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Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop

pull/75/head
Joshua Reisenauer 10 anni fa
parent
commit
a71bb267e9
6 ha cambiato i file con 129 aggiunte e 61 eliminazioni
  1. +3
    -4
      src/models.c
  2. +9
    -3
      src/raylib.h
  3. +92
    -39
      src/rlgl.c
  4. +5
    -4
      src/rlgl.h
  5. +1
    -1
      src/text.c
  6. +19
    -10
      src/textures.c

+ 3
- 4
src/models.c Vedi File

@ -557,11 +557,10 @@ void DrawGizmo(Vector3 position)
// Load a 3d model (from file)
Model LoadModel(const char *fileName)
{
VertexData vData;
Model model;
VertexData vData = { 0 };
// TODO: Initialize default data for model in case loading fails, maybe a cube?
// NOTE: Initialize default data for model in case loading fails, maybe a cube?
if (strcmp(GetExtension(fileName),"obj") == 0) vData = LoadOBJ(fileName);
else TraceLog(WARNING, "[%s] Model extension not recognized, it can't be loaded", fileName);
@ -1589,7 +1588,7 @@ static float GetHeightValue(Color pixel)
// Load OBJ mesh data
static VertexData LoadOBJ(const char *fileName)
{
VertexData vData;
VertexData vData = { 0 };
char dataType;
char comments[200];

+ 9
- 3
src/raylib.h Vedi File

@ -157,8 +157,13 @@
// Mouse Buttons
#define MOUSE_LEFT_BUTTON 0
#define MOUSE_RIGHT_BUTTON 1
#define MOUSE_MIDDLE_BUTTON 2
#if defined(PLATFORM_WEB)
#define MOUSE_RIGHT_BUTTON 2
#define MOUSE_MIDDLE_BUTTON 1
#else
#define MOUSE_RIGHT_BUTTON 1
#define MOUSE_MIDDLE_BUTTON 2
#endif
// Gamepad Number
#define GAMEPAD_PLAYER1 0
@ -579,7 +584,7 @@ Image LoadImageEx(Color *pixels, int width, int height);
Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image data from RAW file
Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource)
Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory
Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat, int mipmapCount); // Load a texture from raw data into GPU memory
Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat); // Load a texture from raw data into GPU memory
Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource)
Texture2D LoadTextureFromImage(Image image); // Load a texture from image data
void UnloadImage(Image image); // Unload image from CPU memory (RAM)
@ -602,6 +607,7 @@ void ImageColorGrayscale(Image *image);
void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100)
void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255)
void GenTextureMipmaps(Texture2D texture); // Generate GPU mipmaps for a texture
void UpdateTexture(Texture2D texture, void *pixels); // Update GPU texture with new data
void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2

