform locations (vertex shader)
+ shader->locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader->id, "mvp");
+ shader->locs[LOC_MATRIX_PROJECTION] = glGetUniformLocation(shader->id, "projection");
+ shader->locs[LOC_MATRIX_VIEW] = glGetUniformLocation(shader->id, "view");
+
+ // Get handles to GLSL uniform locations (fragment shader)
+ shader->locs[LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader->id, "colDiffuse");
+ shader->locs[LOC_MAP_DIFFUSE] = glGetUniformLocation(shader->id, "texture0");
+ shader->locs[LOC_MAP_SPECULAR] = glGetUniformLocation(shader->id, "texture1");
+ shader->locs[LOC_MAP_NORMAL] = glGetUniformLocation(shader->id, "texture2");
+}
+
+// Unload default shader
+static void UnloadShaderDefault(void)
+{
+ glUseProgram(0);
+
+ glDetachShader(defaultShader.id, defaultVShaderId);
+ glDetachShader(defaultShader.id, defaultFShaderId);
+ glDeleteShader(defaultVShaderId);
+ glDeleteShader(defaultFShaderId);
+
+ glDeleteProgram(defaultShader.id);
+}
+
+// Load default internal buffers (lines, triangles, quads)
+static void LoadBuffersDefault(void)
+{
+ // [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;
+
+ // 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;
+
+ // 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
+#if defined(GRAPHICS_API_OPENGL_33)
+ quads.indices = (unsigned int *)malloc(sizeof(unsigned int)*6*MAX_QUADS_BATCH); // 6 int by quad (indices)
+#elif defined(GRAPHICS_API_OPENGL_ES2)
+ quads.indices = (unsigned short *)malloc(sizeof(unsigned short)*6*MAX_QUADS_BATCH); // 6 int by quad (indices)
+#endif
+
+ for (int i = 0; i < (3*4*MAX_QUADS_BATCH); i++) quads.vertices[i] = 0.0f;
+ for (int i = 0; i < (2*4*MAX_QUADS_BATCH); i++) quads.texcoords[i] = 0.0f;
+ for (int i = 0; i < (4*4*MAX_QUADS_BATCH); i++) quads.colors[i] = 0;
+
+ int k = 0;
+
+ // Indices can be initialized right now
+ for (int i = 0; i < (6*MAX_QUADS_BATCH); i+=6)
+ {
+ quads.indices[i] = 4*k;
+ quads.indices[i+1] = 4*k+1;
+ quads.indices[i+2] = 4*k+2;
+ 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;
+
+ TraceLog(LOG_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, &lines.vaoId);
+ glBindVertexArray(lines.vaoId);
+ }
+
+ // 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.locs[LOC_VERTEX_POSITION]);
+ glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
+
+ // 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.locs[LOC_VERTEX_COLOR]);
+ glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+
+ if (vaoSupported) TraceLog(LOG_INFO, "[VAO ID %i] Default buffers VAO initialized successfully (lines)", lines.vaoId);
+ else TraceLog(LOG_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, &triangles.vaoId);
+ glBindVertexArray(triangles.vaoId);
+ }
+
+ // 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.locs[LOC_VERTEX_POSITION]);
+ glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
+
+ // 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.locs[LOC_VERTEX_COLOR]);
+ glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+
+ if (vaoSupported) TraceLog(LOG_INFO, "[VAO ID %i] Default buffers VAO initialized successfully (triangles)", triangles.vaoId);
+ else TraceLog(LOG_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, &quads.vaoId);
+ glBindVertexArray(quads.vaoId);
+ }
+
+ // 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.locs[LOC_VERTEX_POSITION]);
+ glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
+
+ // 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.locs[LOC_VERTEX_TEXCOORD01]);
+ glVertexAttribPointer(currentShader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
+
+ // 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.locs[LOC_VERTEX_COLOR]);
+ glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+
+ // Fill index buffer
+ 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(LOG_INFO, "[VAO ID %i] Default buffers VAO initialized successfully (quads)", quads.vaoId);
+ else TraceLog(LOG_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 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 re-update GPU arrays (change flag required)
+static void UpdateBuffersDefault(void)
+{
+ // Update lines vertex buffers
+ if (lines.vCounter > 0)
+ {
+ // Activate Lines VAO
+ if (vaoSupported) glBindVertexArray(lines.vaoId);
+
+ // Lines - vertex positions buffer
+ 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, 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(triangles.vaoId);
+
+ // Triangles - vertex positions buffer
+ 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, 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(quads.vaoId);
+
+ // Quads - vertex positions buffer
+ 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, 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, 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...
