From 7ab008878afa202b4f2e579567be7a7d87242661 Mon Sep 17 00:00:00 2001 From: raysan5 Date: Sat, 7 May 2016 18:07:15 +0200 Subject: Library redesign to accomodate materials system --- src/rlgl.c | 989 ++++++++++++++++++++++++++++++------------------------------- 1 file changed, 483 insertions(+), 506 deletions(-) (limited to 'src/rlgl.c') diff --git a/src/rlgl.c b/src/rlgl.c index 9112e47e..02649e30 100644 --- a/src/rlgl.c +++ b/src/rlgl.c @@ -255,14 +255,16 @@ unsigned int whiteTexture; //---------------------------------------------------------------------------------- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) static void LoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int compressedFormat); +static unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr); // Load custom shader strings and return program id -static Shader LoadDefaultShader(void); -static void LoadDefaultShaderLocations(Shader *shader); -static void UnloadDefaultShader(void); +static Shader LoadDefaultShader(void); // Load default shader (just vertex positioning and texture coloring) +static void LoadDefaultShaderLocations(Shader *shader); // Bind default shader locations (attributes and uniforms) +static void UnloadDefaultShader(void); // Unload default shader -static void LoadDefaultBuffers(void); -static void UpdateDefaultBuffers(void); -static void UnloadDefaultBuffers(void); +static void LoadDefaultBuffers(void); // Load default internal buffers (lines, triangles, quads) +static void UpdateDefaultBuffers(void); // Update default internal buffers (VAOs/VBOs) with vertex data +static void DrawDefaultBuffers(void); // Draw default internal buffers vertex data +static void UnloadDefaultBuffers(void); // Unload default internal buffers vertex data from CPU and GPU static char *ReadTextFile(const char *fileName); #endif @@ -1061,167 +1063,12 @@ void rlglDraw(void) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) UpdateDefaultBuffers(); - - if ((lines.vCounter > 0) || (triangles.vCounter > 0) || (quads.vCounter > 0)) - { - glUseProgram(currentShader.id); - - Matrix matMVP = MatrixMultiply(modelview, projection); // Create modelview-projection matrix - - glUniformMatrix4fv(currentShader.mvpLoc, 1, false, MatrixToFloat(matMVP)); - glUniform1i(currentShader.mapDiffuseLoc, 0); - glUniform4f(currentShader.tintColorLoc, 1.0f, 1.0f, 1.0f, 1.0f); - } - - // NOTE: We draw in this order: lines, triangles, quads - - if (lines.vCounter > 0) - { - glBindTexture(GL_TEXTURE_2D, whiteTexture); - - if (vaoSupported) - { - glBindVertexArray(vaoLines); - } - else - { - glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[0]); - glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(currentShader.vertexLoc); - - if (currentShader.colorLoc != -1) - { - glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[1]); - glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); - glEnableVertexAttribArray(currentShader.colorLoc); - } - } - - glDrawArrays(GL_LINES, 0, lines.vCounter); - - if (!vaoSupported) glBindBuffer(GL_ARRAY_BUFFER, 0); - glBindTexture(GL_TEXTURE_2D, 0); - } - - if (triangles.vCounter > 0) - { - glBindTexture(GL_TEXTURE_2D, whiteTexture); - - if (vaoSupported) - { - glBindVertexArray(vaoTriangles); - } - else - { - glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[0]); - glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(currentShader.vertexLoc); - - if (currentShader.colorLoc != -1) - { - glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[1]); - glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); - glEnableVertexAttribArray(currentShader.colorLoc); - } - } - - glDrawArrays(GL_TRIANGLES, 0, triangles.vCounter); - - if (!vaoSupported) glBindBuffer(GL_ARRAY_BUFFER, 0); - glBindTexture(GL_TEXTURE_2D, 0); - } - - if (quads.vCounter > 0) - { - int quadsCount = 0; - int numIndicesToProcess = 0; - int indicesOffset = 0; - - if (vaoSupported) - { - glBindVertexArray(vaoQuads); - } - else - { - // Enable vertex attributes - glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[0]); - glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(currentShader.vertexLoc); - - glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[1]); - glVertexAttribPointer(currentShader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(currentShader.texcoordLoc); - - if (currentShader.colorLoc != -1) - { - glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[2]); - glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); - glEnableVertexAttribArray(currentShader.colorLoc); - } - - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quadsBuffer[3]); - } - - //TraceLog(DEBUG, "Draws required per frame: %i", drawsCounter); - - for (int i = 0; i < drawsCounter; i++) - { - quadsCount = draws[i].vertexCount/4; - numIndicesToProcess = quadsCount*6; // Get number of Quads * 6 index by Quad - - //TraceLog(DEBUG, "Quads to render: %i - Vertex Count: %i", quadsCount, draws[i].vertexCount); - - glBindTexture(GL_TEXTURE_2D, draws[i].textureId); - - // NOTE: The final parameter tells the GPU the offset in bytes from the start of the index buffer to the location of the first index to process -#if defined(GRAPHICS_API_OPENGL_33) - glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_INT, (GLvoid*) (sizeof(GLuint) * indicesOffset)); -#elif defined(GRAPHICS_API_OPENGL_ES2) - glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_SHORT, (GLvoid*) (sizeof(GLushort) * indicesOffset)); -#endif - //GLenum err; - //if ((err = glGetError()) != GL_NO_ERROR) TraceLog(INFO, "OpenGL error: %i", (int)err); //GL_INVALID_ENUM! - - indicesOffset += draws[i].vertexCount/4*6; - } - - if (!vaoSupported) - { - glBindBuffer(GL_ARRAY_BUFFER, 0); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); - } - - glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures - } - - if (vaoSupported) glBindVertexArray(0); // Unbind VAO - - glUseProgram(0); // Unbind shader program - - // Reset draws counter - drawsCounter = 1; - draws[0].textureId = whiteTexture; - draws[0].vertexCount = 0; - - // Reset vertex counters for next frame - lines.vCounter = 0; - lines.cCounter = 0; - - triangles.vCounter = 0; - triangles.cCounter = 0; - - quads.vCounter = 0; - quads.tcCounter = 0; - quads.cCounter = 0; - - // Reset depth for next draw - currentDepth = -1.0f; + DrawDefaultBuffers(); #endif } -// Draw a 3d model -// NOTE: Model transform can come within model struct -void rlglDrawModel(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color color, bool wires) +// Draw a 3d mesh with material and transform +void rlglDrawEx(Mesh mesh, Material material, Matrix transform, bool wires) { #if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) // NOTE: glPolygonMode() not available on OpenGL ES @@ -1230,27 +1077,21 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotationAxis, float ro #if defined(GRAPHICS_API_OPENGL_11) glEnable(GL_TEXTURE_2D); - glBindTexture(GL_TEXTURE_2D, model.material.texDiffuse.id); + glBindTexture(GL_TEXTURE_2D, material.texDiffuse.id); // NOTE: On OpenGL 1.1 we use Vertex Arrays to draw model glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable texture coords array glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array - glVertexPointer(3, GL_FLOAT, 0, model.mesh.vertices); // Pointer to vertex coords array - glTexCoordPointer(2, GL_FLOAT, 0, model.mesh.texcoords); // Pointer to texture coords array - glNormalPointer(GL_FLOAT, 0, model.mesh.normals); // Pointer to normals array - //glColorPointer(4, GL_UNSIGNED_BYTE, 0, model.mesh.colors); // Pointer to colors array (NOT USED) + glVertexPointer(3, GL_FLOAT, 0, mesh.vertices); // Pointer to vertex coords array + glTexCoordPointer(2, GL_FLOAT, 0, mesh.texcoords); // Pointer to texture coords array + glNormalPointer(GL_FLOAT, 0, mesh.normals); // Pointer to normals array + //glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh.colors); // Pointer to colors array (NOT USED) - rlPushMatrix(); - rlTranslatef(position.x, position.y, position.z); - rlScalef(scale.x, scale.y, scale.z); - rlRotatef(rotationAngle, rotationAxis.x, rotationAxis.y, rotationAxis.z); - - rlColor4ub(color.r, color.g, color.b, color.a); - - glDrawArrays(GL_TRIANGLES, 0, model.mesh.vertexCount); - rlPopMatrix(); + rlMultMatrixf(MatrixToFloat(transform)); + + glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount); glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array @@ -1261,97 +1102,83 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotationAxis, float ro #endif #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glUseProgram(model.material.shader.id); + glUseProgram(material.shader.id); // At this point the modelview matrix just contains the view matrix (camera) // That's because Begin3dMode() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix() Matrix matView = modelview; // View matrix (camera) Matrix matProjection = projection; // Projection matrix (perspective) - - // Calculate transformation matrix from function parameters - // Get transform matrix (rotation -> scale -> translation) - Matrix matRotation = MatrixRotate(rotationAxis, rotationAngle*DEG2RAD); - Matrix matScale = MatrixScale(scale.x, scale.y, scale.z); - Matrix matTranslation = MatrixTranslate(position.x, position.y, position.z); - Matrix matTransform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation); - - // Combine model internal transformation matrix (model.transform) with matrix generated by function parameters (matTransform) - Matrix matModel = MatrixMultiply(model.transform, matTransform); // Transform to world-space coordinates - + // Calculate model-view matrix combining matModel and matView - Matrix matModelView = MatrixMultiply(matModel, matView); // Transform to camera-space coordinates + Matrix matModelView = MatrixMultiply(transform, matView); // Transform to camera-space coordinates // Calculate model-view-projection matrix (MVP) Matrix matMVP = MatrixMultiply(matModelView, matProjection); // Transform to screen-space coordinates // Send combined model-view-projection matrix to shader - glUniformMatrix4fv(model.material.shader.mvpLoc, 1, false, MatrixToFloat(matMVP)); + glUniformMatrix4fv(material.shader.mvpLoc, 1, false, MatrixToFloat(matMVP)); - // Apply color tinting to model + // Apply color tinting (material.colDiffuse) // NOTE: Just update one uniform on fragment shader - float vColor[4] = { (float)color.r/255, (float)color.g/255, (float)color.b/255, (float)color.a/255 }; - glUniform4fv(model.material.shader.tintColorLoc, 1, vColor); + float vColor[4] = { (float)material.colDiffuse.r/255, (float)material.colDiffuse.g/255, (float)material.colDiffuse.b/255, (float)material.colDiffuse.a/255 }; + glUniform4fv(material.shader.tintColorLoc, 1, vColor); // Set shader textures (diffuse, normal, specular) glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, model.material.texDiffuse.id); - glUniform1i(model.material.shader.mapDiffuseLoc, 0); // Texture fits in active texture unit 0 + glBindTexture(GL_TEXTURE_2D, material.texDiffuse.id); + glUniform1i(material.shader.mapDiffuseLoc, 0); // Texture fits in active texture unit 0 - if ((model.material.texNormal.id != 0) && (model.material.shader.mapNormalLoc != -1)) + if ((material.texNormal.id != 0) && (material.shader.mapNormalLoc != -1)) { glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D, model.material.texNormal.id); - glUniform1i(model.material.shader.mapNormalLoc, 1); // Texture fits in active texture unit 1 + glBindTexture(GL_TEXTURE_2D, material.texNormal.id); + glUniform1i(material.shader.mapNormalLoc, 1); // Texture fits in active texture unit 1 } - if ((model.material.texSpecular.id != 0) && (model.material.shader.mapSpecularLoc != -1)) + if ((material.texSpecular.id != 0) && (material.shader.mapSpecularLoc != -1)) { glActiveTexture(GL_TEXTURE2); - glBindTexture(GL_TEXTURE_2D, model.material.texSpecular.id); - glUniform1i(model.material.shader.mapSpecularLoc, 2); // Texture fits in active texture unit 2 + glBindTexture(GL_TEXTURE_2D, material.texSpecular.id); + glUniform1i(material.shader.mapSpecularLoc, 2); // Texture fits in active texture unit 2 } if (vaoSupported) { - glBindVertexArray(model.mesh.vaoId); + glBindVertexArray(mesh.vaoId); } else { - // Bind model VBO data: vertex position - glBindBuffer(GL_ARRAY_BUFFER, model.mesh.vboId[0]); - glVertexAttribPointer(model.material.shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(model.material.shader.vertexLoc); + // Bind mesh VBO data: vertex position (shader-location = 0) + glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]); + glVertexAttribPointer(material.shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(material.shader.vertexLoc); - // Bind model VBO data: vertex texcoords - glBindBuffer(GL_ARRAY_BUFFER, model.mesh.vboId[1]); - glVertexAttribPointer(model.material.shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(model.material.shader.texcoordLoc); + // Bind mesh VBO data: vertex texcoords (shader-location = 1) + glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]); + glVertexAttribPointer(material.shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(material.shader.texcoordLoc); - // Bind model VBO data: vertex normals (if available) - if (model.material.shader.normalLoc != -1) + // Bind mesh VBO data: vertex normals (shader-location = 2, if available) + if (material.shader.normalLoc != -1) { - glBindBuffer(GL_ARRAY_BUFFER, model.mesh.vboId[2]); - glVertexAttribPointer(model.material.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(model.material.shader.normalLoc); + glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]); + glVertexAttribPointer(material.