Merge branch 'develop' into testing_uwp

This commit is contained in:
Ray
2018-01-19 11:41:51 +01:00
committed by GitHub
181 changed files with 55170 additions and 12456 deletions

View File

@@ -35,7 +35,7 @@
*
* LICENSE: zlib/libpng
*
* Copyright (c) 2014-2017 Ramon Santamaria (@raysan5)
* Copyright (c) 2014-2018 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
@@ -75,7 +75,22 @@
#if defined(__APPLE__)
#include <OpenGL/gl.h> // OpenGL 1.1 library for OSX
#else
#include <GL/gl.h> // OpenGL 1.1 library
#if defined(_MSC_VER) // Using MSVC compiler, requires some additional definitions
// APIENTRY for OpenGL function pointer declarations is required
#ifndef APIENTRY
#ifdef _WIN32
#define APIENTRY __stdcall
#else
#define APIENTRY
#endif
#endif
// WINGDIAPI definition. Some Windows OpenGL headers need it
#if !defined(WINGDIAPI) && defined(_WIN32)
#define WINGDIAPI __declspec(dllimport)
#endif
#endif
#include <GL/gl.h> // OpenGL 1.1 library
#endif
#endif
@@ -232,7 +247,7 @@ typedef struct DrawCall {
typedef struct VrStereoConfig {
RenderTexture2D stereoFbo; // VR stereo rendering framebuffer
Shader distortionShader; // VR stereo rendering distortion shader
//Rectangle eyesViewport[2]; // VR stereo rendering eyes viewports
Rectangle eyesViewport[2]; // VR stereo rendering eyes viewports
Matrix eyesProjection[2]; // VR stereo rendering eyes projection matrices
Matrix eyesViewOffset[2]; // VR stereo rendering eyes view offset matrices
} VrStereoConfig;
@@ -267,7 +282,10 @@ static Vector3 *tempBuffer;
static int tempBufferCount = 0;
static bool useTempBuffer = false;
// Shader Programs
// Shaders
static unsigned int defaultVShaderId; // Default vertex shader id (used by default shader program)
static unsigned int defaultFShaderId; // Default fragment shader Id (used by default shader program)
static Shader defaultShader; // Basic shader, support vertex color and diffuse texture
static Shader currentShader; // Shader to be used on rendering (by default, defaultShader)
@@ -305,6 +323,8 @@ static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays;
//static PFNGLISVERTEXARRAYOESPROC glIsVertexArray; // NOTE: Fails in WebGL, omitted
#endif
static bool debugMarkerSupported = false;
// Compressed textures support flags
static bool texCompDXTSupported = false; // DDS texture compression support
static bool texNPOTSupported = false; // NPOT textures full support
@@ -323,8 +343,8 @@ static int screenHeight; // Default framebuffer height
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
static void LoadTextureCompressed(unsigned char *data, int width, int height, int compressedFormat, int mipmapCount);
static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShaderStr); // Load custom shader strings and return program id
static unsigned int CompileShader(const char *shaderStr, int type); // Compile custom shader and return shader id
static unsigned int LoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId); // Load custom shader program
static Shader LoadShaderDefault(void); // Load default shader (just vertex positioning and texture coloring)
static void SetShaderDefaultLocations(Shader *shader); // Bind default shader locations (attributes and uniforms)
@@ -408,7 +428,7 @@ void rlPushMatrix(void)
}
stack[stackCounter] = *currentMatrix;
rlLoadIdentity();
rlLoadIdentity(); // TODO: Review matrix stack logic!
stackCounter++;
if (currentMatrixMode == RL_MODELVIEW) useTempBuffer = true;
@@ -638,6 +658,14 @@ void rlEnd(void)
// as well as depth buffer bit-depth (16bit or 24bit or 32bit)
// Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits)
currentDepth += (1.0f/20000.0f);
// TODO: Verify internal buffers limits
// NOTE: Before launching draw, verify no matrix are left in the stack!