+ //quads.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
+ // Now we can modify vertices
+ //glUnmapBuffer(GL_ARRAY_BUFFER);
+ }
+ //--------------------------------------------------------------
+
+ // 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 DrawBuffersDefault(void)
+{
+ Matrix matProjection = projection;
+ Matrix matModelView = modelview;
+
+ int eyesCount = 1;
+#if defined(SUPPORT_VR_SIMULATOR)
+ if (vrStereoRender) eyesCount = 2;
+#endif
+
+ for (int eye = 0; eye < eyesCount; eye++)
+ {
+ #if defined(SUPPORT_VR_SIMULATOR)
+ if (eyesCount == 2) SetStereoView(eye, matProjection, matModelView);
+ #endif
+
+ // 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.locs[LOC_MATRIX_MVP], 1, false, MatrixToFloat(matMVP));
+ glUniform4f(currentShader.locs[LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f);
+ glUniform1i(currentShader.locs[LOC_MAP_DIFFUSE], 0);
+
+ // NOTE: Additional map textures not considered for default buffers drawing
+ }
+
+ // Draw lines buffers
+ if (lines.vCounter > 0)
+ {
+ glActiveTexture(GL_TEXTURE0);
+ 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.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]);
+
+ // Bind vertex attrib: color (shader-location = 3)
+ glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[1]);
+ glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+ glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]);
+ }
+
+ 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)
+ {
+ glActiveTexture(GL_TEXTURE0);
+ 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.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]);
+
+ // Bind vertex attrib: color (shader-location = 3)
+ glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[1]);
+ glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+ glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]);
+ }
+
+ 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.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]);
+
+ // Bind vertex attrib: texcoord (shader-location = 1)
+ glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[1]);
+ glVertexAttribPointer(currentShader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_TEXCOORD01]);
+
+ // Bind vertex attrib: color (shader-location = 3)
+ glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[2]);
+ glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+ glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]);
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]);
+ }
+
+ //TraceLog(LOG_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(LOG_DEBUG, "Quads to render: %i - Vertex Count: %i", quadsCount, draws[i].vertexCount);
+
+ glActiveTexture(GL_TEXTURE0);
+ 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(LOG_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;
+
+ // Restore projection/modelview matrices
+ projection = matProjection;
+ modelview = matModelView;
+}
+
+// Unload default internal buffers vertex data from CPU and GPU
+static void UnloadBuffersDefault(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);
+}
+
+// Renders a 1x1 XY quad in NDC
+static void GenDrawQuad(void)
+{
+ unsigned int quadVAO = 0;
+ unsigned int quadVBO = 0;
+
+ float vertices[] = {
+ // Positions // Texture Coords
+ -1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
+ -1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
+ 1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
+ 1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
+ };
+
+ // Set up plane VAO
+ glGenVertexArrays(1, &quadVAO);
+ glGenBuffers(1, &quadVBO);
+ glBindVertexArray(quadVAO);
+
+ // Fill buffer
+ glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW);
+
+ // Link vertex attributes
+ glEnableVertexAttribArray(0);
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)0);
+ glEnableVertexAttribArray(1);
+ glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)(3*sizeof(float)));
+
+ // Draw quad
+ glBindVertexArray(quadVAO);
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ glBindVertexArray(0);
+
+ glDeleteBuffers(1, &quadVBO);
+ glDeleteVertexArrays(1, &quadVAO);
+}
+
+// Renders a 1x1 3D cube in NDC
+static void GenDrawCube(void)
+{
+ unsigned int cubeVAO = 0;
+ unsigned int cubeVBO = 0;
+
+ float vertices[] = {
+ -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
+ 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
+ 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
+ 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
+ -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
+ -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
+ -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
+ 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
+ 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
+ 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
+ -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
+ -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
+ -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
+ -1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