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(material.shader.normalLoc); } - // TODO: Bind model VBO data: colors, tangents, texcoords2 (if available) + // TODO: Bind mesh VBO data: colors, tangents, texcoords2 (if available) } // Draw call! - glDrawArrays(GL_TRIANGLES, 0, model.mesh.vertexCount); - - //glDisableVertexAttribArray(model.shader.vertexLoc); - //glDisableVertexAttribArray(model.shader.texcoordLoc); - //if (model.shader.normalLoc != -1) glDisableVertexAttribArray(model.shader.normalLoc); + glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount); - if (model.material.texNormal.id != 0) + if (material.texNormal.id != 0) { glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, 0); } - if (model.material.texSpecular.id != 0) + if (material.texSpecular.id != 0) { glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, 0); @@ -1808,95 +1635,75 @@ void rlglGenerateMipmaps(Texture2D texture) glBindTexture(GL_TEXTURE_2D, 0); } -// Load vertex data into a VAO (if supported) and VBO -Model rlglLoadModel(Mesh mesh) +// Upload vertex data into a VAO (if supported) and VBO +void rlglLoadMesh(Mesh *mesh) { - Model model; - - model.mesh = mesh; - model.mesh.vaoId = 0; // Vertex Array Object - model.mesh.vboId[0] = 0; // Vertex positions VBO - model.mesh.vboId[1] = 0; // Vertex texcoords VBO - model.mesh.vboId[2] = 0; // Vertex normals VBO + 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 color VBO + mesh->vboId[4] = 0; // Vertex tangent VBO + mesh->vboId[5] = 0; // Vertex texcoord2 VBO // TODO: Consider attributes: color, texcoords2, tangents (if available) - model.transform = MatrixIdentity(); - -#if defined(GRAPHICS_API_OPENGL_11) - model.material.texDiffuse.id = 0; // No texture required - model.material.shader.id = 0; // No shader used - -#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - model.material.shader = defaultShader; // Default model shader - - model.material.texDiffuse.id = whiteTexture; // Default whiteTexture - model.material.texDiffuse.width = 1; // Default whiteTexture width - model.material.texDiffuse.height = 1; // Default whiteTexture height - model.material.texDiffuse.format = UNCOMPRESSED_R8G8B8A8; // Default whiteTexture format - - model.material.texNormal.id = 0; // By default, no normal texture - model.material.texSpecular.id = 0; // By default, no specular texture - - // TODO: Fill default material properties (color, glossiness...) - - GLuint vaoModel = 0; // Vertex Array Objects (VAO) - GLuint vertexBuffer[3]; // Vertex Buffer Objects (VBO) +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + GLuint vaoId = 0; // Vertex Array Objects (VAO) + GLuint vboId[3]; // Vertex Buffer Objects (VBOs) if (vaoSupported) { // Initialize Quads VAO (Buffer A) - glGenVertexArrays(1, &vaoModel); - glBindVertexArray(vaoModel); + glGenVertexArrays(1, &vaoId); + glBindVertexArray(vaoId); } // Create buffers for our vertex data (positions, texcoords, normals) - glGenBuffers(3, vertexBuffer); - - // NOTE: Default shader is assigned to model, so vbo buffers are properly linked to vertex attribs - // If model shader is changed, vbo buffers must be re-assigned to new location points (previously loaded) - - // Enable vertex attributes: position - glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[0]); - glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh.vertexCount, mesh.vertices, GL_STATIC_DRAW); - glVertexAttribPointer(model.material.shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(model.material.shader.vertexLoc); - - // Enable vertex attributes: texcoords - glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[1]); - glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh.vertexCount, mesh.texcoords, GL_STATIC_DRAW); - glVertexAttribPointer(model.material.shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(model.material.shader.texcoordLoc); - - // Enable vertex attributes: normals - glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[2]); - glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh.vertexCount, mesh.normals, GL_STATIC_DRAW); - glVertexAttribPointer(model.material.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(model.material.shader.normalLoc); - - glVertexAttrib4f(model.material.shader.colorLoc, 1.0f, 1.0f, 1.0f, 1.0f); // Color vertex attribute set to default: WHITE - glDisableVertexAttribArray(model.material.shader.colorLoc); + glGenBuffers(3, vboId); + + // NOTE: Attributes must be uploaded considering default locations points + + // Enable vertex attributes: position (shader-location = 0) + glBindBuffer(GL_ARRAY_BUFFER, vboId[0]); + glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->vertices, GL_STATIC_DRAW); + glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(0); + + // Enable vertex attributes: texcoords (shader-location = 1) + glBindBuffer(GL_ARRAY_BUFFER, vboId[1]); + glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords, GL_STATIC_DRAW); + glVertexAttribPointer(1, 2, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(1); + + // Enable vertex attributes: normals (shader-location = 2) + glBindBuffer(GL_ARRAY_BUFFER, vboId[2]); + glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->normals, GL_STATIC_DRAW); + glVertexAttribPointer(2, 3, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(2); + + // Default color vertex attribute (shader-location = 3) + glVertexAttrib4f(3, 1.0f, 1.0f, 1.0f, 1.0f); // Color vertex attribute set to default: WHITE + glDisableVertexAttribArray(3); - model.mesh.vboId[0] = vertexBuffer[0]; // Vertex position VBO - model.mesh.vboId[1] = vertexBuffer[1]; // Texcoords VBO - model.mesh.vboId[2] = vertexBuffer[2]; // Normals VBO + mesh->vboId[0] = vboId[0]; // Vertex position VBO + mesh->vboId[1] = vboId[1]; // Texcoords VBO + mesh->vboId[2] = vboId[2]; // Normals VBO if (vaoSupported) { - if (vaoModel > 0) + if (vaoId > 0) { - model.mesh.vaoId = vaoModel; - TraceLog(INFO, "[VAO ID %i] Model uploaded successfully to VRAM (GPU)", vaoModel); + mesh->vaoId = vaoId; + TraceLog(INFO, "[VAO ID %i] Mesh uploaded successfully to VRAM (GPU)", mesh->vaoId); } - else TraceLog(WARNING, "Model could not be uploaded to VRAM (GPU)"); + else TraceLog(WARNING, "Mesh could not be uploaded to VRAM (GPU)"); } else { - TraceLog(INFO, "[VBO ID %i][VBO ID %i][VBO ID %i] Model uploaded successfully to VRAM (GPU)", model.mesh.vboId[0], model.mesh.vboId[1], model.mesh.vboId[2]); + TraceLog(INFO, "[VBO ID %i][VBO ID %i][VBO ID %i] Mesh uploaded successfully to VRAM (GPU)", mesh->vboId[0], mesh->vboId[1], mesh->vboId[2]); } #endif - - return model; } // Read screen pixel data (color buffer) @@ -2090,36 +1897,202 @@ Shader LoadShader(char *vsFileName, char *fsFileName) return shader; } -// Load custom shader strings and return program id -unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr) +// Unload a custom shader from memory +void UnloadShader(Shader shader) +{ + if (shader.id != 0) + { + rlDeleteShader(shader.id); + TraceLog(INFO, "[SHDR ID %i] Unloaded shader program data", shader.id); + } +} + +// Set custom shader to be used on batch draw +void SetCustomShader(Shader shader) { - unsigned int program = 0; - #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - GLuint vertexShader; - GLuint fragmentShader; + if (currentShader.id != shader.id) + { + rlglDraw(); + currentShader = shader; + } +#endif +} - vertexShader = glCreateShader(GL_VERTEX_SHADER); - fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); +// Set default shader to be used in batch draw +void SetDefaultShader(void) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + SetCustomShader(defaultShader); +#endif +} - const char *pvs = vShaderStr; - const char *pfs = fShaderStr; +// Get default shader +Shader GetDefaultShader(void) +{ + return defaultShader; +} - glShaderSource(vertexShader, 1, &pvs, NULL); - glShaderSource(fragmentShader, 1, &pfs, NULL); +// 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(WARNING, "[SHDR ID %i] Shader location for %s could not be found", shader.id, uniformName); +#endif + return location; +} - GLint success = 0; +// Set shader uniform value (float) +void SetShaderValue(Shader shader, int uniformLoc, float *value, int size) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glUseProgram(shader.id); - glCompileShader(vertexShader); + 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(WARNING, "Shader value float array size not supported"); + + glUseProgram(0); +#endif +} - glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success); +// Set shader uniform value (int) +void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glUseProgram(shader.id); - if (success != GL_TRUE) - { - TraceLog(WARNING, "[VSHDR ID %i] Failed to compile vertex shader...", vertexShader); + 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(WARNING, "Shader value int array size not supported"); + + glUseProgram(0); +#endif +} - int maxLength = 0; - int length; +// 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 blending mode (alpha, additive, multiplied) +// NOTE: Only 3 blending modes predefined +void SetBlendMode(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; + } +} + +//---------------------------------------------------------------------------------- +// Module specific Functions Definition +//---------------------------------------------------------------------------------- + +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) +// Convert image data to OpenGL texture (returns OpenGL valid Id) +// NOTE: Expected compressed image data and POT image +static void LoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int compressedFormat) +{ + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + + int blockSize = 0; // Bytes every block + int offset = 0; + + if ((compressedFormat == GL_COMPRESSED_RGB_S3TC_DXT1_EXT) || + (compressedFormat == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT) || +#if defined(GRAPHICS_API_OPENGL_ES2) + (compressedFormat == GL_ETC1_RGB8_OES) || +#endif + (compressedFormat == GL_COMPRESSED_RGB8_ETC2)) blockSize = 8; + else blockSize = 16; + + // Load the mipmap levels + for (int level = 0; level < mipmapCount && (width || height); level++) + { + unsigned int size = 0; + + size = ((width + 3)/4)*((height + 3)/4)*blockSize; + + glCompressedTexImage2D(GL_TEXTURE_2D, level, compressedFormat, width, height, 0, size, data + offset); + + offset += size; + width /= 2; + height /= 2; + + // Security check for NPOT textures + if (width < 1) width = 1; + if (height < 1) height = 1; + } +} + +Texture2D GetDefaultTexture(void) +{ + Texture2D texture; + + texture.id = whiteTexture; + texture.width = 1; + texture.height = 1; + texture.mipmaps = 1; + texture.format = UNCOMPRESSED_R8G8B8A8; + + return texture; +} + +// Load custom shader strings and return program id +static unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr) +{ + unsigned int program = 0; + +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + GLuint vertexShader; + GLuint fragmentShader; + + vertexShader = glCreateShader(GL_VERTEX_SHADER); + fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); + + const char *pvs = vShaderStr; + const char *pfs = fShaderStr; + + glShaderSource(vertexShader, 1, &pvs, NULL); + glShaderSource(fragmentShader, 1, &pfs, NULL); + + GLint success = 0; + + glCompileShader(vertexShader); + + glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success); + + if (success != GL_TRUE) + { + TraceLog(WARNING, "[VSHDR ID %i] Failed to compile vertex shader...", vertexShader); + + int maxLength = 0; + int length; glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &maxLength); @@ -2156,7 +2129,17 @@ unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr) glAttachShader(program, vertexShader); glAttachShader(program, fragmentShader); - + + // NOTE: Default attribute shader locations must be binded before linking + glBindAttribLocation(program, 0, "vertexPosition"); + glBindAttribLocation(program, 1, "vertexTexCoord"); + glBindAttribLocation(program, 2, "vertexNormal"); + glBindAttribLocation(program, 3, "vertexColor"); + glBindAttribLocation(program, 4, "vertexTangent"); + glBindAttribLocation(program, 5, "vertexTexCoord2"); + + // 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 @@ -2190,184 +2173,8 @@ unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr) return program; } -// Unload a custom shader from memory -void UnloadShader(Shader shader) -{ - if (shader.id != 0) - { - rlDeleteShader(shader.id); - TraceLog(INFO, "[SHDR ID %i] Unloaded shader program data", shader.id); - } -} - -// Set custom shader to be used on batch draw -void SetCustomShader(Shader shader) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if (currentShader.id != shader.id) - { - rlglDraw(); - currentShader = shader; - } -#endif -} - -// Set default shader to be used in batch draw -void SetDefaultShader(void) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - SetCustomShader(defaultShader); -#endif -} - -// Link shader to model -void SetModelShader(Model *model, Shader shader) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - model->material.shader = shader; - - if (vaoSupported) glBindVertexArray(model->mesh.vaoId); - - // Enable vertex attributes: position - glBindBuffer(GL_ARRAY_BUFFER, model->mesh.vboId[0]); - glEnableVertexAttribArray(shader.vertexLoc); - glVertexAttribPointer(shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0); - - // Enable vertex attributes: texcoords - glBindBuffer(GL_ARRAY_BUFFER, model->mesh.vboId[1]); - glEnableVertexAttribArray(shader.texcoordLoc); - glVertexAttribPointer(shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0); - - // Enable vertex attributes: normals - glBindBuffer(GL_ARRAY_BUFFER, model->mesh.vboId[2]); - glEnableVertexAttribArray(shader.normalLoc); - glVertexAttribPointer(shader.normalLoc, 3, GL_FLOAT, 0, 0, 0); - - if (vaoSupported) glBindVertexArray(0); // Unbind VAO - -#elif (GRAPHICS_API_OPENGL_11) - TraceLog(WARNING, "Shaders not supported on OpenGL 1.1"); -#endif -} - -// 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(WARNING, "[SHDR ID %i] Shader location for %s could not be found", shader.id, uniformName); -#endif - return location; -} - -// Set shader uniform value (float) -void SetShaderValue(Shader shader, int uniformLoc, 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(WARNING, "Shader value float array size not supported"); - - glUseProgram(0); -#endif -} - -// Set shader uniform value (int) -void SetShaderValuei(Shader shader, int uniformLoc, 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(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 blending mode (alpha, additive, multiplied) -// NOTE: Only 3 blending modes predefined -void SetBlendMode(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; - } -} - -//---------------------------------------------------------------------------------- -// Module