// NOTE: Probably a lines/triangles margin should be left, rlEnd could be called
// after an undetermined number of triangles buffered (check shapes::DrawPoly())
if ((lines.vCounter/2 >= MAX_LINES_BATCH - 2) ||
(triangles.vCounter/3 >= MAX_TRIANGLES_BATCH - 16) ||
(quads.vCounter/4 >= MAX_QUADS_BATCH - 2)) rlglDraw();
}
// Define one vertex (position)
@@ -1103,7 +1131,7 @@ void rlglInit(int width, int height)
if (strcmp(extList[i], (const char *)"GL_OES_texture_npot") == 0) texNPOTSupported = true;
// Check texture float support
if (strcmp(extList[i], (const char *)"OES_texture_float") == 0) texFloatSupported = true;
if (strcmp(extList[i], (const char *)"GL_OES_texture_float") == 0) texFloatSupported = true;
#endif
// DDS texture compression support
@@ -1133,6 +1161,9 @@ void rlglInit(int width, int height)
// Clamp mirror wrap mode supported
if (strcmp(extList[i], (const char *)"GL_EXT_texture_mirror_clamp") == 0) texClampMirrorSupported = true;
// Debug marker support
if(strcmp(extList[i], (const char *)"GL_EXT_debug_marker") == 0) debugMarkerSupported = true;
}
#ifdef _MSC_VER
@@ -1156,6 +1187,8 @@ void rlglInit(int width, int height)
if (texAnisotropicFilterSupported) TraceLog(LOG_INFO, "[EXTENSION] Anisotropic textures filtering supported (max: %.0fX)", maxAnisotropicLevel);
if (texClampMirrorSupported) TraceLog(LOG_INFO, "[EXTENSION] Clamp mirror wrap texture mode supported");
if (debugMarkerSupported) TraceLog(LOG_INFO, "[EXTENSION] Debug Marker supported");
// Initialize buffers, default shaders and default textures
//----------------------------------------------------------
@@ -1281,6 +1314,14 @@ int rlGetVersion(void)
#endif
}
// Set debug marker
void rlSetDebugMarker(const char *text)
{
#if defined(GRAPHICS_API_OPENGL_33)
if (debugMarkerSupported) glInsertEventMarkerEXT(0, text);
#endif
}
// Load OpenGL extensions
// NOTE: External loader function could be passed as a pointer
void rlLoadExtensions(void *loader)
@@ -1375,6 +1416,9 @@ unsigned int rlLoadTexture(void *data, int width, int height, int format, int mi
}
#endif
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glGenTextures(1, &id); // Generate Pointer to the texture
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
@@ -1382,94 +1426,96 @@ unsigned int rlLoadTexture(void *data, int width, int height, int format, int mi
#endif
glBindTexture(GL_TEXTURE_2D, id);
#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_ES2)
// NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA
switch (format)
int mipWidth = width;
int mipHeight = height;
int mipOffset = 0; // Mipmap data offset
// Load the different mipmap levels
for (int i = 0; i < mipmapCount; i++)
{
case UNCOMPRESSED_GRAYSCALE: glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, width, height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
case UNCOMPRESSED_GRAY_ALPHA: glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, width, height, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
case UNCOMPRESSED_R5G6B5: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, (unsigned short *)data); break;
case UNCOMPRESSED_R8G8B8: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
case UNCOMPRESSED_R5G5B5A1: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, (unsigned short *)data); break;
case UNCOMPRESSED_R4G4B4A4: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned short *)data); break;
case UNCOMPRESSED_R8G8B8A8: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
#if defined(GRAPHICS_API_OPENGL_21)
case COMPRESSED_DXT1_RGB: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, mipmapCount); break;
case COMPRESSED_DXT1_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, mipmapCount); break;
case COMPRESSED_DXT3_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, mipmapCount); break;
case COMPRESSED_DXT5_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, mipmapCount); break;
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
case UNCOMPRESSED_R32G32B32: if (texFloatSupported) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_FLOAT, (float *)data); break; // NOTE: Requires extension OES_texture_float