+ 92
- 39
src/rlgl.c Vedi File

@ -1029,7 +1029,7 @@ void rlglInit(void)
else TraceLog(WARNING, "[EXTENSION] VAO extension not found, VAO usage not supported");
if (npotSupported) TraceLog(INFO, "[EXTENSION] NPOT textures extension detected, full NPOT textures supported");
else TraceLog(WARNING, "[EXTENSION] NPOT textures extension not found, NPOT textures support is limited (no-mipmaps, no-repeat");
else TraceLog(WARNING, "[EXTENSION] NPOT textures extension not found, NPOT textures support is limited (no-mipmaps, no-repeat)");
#endif
if (texCompDXTSupported) TraceLog(INFO, "[EXTENSION] DXT compressed textures supported");
@ -1610,7 +1610,7 @@ void rlglInitGraphics(int offsetX, int offsetY, int width, int height)
// NOTE: Don't confuse glViewport with the transformation matrix
// NOTE: glViewport just defines the area of the context that you will actually draw to.
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set background color (black)
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color (black)
//glClearDepth(1.0f); // Clear depth buffer (default)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers, depth buffer is used for 3D
@ -1880,6 +1880,38 @@ unsigned int rlglLoadTexture(void *data, int width, int height, int textureForma
return id;
}
void rlglUpdateTexture(unsigned int id, int width, int height, int format, void *data)
{
glBindTexture(GL_TEXTURE_2D, id);
#if defined(GRAPHICS_API_OPENGL_33)
switch (format)
{
case UNCOMPRESSED_GRAYSCALE: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RED, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
case UNCOMPRESSED_GRAY_ALPHA: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RG, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
case UNCOMPRESSED_R5G6B5: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, (unsigned short *)data); break;
case UNCOMPRESSED_R8G8B8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
case UNCOMPRESSED_R5G5B5A1: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, (unsigned short *)data); break;
case UNCOMPRESSED_R4G4B4A4: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned short *)data); break;
case UNCOMPRESSED_R8G8B8A8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
default: TraceLog(WARNING, "Texture format updating not supported"); break;
}
#elif defined(GRAPHICS_API_OPENGL_11) || 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
switch (format)
{
case UNCOMPRESSED_GRAYSCALE: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_LUMINANCE, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
case UNCOMPRESSED_GRAY_ALPHA: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
case UNCOMPRESSED_R5G6B5: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, (unsigned short *)data); break;
case UNCOMPRESSED_R8G8B8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
case UNCOMPRESSED_R5G5B5A1: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, (unsigned short *)data); break;
case UNCOMPRESSED_R4G4B4A4: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned short *)data); break;
case UNCOMPRESSED_R8G8B8A8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
default: TraceLog(WARNING, "Texture format updating not supported"); break;
}
#endif
}
// Generate mipmap data for selected texture
void rlglGenerateMipmaps(unsigned int textureId)
{
@ -2019,8 +2051,6 @@ Model rlglLoadModel(VertexData mesh)
}
// Read screen pixel data (color buffer)
// ISSUE: Non pre-multiplied alpha when reading from backbuffer!
// TODO: Multiply alpha
unsigned char *rlglReadScreenPixels(int width, int height)
{
unsigned char *screenData = (unsigned char *)malloc(width*height*sizeof(unsigned char)*4);
@ -2031,11 +2061,16 @@ unsigned char *rlglReadScreenPixels(int width, int height)
// 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 y = height - 1; y >= 0; y--)
{
for (int x = 0; x < (width*4); x++)
{
imgData[x + (height - y - 1)*width*4] = screenData[x + (y*width*4)];
// 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;
}
}
@ -2045,27 +2080,30 @@ unsigned char *rlglReadScreenPixels(int width, int height)
}
// Read texture pixel data
// NOTE: Retrieving pixel data from GPU (glGetTexImage()) not supported on OpenGL ES 2.0
void *rlglReadTexturePixels(unsigned int textureId, unsigned int format)
// 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 *rlglReadTexturePixels(Texture2D texture)
{
void *pixels = NULL;
#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
int width, height;
glBindTexture(GL_TEXTURE_2D, textureId);
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);
//GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE
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
*/
int glFormat = 0, glType = 0;
unsigned int size = width*height;
unsigned int size = texture.width*texture.height;
// NOTE: GL_LUMINANCE and GL_LUMINANCE_ALPHA are removed since OpenGL 3.1
// Must be replaced by GL_RED and GL_RG on Core OpenGL 3.3 and data must be swizzled
// Must be replaced by GL_RED and GL_RG on Core OpenGL 3.3
switch (format)
{
@ -2073,27 +2111,15 @@ void *rlglReadTexturePixels(unsigned int textureId, unsigned int format)
case UNCOMPRESSED_GRAYSCALE: pixels = (unsigned char *)malloc(size); glFormat = GL_LUMINANCE; glType = GL_UNSIGNED_BYTE; break; // 8 bit per pixel (no alpha)
case UNCOMPRESSED_GRAY_ALPHA: pixels = (unsigned char *)malloc(size*2); glFormat = GL_LUMINANCE_ALPHA; glType = GL_UNSIGNED_BYTE; break; // 16 bpp (2 channels)
#elif defined(GRAPHICS_API_OPENGL_33)
case UNCOMPRESSED_GRAYSCALE: // 8 bit per pixel (no alpha)
{
pixels = (unsigned char *)malloc(size); glFormat = GL_RED; glType = GL_UNSIGNED_BYTE;
GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
} break;
case UNCOMPRESSED_GRAY_ALPHA: // 16 bpp (2 channels)
{
pixels = (unsigned char *)malloc(size*2); glFormat = GL_RG; glType = GL_UNSIGNED_BYTE;
GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
} break;
case UNCOMPRESSED_GRAYSCALE: pixels = (unsigned char *)malloc(size); glFormat = GL_RED; glType = GL_UNSIGNED_BYTE; break;
case UNCOMPRESSED_GRAY_ALPHA: pixels = (unsigned char *)malloc(size*2); glFormat = GL_RG; glType = GL_UNSIGNED_BYTE; break;
#endif
case UNCOMPRESSED_R5G6B5: pixels = (unsigned short *)malloc(size); glFormat = GL_RGB; glType = GL_UNSIGNED_SHORT_5_6_5; break; // 16 bpp
case UNCOMPRESSED_R8G8B8: pixels = (unsigned char *)malloc(size*3); glFormat = GL_RGB; glType = GL_UNSIGNED_BYTE; break; // 24 bpp
case UNCOMPRESSED_R5G5B5A1: pixels = (unsigned short *)malloc(size); glFormat = GL_RGBA; glType = GL_UNSIGNED_SHORT_5_5_5_1; break; // 16 bpp (1 bit alpha)
case UNCOMPRESSED_R4G4B4A4: pixels = (unsigned short *)malloc(size); glFormat = GL_RGBA; glType = GL_UNSIGNED_SHORT_4_4_4_4; break; // 16 bpp (4 bit alpha)
case UNCOMPRESSED_R8G8B8A8: pixels = (unsigned char *)malloc(size*4); glFormat = GL_RGBA; glType = GL_UNSIGNED_BYTE; break; // 32 bpp
default: TraceLog(WARNING, "Texture format not suported"); break;
default: TraceLog(WARNING, "Texture data retrieval, format not suported"); break;
}
// 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.
@ -2108,16 +2134,36 @@ void *rlglReadTexturePixels(unsigned int textureId, unsigned int format)
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
// TODO: Look for some way to retrieve texture width and height from id
int width = 1024;
int height = 1024;
FBO fbo = rlglLoadFBO(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);
FBO fbo = rlglLoadFBO(width, height);
// Attach our texture to FBO -> Texture must be RGB
// 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: Despite FBO color texture is RGB, we read data as RGBA... reading as RGB doesn't work... o__O
glReadPixels(0, 0, texture.width, texture.height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
// Re-attach internal FBO color texture before deleting it
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbo.colorTextureId, 0);
// NOTE: Altenatively we can bind texture to color fbo and glReadPixels()
n">glBindFramebuffer(GL_FRAMEBUFFER, 0);
#elif defined(GET_TEXTURE_FBO_OPTION_2)
// Render texture to fbo
glBindFramebuffer(GL_FRAMEBUFFER, fbo.id);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClearDepthf(1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
@ -2131,16 +2177,23 @@ void *rlglReadTexturePixels(unsigned int textureId, unsigned int format)
//glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
//Model quad = GenModelQuad(width, height);
//DrawModel(quad, (Vector3){ 0, 0, 0 }, 1.0f, WHITE);
Model quad;
//quad.mesh = GenMeshQuad(width, height);
quad.transform = MatrixIdentity();
quad.shader = simpleShader;
pixels = (unsigned char *)malloc(width*height*4*sizeof(unsigned char));
DrawModel(quad, (Vector3){ 0, 0, 0 }, 1.0f, WHITE);
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
pixels = (unsigned char *)malloc(texture.width*texture.height*3*sizeof(unsigned char));
glReadPixels(0, 0, texture.width, texture.height, GL_RGB, GL_UNSIGNED_BYTE, pixels);
// Bind framebuffer 0, which means render to back buffer
glBindFramebuffer(GL_FRAMEBUFFER, 0);
UnloadModel(quad);
#endif // GET_TEXTURE_FBO_OPTION
// Clean up temporal fbo
rlglUnloadFBO(fbo);
#endif

