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@ -71,6 +71,8 @@ |
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#define MAX_DRAWS_BY_TEXTURE 256 // Draws are organized by texture changes |
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#define TEMP_VERTEX_BUFFER_SIZE 4096 // Temporal Vertex Buffer (required for vertex-transformations) |
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// NOTE: Every vertex are 3 floats (12 bytes) |
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#define MAX_LIGHTS 8 // Max lights supported by standard shader |
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#ifndef GL_SHADING_LANGUAGE_VERSION |
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#define GL_SHADING_LANGUAGE_VERSION 0x8B8C |
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@ -189,6 +191,7 @@ static bool useTempBuffer = false; |
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// Shader Programs |
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static Shader defaultShader; |
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static Shader standardShader; |
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static Shader currentShader; // By default, defaultShader |
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// Flags for supported extensions |
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@ -199,6 +202,10 @@ static bool texCompETC1Supported = false; // ETC1 texture compression support |
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static bool texCompETC2Supported = false; // ETC2/EAC texture compression support |
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static bool texCompPVRTSupported = false; // PVR texture compression support |
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static bool texCompASTCSupported = false; // ASTC texture compression support |
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// Lighting data |
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static Light lights[MAX_LIGHTS]; // Lights pool |
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static int lightsCount; // Counts current enabled physic objects |
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#endif |
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// Compressed textures support flags |
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@ -227,14 +234,18 @@ static void LoadCompressedTexture(unsigned char *data, int width, int height, in |
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static unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr); // Load custom shader strings and return program id |
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static Shader LoadDefaultShader(void); // Load default shader (just vertex positioning and texture coloring) |
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static Shader LoadStandardShader(void); // Load standard shader (support materials and lighting) |
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static void LoadDefaultShaderLocations(Shader *shader); // Bind default shader locations (attributes and uniforms) |
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static void UnloadDefaultShader(void); // Unload default shader |
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static void UnloadStandardShader(void); // Unload standard shader |
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static void LoadDefaultBuffers(void); // Load default internal buffers (lines, triangles, quads) |
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static void UpdateDefaultBuffers(void); // Update default internal buffers (VAOs/VBOs) with vertex data |
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static void DrawDefaultBuffers(void); // Draw default internal buffers vertex data |
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static void UnloadDefaultBuffers(void); // Unload default internal buffers vertex data from CPU and GPU |
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static void SetShaderLights(Shader shader); // Sets shader uniform values for lights array |
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static char *ReadTextFile(const char *fileName); |
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#endif |
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@ -740,6 +751,24 @@ void rlDisableDepthTest(void) |
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glDisable(GL_DEPTH_TEST); |
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} |
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// Enable wire mode |
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void rlEnableWireMode(void) |
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{ |
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#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) |
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// NOTE: glPolygonMode() not available on OpenGL ES |
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); |
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#endif |
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} |
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// Disable wire mode |
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void rlDisableWireMode(void) |
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{ |
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#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) |
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// NOTE: glPolygonMode() not available on OpenGL ES |
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); |
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#endif |
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} |
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// Unload texture from GPU memory |
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void rlDeleteTextures(unsigned int id) |
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{ |
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@ -991,6 +1020,7 @@ void rlglInit(void) |
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// Init default Shader (customized for GL 3.3 and ES2) |
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defaultShader = LoadDefaultShader(); |
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standardShader = LoadStandardShader(); |
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currentShader = defaultShader; |
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LoadDefaultBuffers(); // Initialize default vertex arrays buffers (lines, triangles, quads) |