case COMPRESSED_DXT1_RGB: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, mipmapCount); break;
case COMPRESSED_DXT1_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, mipmapCount); break;
case COMPRESSED_DXT3_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, mipmapCount); break; // NOTE: Not supported by WebGL
case COMPRESSED_DXT5_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, mipmapCount); break; // NOTE: Not supported by WebGL
case COMPRESSED_ETC1_RGB: if (texCompETC1Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_ETC1_RGB8_OES, mipmapCount); break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3
case COMPRESSED_ETC2_RGB: if (texCompETC2Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB8_ETC2, mipmapCount); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
case COMPRESSED_ETC2_EAC_RGBA: if (texCompETC2Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA8_ETC2_EAC, mipmapCount); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
case COMPRESSED_PVRT_RGB: if (texCompPVRTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG, mipmapCount); break; // NOTE: Requires PowerVR GPU
case COMPRESSED_PVRT_RGBA: if (texCompPVRTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG, mipmapCount); break; // NOTE: Requires PowerVR GPU
case COMPRESSED_ASTC_4x4_RGBA: if (texCompASTCSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_ASTC_4x4_KHR, mipmapCount); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
case COMPRESSED_ASTC_8x8_RGBA: if (texCompASTCSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_ASTC_8x8_KHR, mipmapCount); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
#endif
default: TraceLog(LOG_WARNING, "Texture format not supported"); break;
}
#elif defined(GRAPHICS_API_OPENGL_33)
// NOTE: We define internal (GPU) format as GL_RGBA8 (probably BGRA8 in practice, driver takes care)
// NOTE: On embedded systems, we let the driver choose the best internal format
// Support for multiple color modes (16bit color modes and grayscale)
// (sized)internalFormat format type
// GL_R GL_RED GL_UNSIGNED_BYTE
// GL_RGB565 GL_RGB GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT_5_6_5
// GL_RGB5_A1 GL_RGBA GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT_5_5_5_1
// GL_RGBA4 GL_RGBA GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT_4_4_4_4
// GL_RGBA8 GL_RGBA GL_UNSIGNED_BYTE
// GL_RGB8 GL_RGB GL_UNSIGNED_BYTE
switch (format)
{
case UNCOMPRESSED_GRAYSCALE:
unsigned int mipSize = GetPixelDataSize(mipWidth, mipHeight, format);
switch (format)
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, width, height, 0, GL_RED, GL_UNSIGNED_BYTE, (unsigned char *)data);
#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_ES2)
// NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA
case UNCOMPRESSED_GRAYSCALE: glTexImage2D(GL_TEXTURE_2D, i, GL_LUMINANCE, mipWidth, mipHeight, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, (unsigned char *)data + mipOffset); break;
case UNCOMPRESSED_GRAY_ALPHA: glTexImage2D(GL_TEXTURE_2D, i, GL_LUMINANCE_ALPHA, mipWidth, mipHeight, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, (unsigned char *)data + mipOffset); break;
case UNCOMPRESSED_R5G6B5: glTexImage2D(GL_TEXTURE_2D, i, GL_RGB, mipWidth, mipHeight, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, (unsigned char *)data + mipOffset); break;
case UNCOMPRESSED_R8G8B8: glTexImage2D(GL_TEXTURE_2D, i, GL_RGB, mipWidth, mipHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, (unsigned char *)data + mipOffset); break;
case UNCOMPRESSED_R5G5B5A1: glTexImage2D(GL_TEXTURE_2D, i, GL_RGBA, mipWidth, mipHeight, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, (unsigned char *)data + mipOffset); break;
case UNCOMPRESSED_R4G4B4A4: glTexImage2D(GL_TEXTURE_2D, i, GL_RGBA, mipWidth, mipHeight, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned char *)data + mipOffset); break;
case UNCOMPRESSED_R8G8B8A8: glTexImage2D(GL_TEXTURE_2D, i, GL_RGBA, mipWidth, mipHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data + mipOffset); break;