+ -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
+ -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
+ -1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
+ -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
+ 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
+ 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
+ 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
+ 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
+ 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
+ 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
+ -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
+ 1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
+ 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
+ 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
+ -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
+ -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
+ -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
+ 1.0f, 1.0f , 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
+ 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
+ 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
+ -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
+ -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f
+ };
+
+ // Set up cube VAO
+ glGenVertexArrays(1, &cubeVAO);
+ glGenBuffers(1, &cubeVBO);
+
+ // Fill buffer
+ glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
+
+ // Link vertex attributes
+ glBindVertexArray(cubeVAO);
+ glEnableVertexAttribArray(0);
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)0);
+ glEnableVertexAttribArray(1);
+ glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(3*sizeof(float)));
+ glEnableVertexAttribArray(2);
+ glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(6*sizeof(float)));
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindVertexArray(0);
+
+ // Draw cube
+ glBindVertexArray(cubeVAO);
+ glDrawArrays(GL_TRIANGLES, 0, 36);
+ glBindVertexArray(0);
+
+ glDeleteBuffers(1, &cubeVBO);
+ glDeleteVertexArrays(1, &cubeVAO);
+}
+
+#if defined(SUPPORT_VR_SIMULATOR)
+// Configure stereo rendering (including distortion shader) with HMD device parameters
+// NOTE: It modifies the global variable: VrStereoConfig vrConfig
+static void SetStereoConfig(VrDeviceInfo hmd)
+{
+ // Compute aspect ratio
+ float aspect = ((float)hmd.hResolution*0.5f)/(float)hmd.vResolution;
+
+ // Compute lens parameters
+ float lensShift = (hmd.hScreenSize*0.25f - hmd.lensSeparationDistance*0.5f)/hmd.hScreenSize;
+ float leftLensCenter[2] = { 0.25f + lensShift, 0.5f };
+ float rightLensCenter[2] = { 0.75f - lensShift, 0.5f };
+ float leftScreenCenter[2] = { 0.25f, 0.5f };
+ float rightScreenCenter[2] = { 0.75f, 0.5f };
+
+ // Compute distortion scale parameters
+ // NOTE: To get lens max radius, lensShift must be normalized to [-1..1]
+ float lensRadius = fabs(-1.0f - 4.0f*lensShift);
+ float lensRadiusSq = lensRadius*lensRadius;
+ float distortionScale = hmd.lensDistortionValues[0] +
+ hmd.lensDistortionValues[1]*lensRadiusSq +
+ hmd.lensDistortionValues[2]*lensRadiusSq*lensRadiusSq +
+ hmd.lensDistortionValues[3]*lensRadiusSq*lensRadiusSq*lensRadiusSq;
+
+ TraceLog(LOG_DEBUG, "VR: Distortion Scale: %f", distortionScale);
+
+ float normScreenWidth = 0.5f;
+ float normScreenHeight = 1.0f;
+ float scaleIn[2] = { 2.0f/normScreenWidth, 2.0f/normScreenHeight/aspect };
+ float scale[2] = { normScreenWidth*0.5f/distortionScale, normScreenHeight*0.5f*aspect/distortionScale };
+
+ TraceLog(LOG_DEBUG, "VR: Distortion Shader: LeftLensCenter = { %f, %f }", leftLensCenter[0], leftLensCenter[1]);
+ TraceLog(LOG_DEBUG, "VR: Distortion Shader: RightLensCenter = { %f, %f }", rightLensCenter[0], rightLensCenter[1]);
+ TraceLog(LOG_DEBUG, "VR: Distortion Shader: Scale = { %f, %f }", scale[0], scale[1]);
+ TraceLog(LOG_DEBUG, "VR: Distortion Shader: ScaleIn = { %f, %f }", scaleIn[0], scaleIn[1]);
+
+#if defined(SUPPORT_DISTORTION_SHADER)
+ // Update distortion shader with lens and distortion-scale parameters
+ SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "leftLensCenter"), leftLensCenter, 2);
+ SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "rightLensCenter"), rightLensCenter, 2);
+ SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "leftScreenCenter"), leftScreenCenter, 2);
+ SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "rightScreenCenter"), rightScreenCenter, 2);
+
+ SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "scale"), scale, 2);
+ SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "scaleIn"), scaleIn, 2);
+ SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "hmdWarpParam"), hmd.lensDistortionValues, 4);
+ SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "chromaAbParam"), hmd.chromaAbCorrection, 4);
+#endif
+
+ // Fovy is normally computed with: 2*atan2(hmd.vScreenSize, 2*hmd.eyeToScreenDistance)
+ // ...but with lens distortion it is increased (see Oculus SDK Documentation)
+ //float fovy = 2.0f*atan2(hmd.vScreenSize*0.5f*distortionScale, hmd.eyeToScreenDistance); // Really need distortionScale?
