Move lighting system out of raylib

Lighting is implemented as a raylib example now
This commit is contained in:
Ray
2017-01-27 23:03:08 +01:00
parent 7b5f61ddf7
commit 37a64df7b9
5 changed files with 366 additions and 522 deletions

View File

@@ -22,7 +22,6 @@
* GRAPHICS_API_OPENGL_ES2 - Use OpenGL ES 2.0 backend
*
* RLGL_STANDALONE - Use rlgl as standalone library (no raylib dependency)
* RLGL_NO_STANDARD_SHADER - Avoid standard shader (shader_standard.h) inclusion
* RLGL_NO_DISTORTION_SHADER - Avoid stereo rendering distortion sahder (shader_distortion.h) inclusion
* RLGL_OCULUS_SUPPORT - Enable Oculus Rift CV1 functionality
*
@@ -92,10 +91,6 @@
#include <stdarg.h> // Required for: va_list, va_start(), vfprintf(), va_end() [Used only on TraceLog()]
#endif
#if !defined(GRAPHICS_API_OPENGL_11) && !defined(RLGL_NO_STANDARD_SHADER)
#include "shader_standard.h" // Standard shader to be embedded
#endif
#if !defined(GRAPHICS_API_OPENGL_11) && !defined(RLGL_NO_DISTORTION_SHADER)
#include "shader_distortion.h" // Distortion shader to be embedded
#endif
@@ -118,8 +113,6 @@
#define MAX_DRAWS_BY_TEXTURE 256 // Draws are organized by texture changes
#define TEMP_VERTEX_BUFFER_SIZE 4096 // Temporal Vertex Buffer (required for vertex-transformations)
// NOTE: Every vertex are 3 floats (12 bytes)
#define MAX_LIGHTS 8 // Max lights supported by standard shader
#ifndef GL_SHADING_LANGUAGE_VERSION
#define GL_SHADING_LANGUAGE_VERSION 0x8B8C
@@ -305,10 +298,7 @@ static bool useTempBuffer = false;
// Shader Programs
static Shader defaultShader; // Basic shader, support vertex color and diffuse texture
static Shader standardShader; // Shader with support for lighting and materials
// NOTE: Lazy initialization when GetStandardShader()
static Shader currentShader; // Shader to be used on rendering (by default, defaultShader)
static bool standardShaderLoaded = false; // Flag to track if standard shader has been loaded
// Extension supported flag: VAO
static bool vaoSupported = false; // VAO support (OpenGL ES2 could not support VAO extension)
@@ -368,12 +358,6 @@ static unsigned int whiteTexture;
static int screenWidth; // Default framebuffer width
static int screenHeight; // Default framebuffer height
// Lighting data
static Light lights[MAX_LIGHTS]; // Lights pool
static int lightsCount = 0; // Enabled lights counter
static int lightsLocs[MAX_LIGHTS][8]; // Lights location points in shader: 8 possible points per light:
// enabled, type, position, target, radius, diffuse, intensity, coneAngle
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
@@ -382,10 +366,8 @@ static void LoadCompressedTexture(unsigned char *data, int width, int height, in
static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShaderStr); // Load custom shader strings and return program id
static Shader LoadDefaultShader(void); // Load default shader (just vertex positioning and texture coloring)
static Shader LoadStandardShader(void); // Load standard shader (support materials and lighting)
static void LoadDefaultShaderLocations(Shader *shader); // Bind default shader locations (attributes and uniforms)
static void UnloadDefaultShader(void); // Unload default shader
static void UnloadStandardShader(void); // Unload standard shader
static void LoadDefaultBuffers(void); // Load default internal buffers (lines, triangles, quads)
static void UpdateDefaultBuffers(void); // Update default internal buffers (VAOs/VBOs) with vertex data
@@ -397,9 +379,6 @@ static void SetStereoConfig(VrDeviceInfo info);
// Set internal projection and modelview matrix depending on eyes tracking data
static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView);
static void GetShaderLightsLocations(Shader shader); // Get shader locations for lights (up to MAX_LIGHTS)
static void SetShaderLightsValues(Shader shader); // Set shader uniform values for lights
#endif
#if defined(RLGL_OCULUS_SUPPORT)
@@ -1328,19 +1307,11 @@ void rlglClose(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
UnloadDefaultShader();
UnloadStandardShader();
UnloadDefaultBuffers();
// Delete default white texture
glDeleteTextures(1, &whiteTexture);
TraceLog(INFO, "[TEX ID %i] Unloaded texture data (base white texture) from VRAM", whiteTexture);
// Unload lights
if (lightsCount > 0)
{
for (int i = 0; i < lightsCount; i++) free(lights[i]);