#if !defined(GRAPHICS_API_OPENGL_11)
case UNCOMPRESSED_R32: if (texFloatSupported) glTexImage2D(GL_TEXTURE_2D, i, GL_LUMINANCE, mipWidth, mipHeight, 0, GL_LUMINANCE, GL_FLOAT, (unsigned char *)data + mipOffset); break; // NOTE: Requires extension OES_texture_float
case UNCOMPRESSED_R32G32B32: if (texFloatSupported) glTexImage2D(GL_TEXTURE_2D, i, GL_RGB, mipWidth, mipHeight, 0, GL_RGB, GL_FLOAT, (unsigned char *)data + mipOffset); break; // NOTE: Requires extension OES_texture_float
case UNCOMPRESSED_R32G32B32A32: if (texFloatSupported) glTexImage2D(GL_TEXTURE_2D, i, GL_RGBA, mipWidth, mipHeight, 0, GL_RGBA, GL_FLOAT, (unsigned char *)data + mipOffset); break; // NOTE: Requires extension OES_texture_float
#endif
#elif defined(GRAPHICS_API_OPENGL_33)
// NOTE: We define internal (GPU) format as GL_RGBA8 (probably BGRA8 in practice, driver takes care)
// NOTE: On embedded systems, we let the driver choose the best internal format
// With swizzleMask we define how a one channel texture will be mapped to RGBA
// Required GL >= 3.3 or EXT_texture_swizzle/ARB_texture_swizzle
GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
// Support for multiple color modes (16bit color modes and grayscale)
// (sized)internalFormat format type
// GL_R GL_RED GL_UNSIGNED_BYTE
// GL_RGB565 GL_RGB GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT_5_6_5
// GL_RGB5_A1 GL_RGBA GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT_5_5_5_1
// GL_RGBA4 GL_RGBA GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT_4_4_4_4
// GL_RGBA8 GL_RGBA GL_UNSIGNED_BYTE
// GL_RGB8 GL_RGB GL_UNSIGNED_BYTE
TraceLog(LOG_INFO, "[TEX ID %i] Grayscale texture loaded and swizzled", id);
} break;
case UNCOMPRESSED_GRAY_ALPHA:
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, width, height, 0, GL_RG, GL_UNSIGNED_BYTE, (unsigned char *)data);
case UNCOMPRESSED_GRAYSCALE:
{
glTexImage2D(GL_TEXTURE_2D, i, GL_R8, mipWidth, mipHeight, 0, GL_RED, GL_UNSIGNED_BYTE, (unsigned char *)data + mipOffset);
GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
} break;
// With swizzleMask we define how a one channel texture will be mapped to RGBA
// Required GL >= 3.3 or EXT_texture_swizzle/ARB_texture_swizzle
GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
case UNCOMPRESSED_R5G6B5: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB565, width, height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, (unsigned short *)data); break;
case UNCOMPRESSED_R8G8B8: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
case UNCOMPRESSED_R5G5B5A1: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5_A1, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, (unsigned short *)data); break;
case UNCOMPRESSED_R4G4B4A4: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA4, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned short *)data); break;
case UNCOMPRESSED_R8G8B8A8: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
case UNCOMPRESSED_R32G32B32: if (texFloatSupported) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, width, height, 0, GL_RGB, GL_FLOAT, (float *)data); break;
case COMPRESSED_DXT1_RGB: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, mipmapCount); break;
case COMPRESSED_DXT1_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, mipmapCount); break;
case COMPRESSED_DXT3_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, mipmapCount); break;
case COMPRESSED_DXT5_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, mipmapCount); break;
case COMPRESSED_ETC1_RGB: if (texCompETC1Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_ETC1_RGB8_OES, mipmapCount); break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3
case COMPRESSED_ETC2_RGB: if (texCompETC2Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB8_ETC2, mipmapCount); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
case COMPRESSED_ETC2_EAC_RGBA: if (texCompETC2Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA8_ETC2_EAC, mipmapCount); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