+ float fovy = 2.0f*(float)atan2(hmd.vScreenSize*0.5f, hmd.eyeToScreenDistance);
+
+ // Compute camera projection matrices
+ float projOffset = 4.0f*lensShift; // Scaled to projection space coordinates [-1..1]
+ Matrix proj = MatrixPerspective(fovy, aspect, 0.01, 1000.0);
+ vrConfig.eyesProjection[0] = MatrixMultiply(proj, MatrixTranslate(projOffset, 0.0f, 0.0f));
+ vrConfig.eyesProjection[1] = MatrixMultiply(proj, MatrixTranslate(-projOffset, 0.0f, 0.0f));
+
+ // Compute camera transformation matrices
+ // NOTE: Camera movement might seem more natural if we model the head.
+ // Our axis of rotation is the base of our head, so we might want to add
+ // some y (base of head to eye level) and -z (center of head to eye protrusion) to the camera positions.
+ vrConfig.eyesViewOffset[0] = MatrixTranslate(-hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f);
+ vrConfig.eyesViewOffset[1] = MatrixTranslate(hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f);
+
+ // Compute eyes Viewports
+ vrConfig.eyesViewport[0] = (Rectangle){ 0, 0, hmd.hResolution/2, hmd.vResolution };
+ vrConfig.eyesViewport[1] = (Rectangle){ hmd.hResolution/2, 0, hmd.hResolution/2, hmd.vResolution };
+}
+
+// Set internal projection and modelview matrix depending on eyes tracking data
+static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView)
+{
+ Matrix eyeProjection = matProjection;
+ Matrix eyeModelView = matModelView;
+
+ // Setup viewport and projection/modelview matrices using tracking data
+ rlViewport(eye*screenWidth/2, 0, screenWidth/2, screenHeight);
+
+ // Apply view offset to modelview matrix
+ eyeModelView = MatrixMultiply(matModelView, vrConfig.eyesViewOffset[eye]);
+
+ // Set current eye projection matrix
+ eyeProjection = vrConfig.eyesProjection[eye];
+
+ SetMatrixModelview(eyeModelView);
+ SetMatrixProjection(eyeProjection);
+}
+#endif // defined(SUPPORT_VR_SIMULATOR)
+
+#endif //defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+
+// Get OpenGL internal formats and data type from raylib PixelFormat
+static void GetGlFormats(int format, int *glInternalFormat, int *glFormat, int *glType)
+{
+ *glInternalFormat = -1;
+ *glFormat = -1;
+ *glType = -1;
+
+ switch (format)
+ {
+ #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_ES2)
+ // NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA
+ case UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_UNSIGNED_BYTE; break;
+ case UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_LUMINANCE_ALPHA; *glFormat = GL_LUMINANCE_ALPHA; *glType = GL_UNSIGNED_BYTE; break;
+ case UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break;
+ case UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break;
+ case UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break;
+ case UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break;
+ case UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break;
+ #if !defined(GRAPHICS_API_OPENGL_11)
+ case UNCOMPRESSED_R32: if (texFloatSupported) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
+ case UNCOMPRESSED_R32G32B32: if (texFloatSupported) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
+ case UNCOMPRESSED_R32G32B32A32: if (texFloatSupported) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
+ #endif
+ #elif defined(GRAPHICS_API_OPENGL_33)
+ case UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_R8; *glFormat = GL_RED; *glType = GL_UNSIGNED_BYTE; break;
+ case UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_RG8; *glFormat = GL_RG; *glType = GL_UNSIGNED_BYTE; break;