lightsCount = 0;
}
free(draws);
#endif
@@ -2003,8 +1974,6 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
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
// TODO: Support OpenGL 1.1 lighting system
rlPushMatrix();
rlMultMatrixf(MatrixToFloat(transform));
rlColor4ub(material.colDiffuse.r, material.colDiffuse.g, material.colDiffuse.b, material.colDiffuse.a);
@@ -2070,10 +2039,6 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
// Check if glossiness is located in shader and upload value
int glossinessLoc = glGetUniformLocation(material.shader.id, "glossiness");
if (glossinessLoc != -1) glUniform1f(glossinessLoc, material.glossiness);
// Set shader lights values for enabled lights
// NOTE: Lights array location points are obtained on shader loading (if available)
if (lightsCount > 0) SetShaderLightsValues(material.shader);
}
// Set shader textures (diffuse, normal, specular)
@@ -2528,25 +2493,6 @@ Shader GetDefaultShader(void)
#endif
}
// Get default shader
// NOTE: Inits global variable standardShader
Shader GetStandardShader(void)
{
Shader shader = { 0 };
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if (standardShaderLoaded) shader = standardShader;
else
{
// Lazy initialization of standard shader
standardShader = LoadStandardShader();
shader = standardShader;
}
#endif
return shader;
}
// Get shader uniform location
int GetShaderLocation(Shader shader, const char *uniformName)
{
@@ -2571,7 +2517,7 @@ void SetShaderValue(Shader shader, int uniformLoc, float *value, int size)
else if (size == 4) glUniform4fv(uniformLoc, 1, value); // Shader uniform type: vec4
else TraceLog(WARNING, "Shader value float array size not supported");
glUseProgram(0);
//glUseProgram(0); // Avoid reseting current shader program, in case other uniforms are set
#endif
}
@@ -2587,7 +2533,7 @@ void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size)
else if (size == 4) glUniform4iv(uniformLoc, 1, value); // Shader uniform type: ivec4
else TraceLog(WARNING, "Shader value int array size not supported");
glUseProgram(0);
//glUseProgram(0);
#endif
}
@@ -2599,7 +2545,7 @@ void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat)
glUniformMatrix4fv(uniformLoc, 1, false, MatrixToFloat(mat));
glUseProgram(0);
//glUseProgram(0);
#endif
}
@@ -2645,73 +2591,6 @@ void EndBlendMode(void)
BeginBlendMode(BLEND_ALPHA);
}
// Create a new light, initialize it and add to pool
Light CreateLight(int type, Vector3 position, Color diffuse)
{
Light light = NULL;
if (lightsCount < MAX_LIGHTS)
{
// Allocate dynamic memory
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++;
}
else
{
TraceLog(WARNING, "Too many lights, only supported up to %i lights", MAX_LIGHTS);
// NOTE: Returning latest created light to avoid crashes
light = lights[lightsCount];
}
#if defined(GRAPHICS_API_OPENGL_11)
TraceLog(WARNING, "Lighting currently not supported on OpenGL 1.1");
#endif
return light;
}
// Destroy a light and take it out of the list
void DestroyLight(Light light)
{
if (light != NULL)
{
int lightId = light->id;
// Free dynamic memory allocation
free(lights[lightId]);
// Remove *obj from the pointers array
for (int i = lightId; 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;
}
}
// Decrease enabled physic objects count
lightsCount--;
}
}
// Init VR device (or simulator)
// NOTE: If device is not available, it fallbacks to default device (simulator)
// NOTE: It modifies the global variable: VrDeviceInfo hmd
@@ -3209,39 +3088,6 @@ static Shader LoadDefaultShader(void)
return shader;
}
// Load standard shader
// NOTE: This shader supports:
// - Up to 3 different maps: diffuse, normal, specular
// - Material properties: colAmbient, colDiffuse, colSpecular, glossiness
// - Up to 8 lights: Point, Directional or Spot
static Shader LoadStandardShader(void)
{
Shader shader;
#if !defined(RLGL_NO_STANDARD_SHADER)
// Load standard shader (embeded in standard_shader.h)
shader.id = LoadShaderProgram(vStandardShaderStr, fStandardShaderStr);
if (shader.id != 0)
{
LoadDefaultShaderLocations(&shader);
TraceLog(INFO, "[SHDR ID %i] Standard shader loaded successfully", shader.id);
standardShaderLoaded = true;
}
else
{
TraceLog(WARNING, "[SHDR ID %i] Standard shader could not be loaded, using default shader", shader.id);
shader = GetDefaultShader();