specific Functions Definition -//---------------------------------------------------------------------------------- - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) -// Convert image data to OpenGL texture (returns OpenGL valid Id) -// NOTE: Expected compressed image data and POT image -static void LoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int compressedFormat) -{ - glPixelStorei(GL_UNPACK_ALIGNMENT, 1); - - int blockSize = 0; // Bytes every block - int offset = 0; - - if ((compressedFormat == GL_COMPRESSED_RGB_S3TC_DXT1_EXT) || - (compressedFormat == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT) || -#if defined(GRAPHICS_API_OPENGL_ES2) - (compressedFormat == GL_ETC1_RGB8_OES) || -#endif - (compressedFormat == GL_COMPRESSED_RGB8_ETC2)) blockSize = 8; - else blockSize = 16; - - // Load the mipmap levels - for (int level = 0; level < mipmapCount && (width || height); level++) - { - unsigned int size = 0; - - size = ((width + 3)/4)*((height + 3)/4)*blockSize; - - glCompressedTexImage2D(GL_TEXTURE_2D, level, compressedFormat, width, height, 0, size, data + offset); - offset += size; - width /= 2; - height /= 2; - - // Security check for NPOT textures - if (width < 1) width = 1; - if (height < 1) height = 1; - } -} - -// Load default shader (Vertex and Fragment) +// Load default shader (just vertex positioning and texture coloring) // NOTE: This shader program is used for batch buffers (lines, triangles, quads) static Shader LoadDefaultShader(void) { @@ -2436,6 +2243,12 @@ static Shader LoadDefaultShader(void) // NOTE: If any location is not found, loc point becomes -1 static void LoadDefaultShaderLocations(Shader *shader) { + // NOTE: Default shader attrib locations have been fixed before linking: + // vertex position location = 0 + // vertex texcoord location = 1 + // vertex normal location = 2 + // vertex color location = 3 + // Get handles to GLSL input attibute locations shader->vertexLoc = glGetAttribLocation(shader->id, "vertexPosition"); shader->texcoordLoc = glGetAttribLocation(shader->id, "vertexTexCoord"); @@ -2470,7 +2283,7 @@ static void LoadDefaultBuffers(void) // [CPU] Allocate and initialize float array buffers to store vertex data (lines, triangles, quads) //-------------------------------------------------------------------------------------------- - // Initialize lines arrays (vertex position and color data) + // 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 @@ -2480,7 +2293,7 @@ static void LoadDefaultBuffers(void) lines.vCounter = 0; lines.cCounter = 0; - // Initialize triangles arrays (vertex position and color data) + // Triangles - Initialize arrays (vertex position and color data) triangles.vertices = (float *)malloc(sizeof(float)*3*3*MAX_TRIANGLES_BATCH); // 3 float by vertex, 3 vertex by triangle triangles.colors = (unsigned char *)malloc(sizeof(unsigned char)*4*3*MAX_TRIANGLES_BATCH); // 4 float by color, 3 colors by triangle @@ -2490,7 +2303,7 @@ static void LoadDefaultBuffers(void) triangles.vCounter = 0; triangles.cCounter = 0; - // Initialize quads arrays (vertex position, texcoord and color data... and indexes) + // Quads - Initialize arrays (vertex position, texcoord, color data and indexes) quads.vertices = (float *)malloc(sizeof(float)*3*4*MAX_QUADS_BATCH); // 3 float by vertex, 4 vertex by quad quads.texcoords = (float *)malloc(sizeof(float)*2*4*MAX_QUADS_BATCH); // 2 float by texcoord, 4 texcoord by quad quads.colors = (unsigned char *)malloc(sizeof(unsigned char)*4*4*MAX_QUADS_BATCH); // 4 float by color, 4 colors by quad @@ -2523,7 +2336,7 @@ static void LoadDefaultBuffers(void) quads.tcCounter = 0; quads.cCounter = 0; - TraceLog(INFO, "Default buffers initialized successfully in CPU (lines, triangles, quads)"); + TraceLog(INFO, "[CPU] Default buffers initialized successfully (lines, triangles, quads)"); //-------------------------------------------------------------------------------------------- // [GPU] Upload vertex data and initialize VAOs/VBOs (lines, triangles, quads) @@ -2541,20 +2354,21 @@ static void LoadDefaultBuffers(void) // Create buffers for our vertex data glGenBuffers(2, linesBuffer); - // Lines - Vertex positions buffer binding and attributes enable + // Lines - Vertex buffers binding and attributes enable + // Vertex position buffer (shader-location = 0) glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[0]); glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*2*MAX_LINES_BATCH, lines.vertices, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(currentShader.vertexLoc); glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0); - // Lines - colors buffer + // Vertex color buffer (shader-location = 3) glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[1]); glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*2*MAX_LINES_BATCH, lines.colors, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(currentShader.colorLoc); glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); - if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers (lines) VAO initialized successfully", vaoLines); - else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Default buffers (lines) VBOs initialized successfully", linesBuffer[0], linesBuffer[1]); + if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers VAO initialized successfully (lines)", vaoLines); + else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully (lines)", linesBuffer[0], linesBuffer[1]); // Upload and link triangles vertex buffers if (vaoSupported) @@ -2567,19 +2381,21 @@ static void LoadDefaultBuffers(void) // Create buffers for our vertex data glGenBuffers(2, trianglesBuffer); - // Enable vertex attributes + // Triangles - Vertex buffers binding and attributes enable + // Vertex position buffer (shader-location = 0) glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[0]); glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*3*MAX_TRIANGLES_BATCH, triangles.vertices, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(currentShader.vertexLoc); glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0); + // Vertex color buffer (shader-location = 3) glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[1]); glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(currentShader.colorLoc); glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); - if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers (triangles) VAO initialized successfully", vaoTriangles); - else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Default buffers (triangles) VBOs initialized successfully", trianglesBuffer[0], trianglesBuffer[1]); + if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers VAO initialized successfully (triangles)", vaoTriangles); + else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully(triangles)", trianglesBuffer[0], trianglesBuffer[1]); // Upload and link quads vertex buffers if (vaoSupported) @@ -2592,17 +2408,20 @@ static void LoadDefaultBuffers(void) // Create buffers for our vertex data glGenBuffers(4, quadsBuffer); - // Enable