+ case UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB565; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break;
+ case UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB8; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break;
+ case UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGB5_A1; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break;
+ case UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA4; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break;
+ case UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA8; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break;
+ case UNCOMPRESSED_R32: if (texFloatSupported) *glInternalFormat = GL_R32F; *glFormat = GL_RED; *glType = GL_FLOAT; break;
+ case UNCOMPRESSED_R32G32B32: if (texFloatSupported) *glInternalFormat = GL_RGB32F; *glFormat = GL_RGB; *glType = GL_FLOAT; break;
+ case UNCOMPRESSED_R32G32B32A32: if (texFloatSupported) *glInternalFormat = GL_RGBA32F; *glFormat = GL_RGBA; *glType = GL_FLOAT; break;
+ #endif
+ #if !defined(GRAPHICS_API_OPENGL_11)
+ case COMPRESSED_DXT1_RGB: if (texCompDXTSupported) *glInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break;
+ case COMPRESSED_DXT1_RGBA: if (texCompDXTSupported) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break;
+ case COMPRESSED_DXT3_RGBA: if (texCompDXTSupported) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break;
+ case COMPRESSED_DXT5_RGBA: if (texCompDXTSupported) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break;
+ case COMPRESSED_ETC1_RGB: if (texCompETC1Supported) *glInternalFormat = GL_ETC1_RGB8_OES; break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3
+ case COMPRESSED_ETC2_RGB: if (texCompETC2Supported) *glInternalFormat = GL_COMPRESSED_RGB8_ETC2; break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
+ case COMPRESSED_ETC2_EAC_RGBA: if (texCompETC2Supported) *glInternalFormat = GL_COMPRESSED_RGBA8_ETC2_EAC; break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
+ case COMPRESSED_PVRT_RGB: if (texCompPVRTSupported) *glInternalFormat = GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU
+ case COMPRESSED_PVRT_RGBA: if (texCompPVRTSupported) *glInternalFormat = GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU
+ case COMPRESSED_ASTC_4x4_RGBA: if (texCompASTCSupported) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_4x4_KHR; break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
+ case COMPRESSED_ASTC_8x8_RGBA: if (texCompASTCSupported) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_8x8_KHR; break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
+ #endif
+ default: TraceLog(LOG_WARNING, "Texture format not supported"); break;
+ }
+}
+
+#if defined(GRAPHICS_API_OPENGL_11)
+// Mipmaps data is generated after image data
+// NOTE: Only works with RGBA (4 bytes) data!
+static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight)
+{
+ int mipmapCount = 1; // Required mipmap levels count (including base level)
+ int width = baseWidth;
+ int height = baseHeight;
+ int size = baseWidth*baseHeight*4; // Size in bytes (will include mipmaps...), RGBA only
+
+ // Count mipmap levels required
+ while ((width != 1) && (height != 1))
+ {
+ if (width != 1) width /= 2;
+ if (height != 1) height /= 2;
+
+ TraceLog(LOG_DEBUG, "Next mipmap size: %i x %i", width, height);
+
+ mipmapCount++;
+
+ size += (width*height*4); // Add mipmap size (in bytes)
+ }
+
+ TraceLog(LOG_DEBUG, "Total mipmaps required: %i", mipmapCount);