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@ -1019,6 +1049,7 @@ void rlglClose(void) |
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{ |
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
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UnloadDefaultShader(); |
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UnloadStandardShader(); |
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UnloadDefaultBuffers(); |
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// Delete default white texture |
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@ -1033,175 +1064,15 @@ void rlglClose(void) |
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void rlglDraw(void) |
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{ |
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
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UpdateDefaultBuffers(); |
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DrawDefaultBuffers(); |
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#endif |
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} |
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// Draw a 3d mesh with material and transform |
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void rlglDrawEx(Mesh mesh, Material material, Matrix transform, bool wires) |
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{ |
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#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) |
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// NOTE: glPolygonMode() not available on OpenGL ES |
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if (wires) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); |
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#endif |
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#if defined(GRAPHICS_API_OPENGL_11) |
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glEnable(GL_TEXTURE_2D); |
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glBindTexture(GL_TEXTURE_2D, material.texDiffuse.id); |
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// NOTE: On OpenGL 1.1 we use Vertex Arrays to draw model |
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glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array |
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glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable texture coords array |
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if (mesh.normals != NULL) glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array |
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if (mesh.colors != NULL) glEnableClientState(GL_COLOR_ARRAY); // Enable colors array |
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glVertexPointer(3, GL_FLOAT, 0, mesh.vertices); // Pointer to vertex coords array |
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glTexCoordPointer(2, GL_FLOAT, 0, mesh.texcoords); // Pointer to texture coords array |
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if (mesh.normals != NULL) glNormalPointer(GL_FLOAT, 0, mesh.normals); // Pointer to normals array |
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if (mesh.colors != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh.colors); // Pointer to colors array |
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rlPushMatrix(); |
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rlMultMatrixf(MatrixToFloat(transform)); |
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rlColor4ub(material.colDiffuse.r, material.colDiffuse.g, material.colDiffuse.b, material.colDiffuse.a); |
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if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, mesh.indices); |
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else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount); |
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rlPopMatrix(); |
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glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array |
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glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array |
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if (mesh.normals != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array |
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if (mesh.colors != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable colors array |
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glDisable(GL_TEXTURE_2D); |
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glBindTexture(GL_TEXTURE_2D, 0); |
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#endif |
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
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glUseProgram(material.shader.id); |
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// At this point the modelview matrix just contains the view matrix (camera) |
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// That's because Begin3dMode() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix() |
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Matrix matView = modelview; // View matrix (camera) |
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Matrix matProjection = projection; // Projection matrix (perspective) |
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// Calculate model-view matrix combining matModel and matView |
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Matrix matModelView = MatrixMultiply(transform, matView); // Transform to camera-space coordinates |
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// Calculate model-view-projection matrix (MVP) |
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Matrix matMVP = MatrixMultiply(matModelView, matProjection); // Transform to screen-space coordinates |
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// Send combined model-view-projection matrix to shader |
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glUniformMatrix4fv(material.shader.mvpLoc, 1, false, MatrixToFloat(matMVP)); |
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// Apply color tinting (material.colDiffuse) |
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// NOTE: Just update one uniform on fragment shader |
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float vColor[4] = { (float)material.colDiffuse.r/255, (float)material.colDiffuse.g/255, (float)material.colDiffuse.b/255, (float)material.colDiffuse.a/255 }; |
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glUniform4fv(material.shader.tintColorLoc, 1, vColor); |