case COMPRESSED_PVRT_RGB: if (texCompPVRTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG, mipmapCount); break; // NOTE: Requires PowerVR GPU
case COMPRESSED_PVRT_RGBA: if (texCompPVRTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG, mipmapCount); break; // NOTE: Requires PowerVR GPU
case COMPRESSED_ASTC_4x4_RGBA: if (texCompASTCSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_ASTC_4x4_KHR, mipmapCount); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
case COMPRESSED_ASTC_8x8_RGBA: if (texCompASTCSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_ASTC_8x8_KHR, mipmapCount); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
default: TraceLog(LOG_WARNING, "Texture format not recognized"); break;
TraceLog(LOG_DEBUG, "[TEX ID %i] Grayscale texture loaded and swizzled", id);
} break;
case UNCOMPRESSED_GRAY_ALPHA:
{
glTexImage2D(GL_TEXTURE_2D, i, GL_RG8, mipWidth, mipHeight, 0, GL_RG, GL_UNSIGNED_BYTE, (unsigned char *)data + mipOffset);
GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
} break;
case UNCOMPRESSED_R5G6B5: glTexImage2D(GL_TEXTURE_2D, i, GL_RGB565, mipWidth, mipHeight, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, (unsigned char *)data + mipOffset); break;
case UNCOMPRESSED_R8G8B8: glTexImage2D(GL_TEXTURE_2D, i, GL_RGB8, mipWidth, mipHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, (unsigned char *)data + mipOffset); break;
case UNCOMPRESSED_R5G5B5A1: glTexImage2D(GL_TEXTURE_2D, i, GL_RGB5_A1, mipWidth, mipHeight, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, (unsigned char *)data + mipOffset); break;
case UNCOMPRESSED_R4G4B4A4: glTexImage2D(GL_TEXTURE_2D, i, GL_RGBA4, mipWidth, mipHeight, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned char *)data + mipOffset); break;
case UNCOMPRESSED_R8G8B8A8: glTexImage2D(GL_TEXTURE_2D, i, GL_RGBA8, mipWidth, mipHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data + mipOffset); break;
case UNCOMPRESSED_R32: if (texFloatSupported) glTexImage2D(GL_TEXTURE_2D, i, GL_R32F, mipWidth, mipHeight, 0, GL_RED, GL_FLOAT, (unsigned char *)data + mipOffset); break;
case UNCOMPRESSED_R32G32B32: if (texFloatSupported) glTexImage2D(GL_TEXTURE_2D, i, GL_RGB32F, mipWidth, mipHeight, 0, GL_RGB, GL_FLOAT, (unsigned char *)data + mipOffset); break;
case UNCOMPRESSED_R32G32B32A32: if (texFloatSupported) glTexImage2D(GL_TEXTURE_2D, i, GL_RGBA32F, mipWidth, mipHeight, 0, GL_RGBA, GL_FLOAT, (unsigned char *)data + mipOffset); break;
#endif
#if !defined(GRAPHICS_API_OPENGL_11)
case COMPRESSED_DXT1_RGB: if (texCompDXTSupported) glCompressedTexImage2D(GL_TEXTURE_2D, i, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, mipWidth, mipHeight, 0, mipSize, (unsigned char *)data + mipOffset); break;
case COMPRESSED_DXT1_RGBA: if (texCompDXTSupported) glCompressedTexImage2D(GL_TEXTURE_2D, i, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, mipWidth, mipHeight, 0, mipSize, (unsigned char *)data + mipOffset); break;
case COMPRESSED_DXT3_RGBA: if (texCompDXTSupported) glCompressedTexImage2D(GL_TEXTURE_2D, i, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, mipWidth, mipHeight, 0, mipSize, (unsigned char *)data + mipOffset); break; // NOTE: Not supported by WebGL
case COMPRESSED_DXT5_RGBA: if (texCompDXTSupported) glCompressedTexImage2D(GL_TEXTURE_2D, i, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, mipWidth, mipHeight, 0, mipSize, (unsigned char *)data + mipOffset); break; // NOTE: Not supported by WebGL
case COMPRESSED_ETC1_RGB: if (texCompETC1Supported) glCompressedTexImage2D(GL_TEXTURE_2D, i, GL_ETC1_RGB8_OES, mipWidth, mipHeight, 0, mipSize, (unsigned char *)data + mipOffset); break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3
case COMPRESSED_ETC2_RGB: if (texCompETC2Supported) glCompressedTexImage2D(GL_TEXTURE_2D, i, GL_COMPRESSED_RGB8_ETC2, mipWidth, mipHeight, 0, mipSize, (unsigned char *)data + mipOffset); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
case COMPRESSED_ETC2_EAC_RGBA: if (texCompETC2Supported) glCompressedTexImage2D(GL_TEXTURE_2D, i, GL_COMPRESSED_RGBA8_ETC2_EAC, mipWidth, mipHeight, 0, mipSize, (unsigned char *)data + mipOffset); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