vertex attributes + // Quads - Vertex buffers binding and attributes enable + // Vertex position buffer (shader-location = 0) glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[0]); glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(currentShader.vertexLoc); glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0); + // Vertex texcoord buffer (shader-location = 1) glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[1]); glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(currentShader.texcoordLoc); glVertexAttribPointer(currentShader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0); + // Vertex color buffer (shader-location = 3) glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[2]); glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(currentShader.colorLoc); @@ -2616,15 +2435,15 @@ static void LoadDefaultBuffers(void) glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(short)*6*MAX_QUADS_BATCH, quads.indices, GL_STATIC_DRAW); #endif - if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers (quads) VAO initialized successfully", vaoQuads); - else TraceLog(INFO, "[VBO ID %i][VBO ID %i][VBO ID %i][VBO ID %i] Default buffers (quads) VBOs initialized successfully", quadsBuffer[0], quadsBuffer[1], quadsBuffer[2], quadsBuffer[3]); + if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers VAO initialized successfully (quads)", vaoQuads); + else TraceLog(INFO, "[VBO ID %i][VBO ID %i][VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully (quads)", quadsBuffer[0], quadsBuffer[1], quadsBuffer[2], quadsBuffer[3]); // Unbind the current VAO if (vaoSupported) glBindVertexArray(0); //-------------------------------------------------------------------------------------------- } -// Update default buffers (VAOs/VBOs) with vertex array data +// Update default internal buffers (VAOs/VBOs) with vertex array data // NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0) // TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (change flag required) static void UpdateDefaultBuffers(void) @@ -2695,7 +2514,165 @@ static void UpdateDefaultBuffers(void) if (vaoSupported) glBindVertexArray(0); } -// Unload default buffers vertex data from CPU and GPU +// Draw default internal buffers vertex data +// NOTE: We draw in this order: lines, triangles, quads +static void DrawDefaultBuffers(void) +{ + // Set current shader and upload current MVP matrix + if ((lines.vCounter > 0) || (triangles.vCounter > 0) || (quads.vCounter > 0)) + { + glUseProgram(currentShader.id); + + // Create modelview-projection matrix + Matrix matMVP = MatrixMultiply(modelview, projection); + + glUniformMatrix4fv(currentShader.mvpLoc, 1, false, MatrixToFloat(matMVP)); + glUniform1i(currentShader.mapDiffuseLoc, 0); + glUniform4f(currentShader.tintColorLoc, 1.0f, 1.0f, 1.0f, 1.0f); + } + + // Draw lines buffers + if (lines.vCounter > 0) + { + glBindTexture(GL_TEXTURE_2D, whiteTexture); + + if (vaoSupported) + { + glBindVertexArray(vaoLines); + } + else + { + // Bind vertex attrib: position (shader-location = 0) + glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[0]); + glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(currentShader.vertexLoc); + + // Bind vertex attrib: color (shader-location = 3) + glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[1]); + glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); + glEnableVertexAttribArray(currentShader.colorLoc); + } + + glDrawArrays(GL_LINES, 0, lines.vCounter); + + if (!vaoSupported) glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindTexture(GL_TEXTURE_2D, 0); + } + + // Draw triangles buffers + if (triangles.vCounter > 0) + { + glBindTexture(GL_TEXTURE_2D, whiteTexture); + + if (vaoSupported) + { + glBindVertexArray(vaoTriangles); + } + else + { + // Bind vertex attrib: position (shader-location = 0) + glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[0]); + glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(currentShader.vertexLoc); + + // Bind vertex attrib: color (shader-location = 3) + glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[1]); + glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); + glEnableVertexAttribArray(currentShader.colorLoc); + } + + glDrawArrays(GL_TRIANGLES, 0, triangles.vCounter); + + if (!vaoSupported) glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindTexture(GL_TEXTURE_2D, 0); + } + + // Draw quads buffers + if (quads.vCounter > 0) + { + int quadsCount = 0; + int numIndicesToProcess = 0; + int indicesOffset = 0; + + if (vaoSupported) + { + glBindVertexArray(vaoQuads); + } + else + { + // Bind vertex attrib: position (shader-location = 0) + glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[0]); + glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(currentShader.vertexLoc); + + // Bind vertex attrib: texcoord (shader-location = 1) + glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[1]); + glVertexAttribPointer(currentShader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(currentShader.texcoordLoc); + + // Bind vertex attrib: color (shader-location = 3) + glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[2]); + glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); + glEnableVertexAttribArray(currentShader.colorLoc); + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quadsBuffer[3]); + } + + //TraceLog(DEBUG, "Draws required per frame: %i", drawsCounter); + + for (int i = 0; i < drawsCounter; i++) + { + quadsCount = draws[i].vertexCount/4; + numIndicesToProcess = quadsCount*6; // Get number of Quads * 6 index by Quad + + //TraceLog(DEBUG, "Quads to render: %i - Vertex Count: %i", quadsCount, draws[i].vertexCount); + + glBindTexture(GL_TEXTURE_2D, draws[i].textureId); + + // NOTE: The final parameter tells the GPU the offset in bytes from the start of the index buffer to the location of the first index to process +#if defined(GRAPHICS_API_OPENGL_33) + glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_INT, (GLvoid*) (sizeof(GLuint) * indicesOffset)); +#elif defined(GRAPHICS_API_OPENGL_ES2) + glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_SHORT, (GLvoid*) (sizeof(GLushort) * indicesOffset)); +#endif + //GLenum err; + //if ((err = glGetError()) != GL_NO_ERROR) TraceLog(INFO, "OpenGL error: %i", (int)err); //GL_INVALID_ENUM! + + indicesOffset += draws[i].vertexCount/4*6; + } + + if (!vaoSupported) + { + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + } + + glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures + } + + if (vaoSupported) glBindVertexArray(0); // Unbind VAO + + glUseProgram(0); // Unbind shader program + + // Reset draws counter + drawsCounter = 1; + draws[0].textureId = whiteTexture; + draws[0].vertexCount = 0; + + // Reset vertex counters for next frame + lines.vCounter = 0; + lines.cCounter = 0; + triangles.vCounter = 0; + triangles.cCounter = 0; + quads.vCounter = 0; + quads.tcCounter = 0; + quads.cCounter = 0; + + // Reset depth for next draw + currentDepth = -1.0f; +} + +// Unload default internal buffers vertex data from CPU and GPU static void UnloadDefaultBuffers(void) { // Unbind everything -- cgit v1.2.3 From eeb151586f12f8694cccaecf12d92af7842338b5 Mon Sep 17 00:00:00 2001 From: raysan5 Date: Sat, 7 May 2016 18:28:40 +0200 Subject: Corrected issues with OpenGL 1.1 backend --- src/rlgl.c | 58 +++++++++++++++++++++++++++++++++------------------------- 1 file changed, 33 insertions(+), 25 deletions(-) (limited to 'src/rlgl.c') diff --git a/src/rlgl.c b/src/rlgl.c index 02649e30..462ccdec 100644 --- a/src/rlgl.c +++ b/src/rlgl.c @@ -1080,22 +1080,24 @@ void rlglDrawEx(Mesh mesh, Material material, Matrix transform, bool wires) glBindTexture(GL_TEXTURE_2D, material.texDiffuse.id); // NOTE: On OpenGL 1.1 we use Vertex Arrays to draw model - glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array - glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable texture coords array - glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array + glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array + glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable texture coords array + glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array - glVertexPointer(3, GL_FLOAT, 0, mesh.vertices); // Pointer to vertex coords array - glTexCoordPointer(2, GL_FLOAT, 0, mesh.texcoords); // Pointer to texture coords array - glNormalPointer(GL_FLOAT, 0, mesh.normals); // Pointer to normals 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 + glNormalPointer(GL_FLOAT, 0, mesh.normals); // Pointer to normals array //glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh.colors); // Pointer to colors array (NOT USED) - rlMultMatrixf(MatrixToFloat(transform)); - - glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount); + rlPushMatrix(); + rlMultMatrixf(MatrixToFloat(transform)); + rlColor4ub(material.colDiffuse.r, material.colDiffuse.g, material.colDiffuse.b, material.colDiffuse.a); + glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount); + rlPopMatrix(); - glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array - glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array - glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array + glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array + glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array + glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array glDisable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, 0); @@ -1865,6 +1867,20 @@ void *rlglReadTexturePixels(Texture2D texture) // NOTE: Those functions are exposed directly to the user in raylib.h //---------------------------------------------------------------------------------- +// Get default internal texture (white texture) +Texture2D GetDefaultTexture(void) +{ + Texture2D texture; + + texture.id = whiteTexture; + texture.width = 1; + texture.height = 1; + texture.mipmaps = 1; + texture.format = UNCOMPRESSED_R8G8B8A8; + + return texture; +} + // Load a custom shader and bind default locations Shader LoadShader(char *vsFileName, char *fsFileName) { @@ -1930,7 +1946,12 @@ void SetDefaultShader(void) // Get default shader Shader GetDefaultShader(void) { +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) return defaultShader; +#else + Shader shader = { 0 }; + return shader; +#endif } // Get shader uniform location @@ -2050,19 +2071,6 @@ static void LoadCompressedTexture(unsigned char *data, int width, int height, in } } -Texture2D GetDefaultTexture(void) -{ - Texture2D texture; - - texture.id = whiteTexture; - texture.width = 1; - texture.height = 1; - texture.mipmaps = 1; - texture.format = UNCOMPRESSED_R8G8B8A8; - - return texture; -} - // Load custom shader strings and return program id static unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr) { -- cgit v1.2.3 From 0bcb873cbb3758d67b1d263fafb6be818ddbf067 Mon Sep 17 00:00:00 2001 From: raysan5 Date: Sun, 8 May 2016 15:24:02 +0200 Subject: Improved mesh support Depending on mesh data, it can be loaded and default vertex attribute location points are set, including colors, tangents and texcoords2 --- src/rlgl.c | 90 +++++++++++++++++++++++++++++++++++++++++++++++++++----------- 1 file changed, 74 insertions(+), 16 deletions(-) (limited to 'src/rlgl.c') diff --git a/src/rlgl.c b/src/rlgl.c index 462ccdec..6ffcb8a5 100644 --- a/src/rlgl.c +++ b/src/rlgl.c @@ -811,9 +811,11 @@ void rlDeleteVertexArrays(unsigned int id) void rlDeleteBuffers(unsigned int id) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glDeleteBuffers(1, &id); - - if (!vaoSupported) TraceLog(INFO, "[VBO ID %i] Unloaded model vertex data from VRAM (GPU)", id); + if (id != 0) + { + glDeleteBuffers(1, &id); + if (!vaoSupported) TraceLog(INFO, "[VBO ID %i] Unloaded model vertex data from VRAM (GPU)", id); + } #endif } @@ -1638,6 +1640,7 @@ void rlglGenerateMipmaps(Texture2D texture) } // Upload vertex data into a VAO (if supported) and VBO +// TODO: Consider attributes: color, texcoords2, tangents (if available) void rlglLoadMesh(Mesh *mesh) { mesh->vaoId = 0; // Vertex Array Object @@ -1648,11 +1651,10 @@ void rlglLoadMesh(Mesh *mesh) mesh->vboId[4] = 0; // Vertex tangent VBO mesh->vboId[5] = 0; // Vertex texcoord2 VBO - // TODO: Consider attributes: color, texcoords2, tangents (if available) - + #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) GLuint vaoId = 0; // Vertex Array Objects (VAO) - GLuint vboId[3]; // Vertex Buffer Objects (VBOs) + GLuint vboId[6]; // Vertex Buffer Objects (VBOs) if (vaoSupported) { @@ -1661,36 +1663,92 @@ void rlglLoadMesh(Mesh *mesh) glBindVertexArray(vaoId); } - // Create buffers for our vertex data (positions, texcoords, normals) - glGenBuffers(3, vboId); - // NOTE: Attributes must be uploaded considering default locations points // Enable vertex attributes: position (shader-location = 0) + glGenBuffers(1, &vboId[0]); glBindBuffer(GL_ARRAY_BUFFER, vboId[0]); glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->vertices, GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0); glEnableVertexAttribArray(0); // Enable vertex attributes: texcoords (shader-location = 1) + glGenBuffers(1, &vboId[1]); glBindBuffer(GL_ARRAY_BUFFER, vboId[1]); glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords, GL_STATIC_DRAW); glVertexAttribPointer(1, 2, GL_FLOAT, 0, 0, 0); glEnableVertexAttribArray(1); // Enable vertex attributes: normals (shader-location = 2) - glBindBuffer(GL_ARRAY_BUFFER, vboId[2]); - glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->normals, GL_STATIC_DRAW); - glVertexAttribPointer(2, 3, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(2); + if (mesh->normals != NULL) + { + glGenBuffers(1, &vboId[2]); + glBindBuffer(GL_ARRAY_BUFFER, vboId[2]); + glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->normals, GL_STATIC_DRAW); + 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) - glVertexAttrib4f(3, 1.0f, 1.0f, 1.0f, 1.0f); // Color vertex attribute set to default: WHITE - glDisableVertexAttribArray(3); + if (mesh->colors != NULL) + { + glGenBuffers(1, &vboId[3]); + glBindBuffer(GL_ARRAY_BUFFER, vboId[3]); + glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*mesh->vertexCount, mesh->colors, GL_STATIC_DRAW); + 