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// Set shader textures (diffuse, normal, specular) |
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glActiveTexture(GL_TEXTURE0); |
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glBindTexture(GL_TEXTURE_2D, material.texDiffuse.id); |
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glUniform1i(material.shader.mapDiffuseLoc, 0); // Texture fits in active texture unit 0 |
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if ((material.texNormal.id != 0) && (material.shader.mapNormalLoc != -1)) |
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{ |
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glActiveTexture(GL_TEXTURE1); |
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glBindTexture(GL_TEXTURE_2D, material.texNormal.id); |
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glUniform1i(material.shader.mapNormalLoc, 1); // Texture fits in active texture unit 1 |
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} |
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if ((material.texSpecular.id != 0) && (material.shader.mapSpecularLoc != -1)) |
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{ |
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glActiveTexture(GL_TEXTURE2); |
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glBindTexture(GL_TEXTURE_2D, material.texSpecular.id); |
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glUniform1i(material.shader.mapSpecularLoc, 2); // Texture fits in active texture unit 2 |
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} |
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if (vaoSupported) |
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{ |
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glBindVertexArray(mesh.vaoId); |
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} |
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else |
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{ |
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// Bind mesh VBO data: vertex position (shader-location = 0) |
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glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]); |
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glVertexAttribPointer(material.shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0); |
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glEnableVertexAttribArray(material.shader.vertexLoc); |
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// Bind mesh VBO data: vertex texcoords (shader-location = 1) |
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glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]); |
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glVertexAttribPointer(material.shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0); |
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glEnableVertexAttribArray(material.shader.texcoordLoc); |
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// Bind mesh VBO data: vertex normals (shader-location = 2, if available) |
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if (material.shader.normalLoc != -1) |
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{ |
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glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]); |
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glVertexAttribPointer(material.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0); |
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glEnableVertexAttribArray(material.shader.normalLoc); |
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} |
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// Bind mesh VBO data: vertex colors (shader-location = 3, if available) , tangents, texcoords2 (if available) |
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if (material.shader.colorLoc != -1) |
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{ |
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glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]); |
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glVertexAttribPointer(material.shader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); |
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glEnableVertexAttribArray(material.shader.colorLoc); |
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} |
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// Bind mesh VBO data: vertex tangents (shader-location = 4, if available) |
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if (material.shader.tangentLoc != -1) |
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{ |
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glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]); |
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glVertexAttribPointer(material.shader.tangentLoc, 3, GL_FLOAT, 0, 0, 0); |
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glEnableVertexAttribArray(material.shader.tangentLoc); |
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} |
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// Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available) |
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if (material.shader.texcoord2Loc != -1) |
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{ |
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glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]); |
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glVertexAttribPointer(material.shader.texcoord2Loc, 2, GL_FLOAT, 0, 0, 0); |
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glEnableVertexAttribArray(material.shader.texcoord2Loc); |
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} |
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if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]); |
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} |
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// Draw call! |
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if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, 0); // Indexed vertices draw |
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else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount); |
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if (material.texNormal.id != 0) |
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{ |
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glActiveTexture(GL_TEXTURE1); |
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glBindTexture(GL_TEXTURE_2D, 0); |
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} |