}
#else
shader = GetDefaultShader();
TraceLog(WARNING, "[SHDR ID %i] Standard shader not available, using default shader", shader.id);
#endif
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)
@@ -3275,9 +3121,6 @@ static void LoadDefaultShaderLocations(Shader *shader)
shader->mapTexture2Loc = glGetUniformLocation(shader->id, "texture2");
// TODO: Try to find all expected/recognized shader locations (predefined names, must be documented)
// Try to get lights location points (if available)
GetShaderLightsLocations(*shader);
}
// Unload default shader
@@ -3292,20 +3135,6 @@ static void UnloadDefaultShader(void)
glDeleteProgram(defaultShader.id);
}
// Unload standard shader
static void UnloadStandardShader(void)
{
glUseProgram(0);
#if !defined(RLGL_NO_STANDARD_SHADER)
//glDetachShader(defaultShader, vertexShader);
//glDetachShader(defaultShader, fragmentShader);
//glDeleteShader(vertexShader); // Already deleted on shader compilation
//glDeleteShader(fragmentShader); // Already deleted on shader compilation
glDeleteProgram(standardShader.id);
#endif
}
// Load default internal buffers (lines, triangles, quads)
static void LoadDefaultBuffers(void)
{
@@ -3763,104 +3592,6 @@ static void UnloadDefaultBuffers(void)
free(quads.indices);
}
// Get shader locations for lights (up to MAX_LIGHTS)
static void GetShaderLightsLocations(Shader shader)
{
char locName[32] = "lights[x].\0";
char locNameUpdated[64];
for (int i = 0; i < MAX_LIGHTS; i++)
{
locName[7] = '0' + i;
strcpy(locNameUpdated, locName);
strcat(locNameUpdated, "enabled\0");
lightsLocs[i][0] = glGetUniformLocation(shader.id, locNameUpdated);
locNameUpdated[0] = '\0';
strcpy(locNameUpdated, locName);
strcat(locNameUpdated, "type\0");
lightsLocs[i][1] = glGetUniformLocation(shader.id, locNameUpdated);
locNameUpdated[0] = '\0';
strcpy(locNameUpdated, locName);
strcat(locNameUpdated, "position\0");
lightsLocs[i][2] = glGetUniformLocation(shader.id, locNameUpdated);
locNameUpdated[0] = '\0';
strcpy(locNameUpdated, locName);
strcat(locNameUpdated, "direction\0");
lightsLocs[i][3] = glGetUniformLocation(shader.id, locNameUpdated);
locNameUpdated[0] = '\0';
strcpy(locNameUpdated, locName);
strcat(locNameUpdated, "radius\0");
lightsLocs[i][4] = glGetUniformLocation(shader.id, locNameUpdated);
locNameUpdated[0] = '\0';
strcpy(locNameUpdated, locName);
strcat(locNameUpdated, "diffuse\0");
lightsLocs[i][5] = glGetUniformLocation(shader.id, locNameUpdated);
locNameUpdated[0] = '\0';
strcpy(locNameUpdated, locName);
strcat(locNameUpdated, "intensity\0");
lightsLocs[i][6] = glGetUniformLocation(shader.id, locNameUpdated);
locNameUpdated[0] = '\0';
strcpy(locNameUpdated, locName);
strcat(locNameUpdated, "coneAngle\0");
lightsLocs[i][7] = glGetUniformLocation(shader.id, locNameUpdated);
}
}
// Set shader uniform values for lights
// NOTE: It would be far easier with shader UBOs but are not supported on OpenGL ES 2.0
static void SetShaderLightsValues(Shader shader)
{
for (int i = 0; i < MAX_LIGHTS; i++)
{
if (i < lightsCount)
{
glUniform1i(lightsLocs[i][0], lights[i]->enabled);
glUniform1i(lightsLocs[i][1], lights[i]->type);
glUniform4f(lightsLocs[i][5], (float)lights[i]->diffuse.r/255, (float)lights[i]->diffuse.g/255, (float)lights[i]->diffuse.b/255, (float)lights[i]->diffuse.a/255);
glUniform1f(lightsLocs[i][6], lights[i]->intensity);
switch (lights[i]->type)
{
case LIGHT_POINT:
{
glUniform3f(lightsLocs[i][2], lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
glUniform1f(lightsLocs[i][4], lights[i]->radius);
} break;
case LIGHT_DIRECTIONAL:
{
Vector3 direction = VectorSubtract(lights[i]->target, lights[i]->position);
VectorNormalize(&direction);
glUniform3f(lightsLocs[i][3], direction.x, direction.y, direction.z);
} break;
case LIGHT_SPOT:
{
glUniform3f(lightsLocs[i][2], lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
Vector3 direction = VectorSubtract(lights[i]->target, lights[i]->position);
VectorNormalize(&direction);
glUniform3f(lightsLocs[i][3], direction.x, direction.y, direction.z);
glUniform1f(lightsLocs[i][7], lights[i]->coneAngle);
} break;
default: break;
}
}
else
{
glUniform1i(lightsLocs[i][0], 0); // Light disabled
}
}
}
// Configure stereo rendering (including distortion shader) with HMD device parameters
static void SetStereoConfig(VrDeviceInfo hmd)
{