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, &vboId[4]); + glBindBuffer(GL_ARRAY_BUFFER, vboId[4]); + glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->tangents, GL_STATIC_DRAW); + glVertexAttribPointer(4, 3, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(4); + } + else + { + // Default tangents vertex attribute + glVertexAttrib3f(4, 0.0f, 0.0f, 0.0f); + glDisableVertexAttribArray(4); + } + + // Default texcoord2 vertex attribute (shader-location = 5) + if (mesh->texcoords2 != NULL) + { + glGenBuffers(1, &vboId[5]); + glBindBuffer(GL_ARRAY_BUFFER, vboId[5]); + glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords2, GL_STATIC_DRAW); + glVertexAttribPointer(5, 2, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(5); + } + else + { + // Default tangents vertex attribute + glVertexAttrib2f(5, 0.0f, 0.0f); + glDisableVertexAttribArray(5); + } mesh->vboId[0] = vboId[0]; // Vertex position VBO mesh->vboId[1] = vboId[1]; // Texcoords VBO mesh->vboId[2] = vboId[2]; // Normals VBO + mesh->vboId[3] = vboId[3]; // Colors VBO + mesh->vboId[4] = vboId[4]; // Tangents VBO + mesh->vboId[5] = vboId[5]; // Texcoords2 VBO if (vaoSupported) { @@ -1703,7 +1761,7 @@ void rlglLoadMesh(Mesh *mesh) } else { - TraceLog(INFO, "[VBO ID %i][VBO ID %i][VBO ID %i] Mesh uploaded successfully to VRAM (GPU)", mesh->vboId[0], mesh->vboId[1], mesh->vboId[2]); + TraceLog(INFO, "[VBOs] Mesh uploaded successfully to VRAM (GPU)"); } #endif } -- cgit v1.2.3 From f7d4951165e8bece5ae58cd4c92b08e4f29cbef7 Mon Sep 17 00:00:00 2001 From: Ray Date: Sun, 8 May 2016 23:50:35 +0200 Subject: Improved vertex attribs support for models --- src/rlgl.c | 45 ++++++++++++++++++++++++++++++++++++--------- 1 file changed, 36 insertions(+), 9 deletions(-) (limited to 'src/rlgl.c') diff --git a/src/rlgl.c b/src/rlgl.c index 6ffcb8a5..2e4601df 100644 --- a/src/rlgl.c +++ b/src/rlgl.c @@ -1084,12 +1084,13 @@ void rlglDrawEx(Mesh mesh, Material material, Matrix transform, bool wires) // NOTE: On OpenGL 1.1 we use Vertex Arrays to draw model glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable texture coords array - glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array + 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 - glNormalPointer(GL_FLOAT, 0, mesh.normals); // Pointer to normals array - //glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh.colors); // Pointer to colors array (NOT USED) + 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)); @@ -1099,7 +1100,8 @@ void rlglDrawEx(Mesh mesh, Material material, Matrix transform, bool wires) glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array - glDisableClientState(GL_NORMAL_ARRAY); // Disable normals 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); @@ -1170,7 +1172,29 @@ void rlglDrawEx(Mesh mesh, Material material, Matrix transform, bool wires) glEnableVertexAttribArray(material.shader.normalLoc); } - // TODO: Bind mesh VBO data: colors, tangents, texcoords2 (if available) + // Bind mesh VBO data: vertex colors (shader-location = 3, if available) , tangents, texcoords2 (if available) + if (material.shader.colorLoc != -1) + { + glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]); + glVertexAttribPointer(material.shader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); + glEnableVertexAttribArray(material.shader.colorLoc); + } + + // Bind mesh VBO data: vertex tangents (shader-location = 4, if available) + if (material.shader.tangentLoc != -1) + { + glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]); + glVertexAttribPointer(material.shader.tangentLoc, 3, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(material.shader.tangentLoc); + } + + // Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available) + if (material.shader.texcoord2Loc != -1) + { + glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]); + glVertexAttribPointer(material.shader.texcoord2Loc, 2, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(material.shader.texcoord2Loc); + } } // Draw call! @@ -1640,16 +1664,15 @@ void rlglGenerateMipmaps(Texture2D texture) } // Upload vertex data into a VAO (if supported) and VBO -// TODO: Consider attributes: color, texcoords2, tangents (if available) void rlglLoadMesh(Mesh *mesh) { 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 color VBO - mesh->vboId[4] = 0; // Vertex tangent VBO - mesh->vboId[5] = 0; // Vertex texcoord2 VBO + mesh->vboId[3] = 0; // Vertex colors VBO + mesh->vboId[4] = 0; // Vertex tangents VBO + mesh->vboId[5] = 0; // Vertex texcoords2 VBO #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) @@ -2314,12 +2337,16 @@ static void LoadDefaultShaderLocations(Shader *shader) // vertex texcoord location = 1 // vertex normal location = 2 // vertex color location = 3 + // vertex tangent location = 4 + // vertex texcoord2 location = 5 // Get handles to GLSL input attibute locations shader->vertexLoc = glGetAttribLocation(shader->id, "vertexPosition"); shader->texcoordLoc = glGetAttribLocation(shader->id, "vertexTexCoord"); shader->normalLoc = glGetAttribLocation(shader->id, "vertexNormal"); shader->colorLoc = glGetAttribLocation(shader->id, "vertexColor"); + shader->tangentLoc = glGetAttribLocation(shader->id, "vertexTangent"); + shader->texcoord2Loc = glGetAttribLocation(shader->id, "vertexTexCoord2"); // Get handles to GLSL uniform locations (vertex shader) shader->mvpLoc = glGetUniformLocation(shader->id, "mvpMatrix"); -- cgit v1.2.3 From c85cd290491baa7be2b107bdb72c4b039dfd8cb3 Mon Sep 17 00:00:00 2001 From: Ray Date: Mon, 9 May 2016 12:41:53 +0200 Subject: Added defines for default shader names --- src/rlgl.c | 21 +++++++++++++++------ 1 file changed, 15 insertions(+), 6 deletions(-) (limited to 'src/rlgl.c') diff --git a/src/rlgl.c b/src/rlgl.c index 2e4601df..33f12deb 100644 --- a/src/rlgl.c +++ b/src/rlgl.c @@ -115,6 +115,15 @@ #define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 #define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 #endif + +// Default vertex attribute names on shader to set location points +#define DEFAULT_ATTRIB_POSITION_NAME "vertexPosition" // shader-location = 0 +#define DEFAULT_ATTRIB_TEXCOORD_NAME "vertexTexCoord" // shader-location = 1 +#define DEFAULT_ATTRIB_NORMAL_NAME "vertexNormal" // shader-location = 2 +#define DEFAULT_ATTRIB_COLOR_NAME "vertexColor" // shader-location = 3 +#define DEFAULT_ATTRIB_TANGENT_NAME "vertexTangent" // shader-location = 4 +#define DEFAULT_ATTRIB_TEXCOORD2_NAME "vertexTexCoord2" // shader-location = 5 + //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- @@ -2220,12 +2229,12 @@ static unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr) glAttachShader(program, fragmentShader); // NOTE: Default attribute shader locations must be binded before linking - glBindAttribLocation(program, 0, "vertexPosition"); - glBindAttribLocation(program, 1, "vertexTexCoord"); - glBindAttribLocation(program, 2, "vertexNormal"); - glBindAttribLocation(program, 3, "vertexColor"); - glBindAttribLocation(program, 4, "vertexTangent"); - glBindAttribLocation(program, 5, "vertexTexCoord2"); + 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 -- cgit v1.2.3