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if (material.texSpecular.id != 0) |
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/* |
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for (int i = 0; i < modelsCount; i++) |
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{ |
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glActiveTexture(GL_TEXTURE2); |
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glBindTexture(GL_TEXTURE_2D, 0); |
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rlglDrawMesh(models[i]->mesh, models[i]->material, models[i]->transform); |
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} |
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glActiveTexture(GL_TEXTURE0); // Set shader active texture to default 0 |
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glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures |
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if (vaoSupported) glBindVertexArray(0); // Unbind VAO |
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else |
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{ |
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glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind VBOs |
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if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); |
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} |
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glUseProgram(0); // Unbind shader program |
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#endif |
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#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) |
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// NOTE: glPolygonMode() not available on OpenGL ES |
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if (wires) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); |
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*/ |
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// NOTE: Default buffers always drawn at the end |
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UpdateDefaultBuffers(); |
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DrawDefaultBuffers(); |
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#endif |
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} |
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@ -1526,7 +1397,7 @@ RenderTexture2D rlglLoadRenderTexture(int width, int height) |
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{ |
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TraceLog(WARNING, "Framebuffer object could not be created..."); |
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switch(status) |
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switch (status) |
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{ |
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case GL_FRAMEBUFFER_UNSUPPORTED: TraceLog(WARNING, "Framebuffer is unsupported"); break; |
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case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TraceLog(WARNING, "Framebuffer incomplete attachment"); break; |
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@ -1642,7 +1513,7 @@ void rlglGenerateMipmaps(Texture2D texture) |
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} |
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// Upload vertex data into a VAO (if supported) and VBO |
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void rlglLoadMesh(Mesh *mesh) |
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void rlglLoadMesh(Mesh *mesh, bool dynamic) |
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{ |
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mesh->vaoId = 0; // Vertex Array Object |
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mesh->vboId[0] = 0; // Vertex positions VBO |
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@ -1652,6 +1523,9 @@ void rlglLoadMesh(Mesh *mesh) |
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mesh->vboId[4] = 0; // Vertex tangents VBO |
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mesh->vboId[5] = 0; // Vertex texcoords2 VBO |
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mesh->vboId[6] = 0; // Vertex indices VBO |
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int drawHint = GL_STATIC_DRAW; |
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if (dynamic) drawHint = GL_DYNAMIC_DRAW; |
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
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GLuint vaoId = 0; // Vertex Array Objects (VAO) |
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@ -1669,14 +1543,14 @@ void rlglLoadMesh(Mesh *mesh) |
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// Enable vertex attributes: position (shader-location = 0) |
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glGenBuffers(1, &vboId[0]); |
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glBindBuffer(GL_ARRAY_BUFFER, vboId[0]); |
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->vertices, GL_STATIC_DRAW); |
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->vertices, drawHint); |
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glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0); |
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glEnableVertexAttribArray(0); |
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// Enable vertex attributes: texcoords (shader-location = 1) |
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glGenBuffers(1, &vboId[1]); |
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glBindBuffer(GL_ARRAY_BUFFER, vboId[1]); |
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords, GL_STATIC_DRAW); |
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords, drawHint); |
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glVertexAttribPointer(1, 2, GL_FLOAT, 0, 0, 0); |
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glEnableVertexAttribArray(1); |
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@ -1685,7 +1559,7 @@ void rlglLoadMesh(Mesh *mesh) |
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{ |
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glGenBuffers(1, &vboId[2]); |
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glBindBuffer(GL_ARRAY_BUFFER, vboId[2]); |
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->normals, GL_STATIC_DRAW); |
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->normals, drawHint); |
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glVertexAttribPointer(2, 3, GL_FLOAT, 0, 0, 0); |