case COMPRESSED_PVRT_RGB: if (texCompPVRTSupported) glCompressedTexImage2D(GL_TEXTURE_2D, i, GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG, mipWidth, mipHeight, 0, mipSize, (unsigned char *)data + mipOffset); break; // NOTE: Requires PowerVR GPU
case COMPRESSED_PVRT_RGBA: if (texCompPVRTSupported) glCompressedTexImage2D(GL_TEXTURE_2D, i, GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG, mipWidth, mipHeight, 0, mipSize, (unsigned char *)data + mipOffset); break; // NOTE: Requires PowerVR GPU
case COMPRESSED_ASTC_4x4_RGBA: if (texCompASTCSupported) glCompressedTexImage2D(GL_TEXTURE_2D, i, GL_COMPRESSED_RGBA_ASTC_4x4_KHR, mipWidth, mipHeight, 0, mipSize, (unsigned char *)data + mipOffset); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
case COMPRESSED_ASTC_8x8_RGBA: if (texCompASTCSupported) glCompressedTexImage2D(GL_TEXTURE_2D, i, GL_COMPRESSED_RGBA_ASTC_8x8_KHR, mipWidth, mipHeight, 0, mipSize, (unsigned char *)data + mipOffset); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
#endif
default: TraceLog(LOG_WARNING, "Texture format not supported"); break;
}
mipWidth /= 2;
mipHeight /= 2;
mipOffset += mipSize;
// Security check for NPOT textures
if (mipWidth < 1) mipWidth = 1;
if (mipHeight < 1) mipHeight = 1;
}
#endif
// Texture parameters configuration
// NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used
@@ -1498,8 +1544,9 @@ unsigned int rlLoadTexture(void *data, int width, int height, int format, int mi
#if defined(GRAPHICS_API_OPENGL_33)
if (mipmapCount > 1)
{
// Activate Trilinear filtering if mipmaps are available
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // Activate Trilinear filtering for mipmaps (must be available)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
}
#endif
@@ -1681,7 +1728,7 @@ void rlGenerateMipmaps(Texture2D *texture)
// Load the mipmaps
for (int level = 1; level < mipmapCount; level++)
{
glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA8, mipWidth, mipHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, data + offset);
glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA8, mipWidth, mipHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data + offset);
size = mipWidth*mipHeight*4;
offset += size;
@@ -2351,6 +2398,7 @@ char *LoadText(const char *fileName)
}
// Load shader from files and bind default locations
// NOTE: If shader string is NULL, using default vertex/fragment shaders
Shader LoadShader(char *vsFileName, char *fsFileName)
{
Shader shader = { 0 };
@@ -2363,24 +2411,48 @@ Shader LoadShader(char *vsFileName, char *fsFileName)
char *vShaderStr = LoadText(vsFileName);
char *fShaderStr = LoadText(fsFileName);
if ((vShaderStr != NULL) && (fShaderStr != NULL))
{
shader.id = LoadShaderProgram(vShaderStr, fShaderStr);
unsigned int vertexShaderId = defaultVShaderId;
unsigned int fragmentShaderId = defaultFShaderId;
if (vsFileName != NULL)
{
char *vShaderStr = LoadText(vsFileName);
if (vShaderStr != NULL)
{
vertexShaderId = CompileShader(vShaderStr, GL_VERTEX_SHADER);
free(vShaderStr);
}
}
if (fsFileName != NULL)
{
char* fShaderStr = LoadText(fsFileName);
if (fShaderStr != NULL)
{
fragmentShaderId = CompileShader(fShaderStr, GL_FRAGMENT_SHADER);
free(fShaderStr);
}
}
if ((vertexShaderId == defaultVShaderId) && (fragmentShaderId == defaultFShaderId)) shader = defaultShader;
else
{
shader.id = LoadShaderProgram(vertexShaderId, fragmentShaderId);
if (vertexShaderId != defaultVShaderId) glDeleteShader(vertexShaderId);
if (fragmentShaderId != defaultFShaderId) glDeleteShader(fragmentShaderId);
if (shader.id == 0)
{
TraceLog(LOG_WARNING, "Custom shader could not be loaded");
shader = defaultShader;
}
// After shader loading, we TRY to set default location names
if (shader.id > 0) SetShaderDefaultLocations(&shader);
// Shader strings must be freed
free(vShaderStr);
free(fShaderStr);
}
if (shader.id == 0)
{
TraceLog(LOG_WARNING, "Custom shader could not be loaded");
shader = defaultShader;
}
// Get available shader uniforms
// NOTE: This information is useful for debug...