+ TraceLog(LOG_DEBUG, "Total size of data required: %i", size);
+
+ unsigned char *temp = realloc(data, size);
+
+ if (temp != NULL) data = temp;
+ else TraceLog(LOG_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
+ Color *image = (Color *)malloc(width*height*sizeof(Color));
+ Color *mipmap = NULL;
+ int offset = 0;
+ int j = 0;
+
+ for (int i = 0; i < size; i += 4)
+ {
+ image[j].r = data[i];
+ image[j].g = data[i + 1];
+ image[j].b = data[i + 2];
+ image[j].a = data[i + 3];
+ j++;
+ }
+
+ TraceLog(LOG_DEBUG, "Mipmap base (%ix%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
+
+ // Add mipmap to data
+ for (int i = 0; i < size; i += 4)
+ {
+ 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;
+ j++;
+ }
+
+ free(image);
+
+ image = mipmap;
+ mipmap = NULL;
+ }
+
+ free(mipmap); // free mipmap data
+
+ return mipmapCount;
+}
+
+// Manual mipmap generation (basic scaling algorithm)
+static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight)
+{
+ int x2, y2;
+ Color prow, pcol;
+
+ int width = srcWidth/2;
+ int height = srcHeight/2;
+
+ Color *mipmap = (Color *)malloc(width*height*sizeof(Color));
+
+ // Scaling algorithm works perfectly (box-filter)
+ for (int y = 0; y < height; y++)
+ {
+ y2 = 2*y;
+
+ for (int x = 0; x < width; x++)
+ {
+ x2 = 2*x;
+
+ prow.r = (srcData[y2*srcWidth + x2].r + srcData[y2*srcWidth + x2 + 1].r)/2;
+ prow.g = (srcData[y2*srcWidth + x2].g + srcData[y2*srcWidth + x2 + 1].g)/2;
+ prow.b = (srcData[y2*srcWidth + x2].b + srcData[y2*srcWidth + x2 + 1].b)/2;
+ prow.a = (srcData[y2*srcWidth + x2].a + srcData[y2*srcWidth + x2 + 1].a)/2;
+
+ pcol.r = (srcData[(y2+1)*srcWidth + x2].r + srcData[(y2+1)*srcWidth + x2 + 1].r)/2;
+ pcol.g = (srcData[(y2+1)*srcWidth + x2].g + srcData[(y2+1)*srcWidth + x2 + 1].g)/2;
+ pcol.b = (srcData[(y2+1)*srcWidth + x2].b + srcData[(y2+1)*srcWidth + x2 + 1].b)/2;
+ pcol.a = (srcData[(y2+1)*srcWidth + x2].a + srcData[(y2+1)*srcWidth + x2 + 1].a)/2;
+
+ mipmap[y*width + x].r = (prow.r + pcol.r)/2;
+ mipmap[y*width + x].g = (prow.g + pcol.g)/2;
+ mipmap[y*width + x].b = (prow.b + pcol.b)/2;
+ mipmap[y*width + x].a = (prow.a + pcol.a)/2;
+ }
+ }
+
+ TraceLog(LOG_DEBUG, "Mipmap generated successfully (%ix%i)", width, height);
+
+ return mipmap;
+}
+#endif
+
+#if defined(RLGL_STANDALONE)
+// Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG)
+void TraceLog(int msgType, const char *text, ...)
+{
+ va_list args;
+ va_start(args, text);
+
+ switch (msgType)
+ {
+ case LOG_INFO: fprintf(stdout, "INFO: "); break;
+ case LOG_ERROR: fprintf(stdout, "ERROR: "); break;
+ case LOG_WARNING: fprintf(stdout, "WARNING: "); break;
+ case LOG_DEBUG: fprintf(stdout, "DEBUG: "); break;
+ default: break;
+ }
+
+ vfprintf(stdout, text, args);
+ fprintf(stdout, "\n");
+
+ va_end(args);
+
+ if (msgType == LOG_ERROR) exit(1);
+}
+#endif
+
+#endif // RLGL_IMPLEMENTATION \ No newline at end of file
diff --git a/src/shader_distortion.h b/src/shader_distortion.h
deleted file mode 100644
index 3b37c630..00000000
--- a/src/shader_distortion.h
+++ /dev/null
@@ -1,106 +0,0 @@
-
-// Vertex shader definition to embed, no external file required
-static const char distortionVShaderStr[] =
-#if defined(GRAPHICS_API_OPENGL_21)
-"#version 120 \n"
-#elif defined(GRAPHICS_API_OPENGL_ES2)
-"#version 100 \n"
-#endif
-#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
-"attribute vec3 vertexPosition; \n"
-"attribute vec2 vertexTexCoord; \n"
-"attribute vec4 vertexColor; \n"
-"varying vec2 fragTexCoord; \n"
-"varying vec4 fragColor; \n"
-#elif defined(GRAPHICS_API_OPENGL_33)