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glEnableVertexAttribArray(2); |
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} |
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@ -1701,7 +1575,7 @@ void rlglLoadMesh(Mesh *mesh) |
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{ |
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glGenBuffers(1, &vboId[3]); |
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glBindBuffer(GL_ARRAY_BUFFER, vboId[3]); |
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glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*mesh->vertexCount, mesh->colors, GL_STATIC_DRAW); |
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glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*mesh->vertexCount, mesh->colors, drawHint); |
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glVertexAttribPointer(3, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); |
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glEnableVertexAttribArray(3); |
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} |
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@ -1717,7 +1591,7 @@ void rlglLoadMesh(Mesh *mesh) |
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{ |
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glGenBuffers(1, &vboId[4]); |
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glBindBuffer(GL_ARRAY_BUFFER, vboId[4]); |
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->tangents, GL_STATIC_DRAW); |
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|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->tangents, drawHint); |
|
|
|
glVertexAttribPointer(4, 3, GL_FLOAT, 0, 0, 0); |
|
|
|
glEnableVertexAttribArray(4); |
|
|
|
} |
|
|
@ -1733,7 +1607,7 @@ void rlglLoadMesh(Mesh *mesh) |
|
|
|
{ |
|
|
|
glGenBuffers(1, &vboId[5]); |
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, vboId[5]); |
|
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords2, GL_STATIC_DRAW); |
|
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords2, drawHint); |
|
|
|
glVertexAttribPointer(5, 2, GL_FLOAT, 0, 0, 0); |
|
|
|
glEnableVertexAttribArray(5); |
|
|
|
} |
|
|
@ -1776,6 +1650,270 @@ void rlglLoadMesh(Mesh *mesh) |
|
|
|
#endif |
|
|
|
} |
|
|
|
|
|
|
|
// Update vertex data on GPU (upload new data to one buffer) |
|
|
|
void rlglUpdateMesh(Mesh mesh, int buffer, int numVertex) |
|
|
|
{ |
|
|
|
// Activate mesh VAO |
|
|
|
if (vaoSupported) glBindVertexArray(mesh.vaoId); |
|
|
|
|
|
|
|
switch (buffer) |
|
|
|
{ |
|
|
|
case 0: // Update vertices (vertex position) |
|
|
|
{ |
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]); |
|
|
|
if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.vertices, GL_DYNAMIC_DRAW); |
|
|
|
else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.vertices); |
|
|
|
|
|
|
|
} break; |
|
|
|
case 1: // Update texcoords (vertex texture coordinates) |
|
|
|
{ |
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]); |
|
|
|
if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*numVertex, mesh.texcoords, GL_DYNAMIC_DRAW); |
|
|
|
else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*numVertex, mesh.texcoords); |
|
|
|
|
|
|
|
} break; |
|
|
|
case 2: // Update normals (vertex normals) |
|
|
|
{ |
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]); |
|
|
|
if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.normals, GL_DYNAMIC_DRAW); |
|
|
|
else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.normals); |
|
|
|
|
|
|
|
} break; |
|
|
|
case 3: // Update colors (vertex colors) |
|
|
|
{ |
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]); |
|
|
|
if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*numVertex, mesh.colors, GL_DYNAMIC_DRAW); |
|
|
|
else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*numVertex, mesh.colors); |
|
|
|
|
|
|
|
} break; |
|
|
|
case 4: // Update tangents (vertex tangents) |
|
|
|
{ |
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]); |
|
|
|
if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.tangents, GL_DYNAMIC_DRAW); |
|
|
|
else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.tangents); |
|
|
|
} break; |
|
|
|
case 5: // Update texcoords2 (vertex second texture coordinates) |
|
|
|
{ |
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]); |
|
|
|
if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*numVertex, mesh.texcoords2, GL_DYNAMIC_DRAW); |
|
|
|
else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*numVertex, mesh.texcoords2); |
|
|
|
} break; |
|
|
|
default: break; |
|
|
|
} |
|
|
|
|
|
|
|
// Unbind the current VAO |
|
|
|
if (vaoSupported) glBindVertexArray(0); |
|
|
|
|
|
|
|
// Another option would be using buffer mapping... |
|
|
|
//mesh.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE); |
|
|
|
// Now we can modify vertices |
|
|
|
//glUnmapBuffer(GL_ARRAY_BUFFER); |
|
|
|
} |
|
|
|
|
|
|
|
// Draw a 3d mesh with material and transform |
|
|
|
void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) |
|
|
|
{ |
|
|
|
#if defined(GRAPHICS_API_OPENGL_11) |
|
|
|
glEnable(GL_TEXTURE_2D); |
|
|
|
glBindTexture(GL_TEXTURE_2D, material.texDiffuse.id); |
|
|
|
|
|
|
|
// NOTE: On OpenGL 1.1 we use Vertex Arrays to draw model |
|
|
|
glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array |
|
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable texture coords array |
|
|
|
if (mesh.normals != NULL) glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array |
|
|
|
if (mesh.colors != NULL) glEnableClientState(GL_COLOR_ARRAY); // Enable colors array |
|
|
|
|
|
|
|
glVertexPointer(3, GL_FLOAT, 0, mesh.vertices); // Pointer to vertex coords array |
|
|
|
glTexCoordPointer(2, GL_FLOAT, 0, mesh.texcoords); // Pointer to texture coords array |
|
|
|
if (mesh.normals != NULL) glNormalPointer(GL_FLOAT, 0, mesh.normals); // Pointer to normals array |
|
|
|
if (mesh.colors != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh.colors); // Pointer to colors array |
|
|
|
|
|
|
|
rlPushMatrix(); |
|
|
|
rlMultMatrixf(MatrixToFloat(transform)); |
|
|
|
rlColor4ub(material.colDiffuse.r, material.colDiffuse.g, material.colDiffuse.b, material.colDiffuse.a); |
|
|
|
|
|
|
|
if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, mesh.indices); |
|
|
|
else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount); |
|
|
|
rlPopMatrix(); |
|
|
|
|
|
|
|
glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array |
|
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array |
|
|
|
if (mesh.normals != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array |
|
|
|