@@ -2405,7 +2477,6 @@ Shader LoadShader(char *vsFileName, char *fsFileName)
TraceLog(LOG_DEBUG, "[SHDR ID %i] Active uniform [%s] set at location: %i", shader.id, name, location);
}
#endif
return shader;
@@ -2514,6 +2585,19 @@ void SetMatrixModelview(Matrix view)
#endif
}
// Return internal modelview matrix
Matrix GetMatrixModelview()
{
Matrix matrix = MatrixIdentity();
#if defined(GRAPHICS_API_OPENGL_11)
float mat[16];
glGetFloatv(GL_MODELVIEW_MATRIX, mat);
#else
matrix = modelview;
#endif
return matrix;
}
// Generate cubemap texture from HDR texture
// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24
Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size)
@@ -2912,11 +2996,15 @@ void InitVrSimulator(VrDeviceInfo info)
vrConfig.stereoFbo = rlLoadRenderTexture(screenWidth, screenHeight);
#if defined(SUPPORT_DISTORTION_SHADER)
// Load distortion shader (initialized by default with Oculus Rift CV1 parameters)
vrConfig.distortionShader.id = LoadShaderProgram(vDistortionShaderStr, fDistortionShaderStr);
// Load distortion shader
unsigned int vertexShaderId = CompileShader(distortionVShaderStr, GL_VERTEX_SHADER);
unsigned int fragmentShaderId = CompileShader(distortionFShaderStr, GL_FRAGMENT_SHADER);
vrConfig.distortionShader.id = LoadShaderProgram(vertexShaderId, fragmentShaderId);
if (vrConfig.distortionShader.id > 0) SetShaderDefaultLocations(&vrConfig.distortionShader);
#endif
// Set VR configutarion parameters, including distortion shader
SetStereoConfig(info);
vrSimulatorReady = true;
@@ -2941,18 +3029,6 @@ void CloseVrSimulator(void)
#endif
}
// TODO: Review VR system to be more flexible,
// move distortion shader to user side,
// SetStereoConfig() must be reviewed...
/*
// Set VR view distortion shader
void SetVrDistortionShader(Shader shader)
{
vrConfig.distortionShader = shader;
SetStereoConfig(info);
}
*/
// Detect if VR simulator is running
bool IsVrSimulatorReady(void)
{
@@ -2963,6 +3039,17 @@ bool IsVrSimulatorReady(void)
#endif
}
// Set VR distortion shader for stereoscopic rendering
// TODO: Review VR system to be more flexible, move distortion shader to user side
void SetVrDistortionShader(Shader shader)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
vrConfig.distortionShader = shader;
//SetStereoConfig(info); // TODO: Must be reviewed to set new distortion shader uniform values...