+ 5
- 4
src/rlgl.h Vedi File

@ -242,7 +242,8 @@ void rlglClose(void); // De-init rlgl
void rlglDraw(void); // Draw VAO/VBO
void rlglInitGraphics(int offsetX, int offsetY, int width, int height); // Initialize Graphics (OpenGL stuff)
unsigned int rlglLoadTexture(void *data, int width, int height, int textureFormat, int mipmapCount); // Load in GPU OpenGL texture
unsigned int rlglLoadTexture(void *data, int width, int height, int textureFormat, int mipmapCount); // Load texture in GPU
void rlglUpdateTexture(unsigned int id, int width, int height, int format, void *data); // Update GPU texture with new data
void rlglGenerateMipmaps(unsigned int textureId); // Generate mipmap data for selected texture
// NOTE: There is a set of shader related functions that are available to end user,
@ -254,10 +255,10 @@ void rlglDrawPostpro(void); // Draw with postprocessing shad
Model rlglLoadModel(VertexData mesh); // Upload vertex data into GPU and provided VAO/VBO ids
void rlglDrawModel(Model model, Vector3 position, float rotationAngle, Vector3 rotationAxis, Vector3 scale, Color color, bool wires);
Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coordinates from screen coordinates
Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coordinates from screen coordinates
unsigned char *rlglReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
void *rlglReadTexturePixels(kt">unsigned int textureId, unsigned int format); // Read texture pixel data
unsigned char *rlglReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
void *rlglReadTexturePixels(n">Texture2D texture); // Read texture pixel data
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
void PrintProjectionMatrix(void); // DEBUG: Print projection matrix

+ 1
- 1
src/text.c Vedi File

@ -649,7 +649,7 @@ static SpriteFont LoadTTF(const char *fileName, int fontSize)
// 1) Generate sprite sheet image with characters from TTF
// 2) Load image as SpriteFont
SpriteFont font;
SpriteFont font = { 0 };
Image image;
image.width = 512;

+ 19
- 10
src/textures.c Vedi File

@ -338,16 +338,17 @@ Texture2D LoadTexture(const char *fileName)
return texture;
}
Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat, int mipmapCount)
// Load a texture from raw data into GPU memory
Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat)
{
Texture2D texture;
texture.width = width;
texture.height = height;
texture.mipmaps = n">mipmapCount;
texture.mipmaps = mi">1;
texture.format = textureFormat;
texture.id = rlglLoadTexture(data, width, height, textureFormat, n">mipmapCount);
texture.id = rlglLoadTexture(data, width, height, textureFormat, mi">1);
return texture;
}
@ -501,26 +502,27 @@ Image GetTextureData(Texture2D texture)
Image image;
image.data = NULL;
#if defined(GRAPHICS_API_OPENGL_ES2)
TraceLog(WARNING, "Texture data retrieval not supported on OpenGL ES 2.0");
#else
if (texture.format < 8)
{
image.data = rlglReadTexturePixels(texture.id, texture.format);
image.data = rlglReadTexturePixels(texture);
if (image.data != NULL)
{
image.width = texture.width;
image.height = texture.height;
image.format = texture.format;
image.mipmaps = 1;
#if defined(GRAPHICS_API_OPENGL_ES2)
// NOTE: Data retrieved on OpenGL ES 2.0 comes as RGB (from framebuffer)
image.format = UNCOMPRESSED_R8G8B8A8;
#else
image.format = texture.format;
#endif
TraceLog(INFO, "Texture pixel data obtained successfully");
}
else TraceLog(WARNING, "Texture pixel data could not be obtained");
}
else TraceLog(WARNING, "Compressed texture data could not be obtained");
#endif
return image;
}
@ -1172,6 +1174,13 @@ void GenTextureMipmaps(Texture2D texture)
#endif
}
// Update GPU texture with new data
// NOTE: pixels data must match texture.format
void UpdateTexture(Texture2D texture, void *pixels)
{
rlglUpdateTexture(texture.id, texture.width, texture.height, texture.format, pixels);
}
// Draw a Texture2D
void DrawTexture(Texture2D texture, int posX, int posY, Color tint)
{

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