if (mesh.colors != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable colors array |
|
|
|
|
|
|
|
glDisable(GL_TEXTURE_2D); |
|
|
|
glBindTexture(GL_TEXTURE_2D, 0); |
|
|
|
#endif |
|
|
|
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
|
|
|
glUseProgram(material.shader.id); |
|
|
|
|
|
|
|
// At this point the modelview matrix just contains the view matrix (camera) |
|
|
|
// That's because Begin3dMode() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix() |
|
|
|
Matrix matView = modelview; // View matrix (camera) |
|
|
|
Matrix matProjection = projection; // Projection matrix (perspective) |
|
|
|
|
|
|
|
// Calculate model-view matrix combining matModel and matView |
|
|
|
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(material.shader.mvpLoc, 1, false, MatrixToFloat(matMVP)); |
|
|
|
|
|
|
|
// Upload to shader material.colDiffuse |
|
|
|
float vColorDiffuse[4] = { (float)material.colDiffuse.r/255, (float)material.colDiffuse.g/255, (float)material.colDiffuse.b/255, (float)material.colDiffuse.a/255 }; |
|
|
|
glUniform4fv(material.shader.tintColorLoc, 1, vColorDiffuse); |
|
|
|
|
|
|
|
// Check if using standard shader to get location points |
|
|
|
// NOTE: standard shader specific locations are got at render time to keep Shader struct as simple as possible (with just default shader locations) |
|
|
|
if (material.shader.id == standardShader.id) |
|
|
|
{ |
|
|
|
// Send model transformations matrix to shader |
|
|
|
glUniformMatrix4fv(glGetUniformLocation(material.shader.id, "modelMatrix"), 1, false, MatrixToFloat(transform)); |
|
|
|
|
|
|
|
// Send view transformation matrix to shader. View matrix 8, 9 and 10 are view direction vector axis values (target - position) |
|
|
|
glUniform3f(glGetUniformLocation(material.shader.id, "viewDir"), matView.m8, matView.m9, matView.m10); |
|
|
|
|
|
|
|
// Setup shader uniforms for lights |
|
|
|
SetShaderLights(material.shader); |
|
|
|
|
|
|
|
// Upload to shader material.colAmbient |
|
|
|
glUniform4f(glGetUniformLocation(material.shader.id, "colAmbient"), (float)material.colAmbient.r/255, (float)material.colAmbient.g/255, (float)material.colAmbient.b/255, (float)material.colAmbient.a/255); |
|
|
|
|
|
|
|
// Upload to shader material.colSpecular |
|
|
|
glUniform4f(glGetUniformLocation(material.shader.id, "colSpecular"), (float)material.colSpecular.r/255, (float)material.colSpecular.g/255, (float)material.colSpecular.b/255, (float)material.colSpecular.a/255); |
|
|
|
|
|
|
|
// Upload to shader glossiness |
|
|
|
glUniform1f(glGetUniformLocation(material.shader.id, "glossiness"), material.glossiness); |
|
|
|
} |
|
|
|
|
|
|
|
// Set shader textures (diffuse, normal, specular) |
|
|
|
glActiveTexture(GL_TEXTURE0); |
|
|
|
glBindTexture(GL_TEXTURE_2D, material.texDiffuse.id); |
|
|
|
glUniform1i(material.shader.mapDiffuseLoc, 0); // Texture fits in active texture unit 0 |
|
|
|
|
|
|
|
if ((material.texNormal.id != 0) && (material.shader.mapNormalLoc != -1)) |
|
|
|
{ |
|
|
|
glActiveTexture(GL_TEXTURE1); |
|
|
|
glBindTexture(GL_TEXTURE_2D, material.texNormal.id); |
|
|
|
glUniform1i(material.shader.mapNormalLoc, 1); // Texture fits in active texture unit 1 |
|
|
|
|
|
|
|
// TODO: Upload to shader normalDepth |
|
|
|
//glUniform1f(???, material.normalDepth); |
|
|
|
} |
|
|
|
|
|
|
|
if ((material.texSpecular.id != 0) && (material.shader.mapSpecularLoc != -1)) |
|
|
|
{ |
|
|
|
glActiveTexture(GL_TEXTURE2); |
|
|
|
glBindTexture(GL_TEXTURE_2D, material.texSpecular.id); |
|
|
|
glUniform1i(material.shader.mapSpecularLoc, 2); // Texture fits in active texture unit 2 |
|
|
|
} |
|
|
|
|
|
|
|
if (vaoSupported) |
|
|
|
{ |
|
|
|
glBindVertexArray(mesh.vaoId); |
|
|
|
} |
|
|
|
else |
|
|
|
{ |
|
|
|
// Bind mesh VBO data: vertex position (shader-location = 0) |
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]); |
|
|
|
glVertexAttribPointer(material.shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0); |
|
|
|
glEnableVertexAttribArray(material.shader.vertexLoc); |
|
|
|
|
|
|
|
// Bind mesh VBO data: vertex texcoords (shader-location = 1) |
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]); |
|
|
|
glVertexAttribPointer(material.shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0); |
|
|
|
glEnableVertexAttribArray(material.shader.texcoordLoc); |
|
|
|
|
|
|
|
// Bind mesh VBO data: vertex normals (shader-location = 2, if available) |
|
|
|
if (material.shader.normalLoc != -1) |
|
|
|
{ |
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]); |
|
|
|
glVertexAttribPointer(material.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0); |
|
|
|
glEnableVertexAttribArray(material.shader.normalLoc); |
|
|
|
} |
|
|
|
|
|
|
|
// Bind mesh VBO data: vertex colors (shader-location = 3, if available) , tangents, texcoords2 (if available) |
|
|
|
if (material.shader.colorLoc != -1) |
|
|
|
{ |
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]); |
|
|
|
glVertexAttribPointer(material.shader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); |
|
|
|
glEnableVertexAttribArray(material.shader.colorLoc); |
|
|
|
} |
|
|
|
|
|
|
|
// Bind mesh VBO data: vertex tangents (shader-location = 4, if available) |
|
|
|
if (material.shader.tangentLoc != -1) |
|
|
|
{ |
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]); |
|
|
|
glVertexAttribPointer(material.shader.tangentLoc, 3, GL_FLOAT, 0, 0, 0); |
|
|
|
glEnableVertexAttribArray(material.shader.tangentLoc); |
|
|
|
} |
|
|
|
|
|
|
|
// Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available) |
|
|
|
if (material.shader.texcoord2Loc != -1) |
|
|
|
{ |
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]); |
|
|
|
glVertexAttribPointer(material.shader.texcoord2Loc, 2, GL_FLOAT, 0, 0, 0); |
|
|
|
glEnableVertexAttribArray(material.shader.texcoord2Loc); |
|
|
|
} |
|
|
|
|
|
|
|
if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]); |
|
|
|
} |
|
|
|
|
|
|
|
// Draw call! |
|
|
|
if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, 0); // Indexed vertices draw |
|
|
|
else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount); |
|
|
|
|
|
|
|
if (material.texNormal.id != 0) |
|
|
|
{ |
|
|
|
glActiveTexture(GL_TEXTURE1); |
|
|
|
glBindTexture(GL_TEXTURE_2D, 0); |
|
|
|
} |
|
|
|
|
|
|
|
if (material.texSpecular.id != 0) |
|
|
|
{ |
|
|
|
glActiveTexture(GL_TEXTURE2); |
|
|
|
glBindTexture(GL_TEXTURE_2D, 0); |
|
|
|
} |
|
|
|
|
|
|
|
glActiveTexture(GL_TEXTURE0); // Set shader active texture to default 0 |
|
|
|
glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures |
|
|
|
|
|
|
|
if (vaoSupported) glBindVertexArray(0); // Unbind VAO |
|
|
|
else |
|
|
|
{ |