-"#version 330 \n"
-"in vec3 vertexPosition; \n"
-"in vec2 vertexTexCoord; \n"
-"in vec4 vertexColor; \n"
-"out vec2 fragTexCoord; \n"
-"out vec4 fragColor; \n"
-#endif
-"uniform mat4 mvp; \n"
-"void main() \n"
-"{ \n"
-" fragTexCoord = vertexTexCoord; \n"
-" fragColor = vertexColor; \n"
-" gl_Position = mvp*vec4(vertexPosition, 1.0); \n"
-"} \n";
-
-// Fragment shader definition to embed, no external file required
-static const char distortionFShaderStr[] =
-#if defined(GRAPHICS_API_OPENGL_21)
-"#version 120 \n"
-#elif defined(GRAPHICS_API_OPENGL_ES2)
-"#version 100 \n"
-"precision mediump float; \n" // precision required for OpenGL ES2 (WebGL)
-#endif
-#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
-"varying vec2 fragTexCoord; \n"
-"varying vec4 fragColor; \n"
-#elif defined(GRAPHICS_API_OPENGL_33)
-"#version 330 \n"
-"in vec2 fragTexCoord; \n"
-"in vec4 fragColor; \n"
-"out vec4 finalColor; \n"
-#endif
-"uniform sampler2D texture0; \n"
-#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
-"uniform vec2 leftLensCenter; \n"
-"uniform vec2 rightLensCenter; \n"
-"uniform vec2 leftScreenCenter; \n"
-"uniform vec2 rightScreenCenter; \n"
-"uniform vec2 scale; \n"
-"uniform vec2 scaleIn; \n"
-"uniform vec4 hmdWarpParam; \n"
-"uniform vec4 chromaAbParam; \n"
-#elif defined(GRAPHICS_API_OPENGL_33)
-"uniform vec2 leftLensCenter = vec2(0.288, 0.5); \n"
-"uniform vec2 rightLensCenter = vec2(0.712, 0.5); \n"
-"uniform vec2 leftScreenCenter = vec2(0.25, 0.5); \n"
-"uniform vec2 rightScreenCenter = vec2(0.75, 0.5); \n"
-"uniform vec2 scale = vec2(0.25, 0.45); \n"
-"uniform vec2 scaleIn = vec2(4, 2.2222); \n"
-"uniform vec4 hmdWarpParam = vec4(1, 0.22, 0.24, 0); \n"
-"uniform vec4 chromaAbParam = vec4(0.996, -0.004, 1.014, 0.0); \n"
-#endif
-"void main() \n"
-"{ \n"
-" vec2 lensCenter = fragTexCoord.x < 0.5 ? leftLensCenter : rightLensCenter; \n"
-" vec2 screenCenter = fragTexCoord.x < 0.5 ? leftScreenCenter : rightScreenCenter; \n"
-" vec2 theta = (fragTexCoord - lensCenter)*scaleIn; \n"
-" float rSq = theta.x*theta.x + theta.y*theta.y; \n"
-" vec2 theta1 = theta*(hmdWarpParam.x + hmdWarpParam.y*rSq + hmdWarpParam.z*rSq*rSq + hmdWarpParam.w*rSq*rSq*rSq); \n"
-" vec2 thetaBlue = theta1*(chromaAbParam.z + chromaAbParam.w*rSq); \n"
-" vec2 tcBlue = lensCenter + scale*thetaBlue; \n"
-" if (any(bvec2(clamp(tcBlue, screenCenter - vec2(0.25, 0.5), screenCenter + vec2(0.25, 0.5)) - tcBlue))) \n"
-" { \n"
-#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
-" gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); \n"
-#elif defined(GRAPHICS_API_OPENGL_33)
-" finalColor = vec4(0.0, 0.0, 0.0, 1.0); \n"
-#endif
-" } \n"
-" else \n"
-" { \n"
-#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
-" float blue = texture2D(texture0, tcBlue).b; \n"
-" vec2 tcGreen = lensCenter + scale*theta1; \n"
-" float green = texture2D(texture0, tcGreen).g; \n"
-#elif defined(GRAPHICS_API_OPENGL_33)
-" float blue = texture(texture0, tcBlue).b; \n"
-" vec2 tcGreen = lensCenter + scale*theta1; \n"
-" float green = texture(texture0, tcGreen).g; \n"
-#endif
-" vec2 thetaRed = theta1*(chromaAbParam.x + chromaAbParam.y*rSq); \n"
-" vec2 tcRed = lensCenter + scale*thetaRed; \n"
-#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
-" float red = texture2D(texture0, tcRed).r; \n"
-" gl_FragColor = vec4(red, green, blue, 1.0); \n"
-#elif defined(GRAPHICS_API_OPENGL_33)
-" float red = texture(texture0, tcRed).r; \n"
-" finalColor = vec4(red, green, blue, 1.0); \n"
-#endif
-" } \n"
-"} \n";