#endif
}
// Enable/Disable VR experience (device or simulator)
void ToggleVrMode(void)
{
@@ -3091,44 +3178,8 @@ void EndVrDrawing(void)
//----------------------------------------------------------------------------------
#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 LoadTextureCompressed(unsigned char *data, int width, int height, int compressedFormat, int mipmapCount)
{
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 custom shader strings and return program id
static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShaderStr)
// Compile custom shader and return shader id
static unsigned int CompileShader(const char *shaderStr, int type)
{
unsigned int program = 0;
@@ -3177,7 +3228,10 @@ static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShade
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
// Load custom shader strings and return program id
static unsigned int LoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId)
{
unsigned int program = 0;
if (success != GL_TRUE)
{
@@ -3205,8 +3259,8 @@ static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShade
program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
glAttachShader(program, vShaderId);
glAttachShader(program, fShaderId);
// NOTE: Default attribute shader locations must be binded before linking
glBindAttribLocation(program, 0, DEFAULT_ATTRIB_POSITION_NAME);
@@ -3268,7 +3322,7 @@ static Shader LoadShaderDefault(void)
for (int i = 0; i < MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1;
// Vertex shader directly defined, no external file required
char vDefaultShaderStr[] =
char defaultVShaderStr[] =
#if defined(GRAPHICS_API_OPENGL_21)
"#version 120 \n"
#elif defined(GRAPHICS_API_OPENGL_ES2)
@@ -3297,7 +3351,7 @@ static Shader LoadShaderDefault(void)
"} \n";
// Fragment shader directly defined, no external file required
char fDefaultShaderStr[] =
char defaultFShaderStr[] =
#if defined(GRAPHICS_API_OPENGL_21)
"#version 120 \n"
#elif defined(GRAPHICS_API_OPENGL_ES2)
@@ -3326,7 +3380,11 @@ static Shader LoadShaderDefault(void)
#endif
"} \n";
shader.id = LoadShaderProgram(vDefaultShaderStr, fDefaultShaderStr);
// NOTE: Compiled vertex/fragment shaders are kept for re-use
defaultVShaderId = CompileShader(defaultVShaderStr, GL_VERTEX_SHADER); // Compile default vertex shader
defaultFShaderId = CompileShader(defaultFShaderStr, GL_FRAGMENT_SHADER); // Compile default fragment shader
shader.id = LoadShaderProgram(defaultVShaderId, defaultFShaderId);
if (shader.id > 0)
{
@@ -3379,8 +3437,8 @@ static void SetShaderDefaultLocations(Shader *shader)
// Get handles to GLSL uniform locations (fragment shader)
shader->locs[LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader->id, "colDiffuse");
shader->locs[LOC_MAP_DIFFUSE] = glGetUniformLocation(shader->id, "texture0");
shader->locs[LOC_MAP_NORMAL] = glGetUniformLocation(shader->id, "texture1");
shader->locs[LOC_MAP_SPECULAR] = glGetUniformLocation(shader->id, "texture2");
shader->locs[LOC_MAP_SPECULAR] = glGetUniformLocation(shader->id, "texture1");
shader->locs[LOC_MAP_NORMAL] = glGetUniformLocation(shader->id, "texture2");
}
// Unload default shader
@@ -3388,10 +3446,11 @@ static void UnloadShaderDefault(void)
{
glUseProgram(0);
//glDetachShader(defaultShader, vertexShader);
//glDetachShader(defaultShader, fragmentShader);
//glDeleteShader(vertexShader); // Already deleted on shader compilation
//glDeleteShader(fragmentShader); // Already deleted on shader compilation
glDetachShader(defaultShader.id, defaultVShaderId);
glDetachShader(defaultShader.id, defaultFShaderId);
glDeleteShader(defaultVShaderId);
glDeleteShader(defaultFShaderId);
glDeleteProgram(defaultShader.id);
}
@@ -4041,8 +4100,8 @@ static void SetStereoConfig(VrDeviceInfo hmd)
vrConfig.eyesViewOffset[1] = MatrixTranslate(hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f);
// Compute eyes Viewports
//vrConfig.eyesViewport[0] = (Rectangle){ 0, 0, hmd.hResolution/2, hmd.vResolution };
//vrConfig.eyesViewport[1] = (Rectangle){ hmd.hResolution/2, 0, hmd.hResolution/2, hmd.vResolution };
vrConfig.eyesViewport[0] = (Rectangle){ 0, 0, hmd.hResolution/2, hmd.vResolution };
vrConfig.eyesViewport[1] = (Rectangle){ hmd.hResolution/2, 0, hmd.hResolution/2, hmd.vResolution };
}
// Set internal projection and modelview matrix depending on eyes tracking data