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind VBOs |
|
|
|
if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); |
|
|
|
} |
|
|
|
|
|
|
|
glUseProgram(0); // Unbind shader program |
|
|
|
#endif |
|
|
|
} |
|
|
|
|
|
|
|
// Unload mesh data from CPU and GPU |
|
|
|
void rlglUnloadMesh(Mesh *mesh) |
|
|
|
{ |
|
|
|
if (mesh->vertices != NULL) free(mesh->vertices); |
|
|
|
if (mesh->texcoords != NULL) free(mesh->texcoords); |
|
|
|
if (mesh->normals != NULL) free(mesh->normals); |
|
|
|
if (mesh->colors != NULL) free(mesh->colors); |
|
|
|
if (mesh->tangents != NULL) free(mesh->tangents); |
|
|
|
if (mesh->texcoords2 != NULL) free(mesh->texcoords2); |
|
|
|
if (mesh->indices != NULL) free(mesh->indices); |
|
|
|
|
|
|
|
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 *rlglReadScreenPixels(int width, int height) |
|
|
|
{ |
|
|
@ -2022,6 +2160,17 @@ Shader GetDefaultShader(void) |
|
|
|
#endif |
|
|
|
} |
|
|
|
|
|
|
|
// Get default shader |
|
|
|
Shader GetStandardShader(void) |
|
|
|
{ |
|
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
|
|
|
return standardShader; |
|
|
|
#else |
|
|
|
Shader shader = { 0 }; |
|
|
|
return shader; |
|
|
|
#endif |
|
|
|
} |
|
|
|
|
|
|
|
// Get shader uniform location |
|
|
|
int GetShaderLocation(Shader shader, const char *uniformName) |
|
|
|
{ |
|
|
@ -2098,6 +2247,78 @@ void SetBlendMode(int mode) |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
// Create a new light, initialize it and add to pool |
|
|
|
Light CreateLight(int type, Vector3 position, Color diffuse) |
|
|
|
{ |
|
|
|
// Allocate dynamic memory |
|
|
|
Light light = (Light)malloc(sizeof(LightData)); |
|
|
|
|
|
|
|
// Initialize light values with generic values |
|
|
|
light->id = lightsCount; |
|
|
|
light->type = type; |
|
|
|
light->enabled = true; |
|
|
|
|
|
|
|
light->position = position; |
|
|
|
light->target = (Vector3){ 0.0f, 0.0f, 0.0f }; |
|
|
|
light->intensity = 1.0f; |
|
|
|
light->diffuse = diffuse; |
|
|
|
|
|
|
|
// Add new light to the array |
|
|
|
lights[lightsCount] = light; |
|
|
|
|
|
|
|
// Increase enabled lights count |
|
|
|
lightsCount++; |
|
|
|
|
|
|
|
return light; |
|
|
|
} |
|
|
|
|
|
|
|
// Draw all created lights in 3D world |
|
|
|
void DrawLights(void) |
|
|
|
{ |
|
|
|
for (int i = 0; i < lightsCount; i++) |
|
|
|
{ |
|
|
|
switch (lights[i]->type) |
|
|
|
{ |
|
|
|
case LIGHT_POINT: DrawSphereWires(lights[i]->position, 0.3f*lights[i]->intensity, 4, 8, (lights[i]->enabled ? lights[i]->diffuse : BLACK)); break; |
|
|
|
case LIGHT_DIRECTIONAL: |
|
|
|
{ |
|
|
|
Draw3DLine(lights[i]->position, lights[i]->target, (lights[i]->enabled ? lights[i]->diffuse : BLACK)); |
|
|
|
DrawSphereWires(lights[i]->position, 0.3f*lights[i]->intensity, 4, 8, (lights[i]->enabled ? lights[i]->diffuse : BLACK)); |
|
|
|
DrawCubeWires(lights[i]->target, 0.3f, 0.3f, 0.3f, (lights[i]->enabled ? lights[i]->diffuse : BLACK)); |
|
|
|
} break; |
|
|
|
case LIGHT_SPOT: |
|
|
|
{ |
|
|
|
Draw3DLine(lights[i]->position, lights[i]->target, (lights[i]->enabled ? lights[i]->diffuse : BLACK)); |
|
|
|
DrawCylinderWires(lights[i]->position, 0.0f, 0.3f*lights[i]->coneAngle/50, 0.6f, 5, (lights[i]->enabled ? lights[i]->diffuse : BLACK)); |
|
|
|
DrawCubeWires(lights[i]->target, 0.3f, 0.3f, 0.3f, (lights[i]->enabled ? lights[i]->diffuse : BLACK)); |
|
|
|
} break; |
|
|
|
default: break; |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
// Destroy a light and take it out of the list |
|
|
|
void DestroyLight(Light light) |
|
|
|
{ |
|
|
|
// Free dynamic memory allocation |
|
|
|
free(lights[light->id]); |
|
|
|
|
|
|
|
// Remove *obj from the pointers array |
|
|
|
for (int i = light->id; i < lightsCount; i++) |
|
|
|
{ |
|
|
|
// Resort all the following pointers of the array |
|
|
|
if ((i + 1) < lightsCount) |
|
|
|
{ |
|
|
|
lights[i] = lights[i + 1]; |
|
|
|
lights[i]->id = lights[i + 1]->id; |
|
|
|
} |
|
|
|
else free(lights[i]); |
|
|
|
} |
|
|
|
|
|
|
|
// Decrease enabled physic objects count |
|
|
|
lightsCount--; |
|
|
|
} |
|
|
|
|
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
// Module specific Functions Definition |
|
|
|
//---------------------------------------------------------------------------------- |
|
|
@ -2293,15 +2514,15 @@ static Shader LoadDefaultShader(void) |
|
|
|
"varying vec4 fragColor; \n" |
|
|
|
#endif |
|
|
|
"uniform sampler2D texture0; \n" |
|
|
|
"uniform vec4 fragTintColor; \n" |
|
|
|
"uniform vec4 colDiffuse; \n" |
|
|
|
"void main() \n" |
|
|
|
"{ \n" |
|
|
|
#if defined(GRAPHICS_API_OPENGL_33) |
|
|
|
" vec4 texelColor = texture(texture0, fragTexCoord); \n" |
|
|
|
" finalColor = texelColor*fragTintColor*fragColor; \n" |
|
|
|
" finalColor = texelColor*colDiffuse*fragColor; \n" |
|
|
|
#elif defined(GRAPHICS_API_OPENGL_ES2) |
|
|
|
" vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0 |
|
|
|
" gl_FragColor = texelColor*fragTintColor*fragColor; \n" |
|
|
|
" gl_FragColor = texelColor*colDiffuse*fragColor; \n" |
|
|
|
#endif |
|
|
|
"} \n"; |
|
|
|
|
|
|
@ -2315,6 +2536,24 @@ static Shader LoadDefaultShader(void) |
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|
|
return shader; |
|
|
|
} |
|
|
|
|
|
|
|
// Load standard shader |
|
|
|
// NOTE: This shader supports: |
|
|
|
// - Up to 3 different maps: diffuse, normal, specular |
|
|
|
// - Material properties: colAmbient, colDiffuse, colSpecular, glossiness, normalDepth |
|
|
|
// - Up to 8 lights: Point, Directional or Spot |
|
|
|
static Shader LoadStandardShader(void) |
|
|
|
{ |
|
|
|
// Load standard shader (TODO: rewrite as char pointers) |
|
|
|
Shader shader = LoadShader("resources/shaders/standard.vs", "resources/shaders/standard.fs"); |
|
|
|
|
|
|
|
if (shader.id != 0) TraceLog(INFO, "[SHDR ID %i] Standard shader loaded successfully", shader.id); |
|
|
|
else TraceLog(WARNING, "[SHDR ID %i] Standard shader could not be loaded", shader.id); |
|
|
|
|
|
|
|
if (shader.id != 0) LoadDefaultShaderLocations(&shader); |
|
|
|
|
|
|
|
return shader; |
|
|
|
} |
|
|
|
|
|
|
|
// Get location handlers to for shader attributes and uniforms |
|
|
|
// NOTE: If any location is not found, loc point becomes -1 |
|
|
|
static void LoadDefaultShaderLocations(Shader *shader) |
|
|
@ -2328,18 +2567,18 @@ static void LoadDefaultShaderLocations(Shader *shader) |
|
|
|
// vertex texcoord2 location = 5 |
|
|
|
|
|
|
|
// Get handles to GLSL input attibute locations |
|
|
|
shader->vertexLoc = glGetAttribLocation(shader->id, sa">"vertexPosition"); |
|
|
|
shader->texcoordLoc = glGetAttribLocation(shader->id, sa">"vertexTexCoord"); |
|
|
|
shader->normalLoc = glGetAttribLocation(shader->id, sa">"vertexNormal"); |
|
|
|
shader->colorLoc = glGetAttribLocation(shader->id, sa">"vertexColor"); |
|
|
|
shader->tangentLoc = glGetAttribLocation(shader->id, sa">"vertexTangent"); |
|
|
|
shader->texcoord2Loc = glGetAttribLocation(shader->id, sa">"vertexTexCoord2"); |
|
|
|
shader->vertexLoc = glGetAttribLocation(shader->id, n">DEFAULT_ATTRIB_POSITION_NAME); |
|
|
|
shader->texcoordLoc = glGetAttribLocation(shader->id, n">DEFAULT_ATTRIB_TEXCOORD_NAME); |
|
|
|
shader->normalLoc = glGetAttribLocation(shader->id, n">DEFAULT_ATTRIB_NORMAL_NAME); |
|
|
|
shader->colorLoc = glGetAttribLocation(shader->id, n">DEFAULT_ATTRIB_COLOR_NAME); |
|
|
|
shader->tangentLoc = glGetAttribLocation(shader->id, n">DEFAULT_ATTRIB_TANGENT_NAME); |
|
|
|
shader->texcoord2Loc = glGetAttribLocation(shader->id, n">DEFAULT_ATTRIB_TEXCOORD2_NAME); |
|
|
|
|
|
|
|
// Get handles to GLSL uniform locations (vertex shader) |
|
|
|
shader->mvpLoc = glGetUniformLocation(shader->id, "mvpMatrix"); |
|
|
|
|
|
|
|
// Get handles to GLSL uniform locations (fragment shader) |
|
|
|
shader->tintColorLoc = glGetUniformLocation(shader->id, "fragTintColor"); |
|
|
|
shader->tintColorLoc = glGetUniformLocation(shader->id, "colDiffuse"); |
|
|
|
shader->mapDiffuseLoc = glGetUniformLocation(shader->id, "texture0"); |
|
|
|
shader->mapNormalLoc = glGetUniformLocation(shader->id, "texture1"); |
|
|
|
shader->mapSpecularLoc = glGetUniformLocation(shader->id, "texture2"); |
|
|
@ -2350,13 +2589,26 @@ static void UnloadDefaultShader(void) |
|
|
|
{ |
|
|
|
glUseProgram(0); |
|
|
|
|
|
|
|
//glDetachShader(defaultShaderProgram, vertexShader); |
|
|
|
//glDetachShader(defaultShaderProgram, fragmentShader); |
|
|
|
//glDetachShader(defaultShader, vertexShader); |
|
|
|
//glDetachShader(defaultShader, fragmentShader); |
|
|
|
//glDeleteShader(vertexShader); // Already deleted on shader compilation |
|
|
|
//glDeleteShader(fragmentShader); // Already deleted on sahder compilation |
|
|
|
//glDeleteShader(fragmentShader); // Already deleted on shader compilation |
|
|
|
glDeleteProgram(defaultShader.id); |
|
|
|
} |
|
|
|
|
|
|
|
// Unload standard shader |
|
|
|
static void UnloadStandardShader(void) |
|
|
|
{ |
|
|
|
glUseProgram(0); |
|
|
|
|
|
|
|
//glDetachShader(defaultShader, vertexShader); |
|
|
|
//glDetachShader(defaultShader, fragmentShader); |
|
|
|
//glDeleteShader(vertexShader); // Already deleted on shader compilation |
|
|
|
//glDeleteShader(fragmentShader); // Already deleted on shader compilation |
|
|
|
glDeleteProgram(standardShader.id); |
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
// Load default internal buffers (lines, triangles, quads) |
|
|
|
static void LoadDefaultBuffers(void) |
|
|
|
{ |
|
|
@ -2800,6 +3052,79 @@ static void UnloadDefaultBuffers(void) |
|
|
|
free(quads.indices); |
|
|
|
} |
|
|
|
|
|
|
|
// Sets shader uniform values for lights array |
|
|
|
// NOTE: It would be far easier with shader UBOs but are not supported on OpenGL ES 2.0f |
|
|
|
static void SetShaderLights(Shader shader) |
|
|
|
{ |
|
|
|
int locPoint = glGetUniformLocation(shader.id, "lightsCount"); |
|
|
|
glUniform1i(locPoint, lightsCount); |
|
|
|
|
|
|
|
char locName[32] = "lights[x].position\0"; |
|
|
|
|
|
|
|
for (int i = 0; i < lightsCount; i++) |
|
|
|
{ |
|
|
|
locName[7] = '0' + i; |
|
|
|
|
|
|
|
memcpy(&locName[10], "enabled\0", strlen("enabled\0") + 1); |
|
|
|
locPoint = GetShaderLocation(shader, locName); |
|
|
|
glUniform1i(locPoint, lights[i]->enabled); |
|
|
|
|
|
|
|
memcpy(&locName[10], "type\0", strlen("type\0") + 1); |
|
|
|
locPoint = GetShaderLocation(shader, locName); |
|
|
|
glUniform1i(locPoint, lights[i]->type); |
|
|
|
|
|
|
|
memcpy(&locName[10], "diffuse\0", strlen("diffuse\0") + 2); |
|
|
|
locPoint = glGetUniformLocation(shader.id, locName); |
|
|
|
glUniform4f(locPoint, (float)lights[i]->diffuse.r/255, (float)lights[i]->diffuse.g/255, (float)lights[i]->diffuse.b/255, (float)lights[i]->diffuse.a/255); |
|
|
|
|
|
|
|
memcpy(&locName[10], "intensity\0", strlen("intensity\0")); |
|
|
|
locPoint = glGetUniformLocation(shader.id, locName); |
|
|
|
glUniform1f(locPoint, lights[i]->intensity); |
|
|
|
|
|
|
|
switch (lights[i]->type) |
|
|
|
{ |
|
|
|
case LIGHT_POINT: |
|
|
|
{ |
|
|
|
memcpy(&locName[10], "position\0", strlen("position\0") + 1); |
|
|
|
locPoint = GetShaderLocation(shader, locName); |
|
|
|
glUniform3f(locPoint, lights[i]->position.x, lights[i]->position.y, lights[i]->position.z); |
|
|
|
|
|
|
|
memcpy(&locName[10], "attenuation\0", strlen("attenuation\0")); |
|
|
|
locPoint = GetShaderLocation(shader, locName); |
|
|
|
glUniform1f(locPoint, lights[i]->attenuation); |
|
|
|
} break; |
|
|
|
case LIGHT_DIRECTIONAL: |
|
|
|
{ |
|
|
|
memcpy(&locName[10], "direction\0", strlen("direction\0") + 2); |
|
|
|
locPoint = GetShaderLocation(shader, locName); |
|
|
|
Vector3 direction = { lights[i]->target.x - lights[i]->position.x, lights[i]->target.y - lights[i]->position.y, lights[i]->target.z - lights[i]->position.z }; |
|
|
|
VectorNormalize(&direction); |
|
|
|
glUniform3f(locPoint, direction.x, direction.y, direction.z); |
|
|
|
} break; |
|
|
|
case LIGHT_SPOT: |
|
|
|
{ |
|
|
|
memcpy(&locName[10], "position\0", strlen("position\0") + 1); |
|
|
|
locPoint = GetShaderLocation(shader, locName); |
|
|
|
glUniform3f(locPoint, lights[i]->position.x, lights[i]->position.y, lights[i]->position.z); |
|
|
|
|
|
|
|
memcpy(&locName[10], "direction\0", strlen("direction\0") + 2); |
|
|
|
locPoint = GetShaderLocation(shader, locName); |
|
|
|
|
|
|
|
Vector3 direction = { lights[i]->target.x - lights[i]->position.x, lights[i]->target.y - lights[i]->position.y, lights[i]->target.z - lights[i]->position.z }; |
|
|
|
VectorNormalize(&direction); |
|
|
|
glUniform3f(locPoint, direction.x, direction.y, direction.z); |
|
|
|
|
|
|
|
memcpy(&locName[10], "coneAngle\0", strlen("coneAngle\0")); |
|
|
|
locPoint = GetShaderLocation(shader, locName); |
|
|
|
glUniform1f(locPoint, lights[i]->coneAngle); |
|
|
|
} break; |
|
|
|
default: break; |
|
|
|
} |
|
|
|
|
|
|
|
// TODO: Pass to the shader any other required data from LightData struct |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
// Read text data from file |
|
|
|
// NOTE: text chars array should be freed manually |
|
|
|
static char *ReadTextFile(const char *fileName) |
|
|
@ -2970,7 +3295,7 @@ static void TraceLog(int msgType, const char *text, ...) |
|
|
|
va_list args; |
|
|
|
va_start(args, text); |
|
|
|
|
|
|
|
switch(msgType) |
|
|
|
switch (msgType) |
|
|
|
{ |
|
|
|
case INFO: fprintf(stdout, "INFO: "); break; |
|
|
|
case ERROR: fprintf(stdout, "ERROR: "); break; |
|
|
|