mirror of
https://github.com/raysan5/raylib.git
synced 2025-09-27 13:38:30 +00:00
Merge branch 'develop' into testing_uwp
This commit is contained in:
403
src/rlgl.c
403
src/rlgl.c
@@ -35,7 +35,7 @@
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*
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* LICENSE: zlib/libpng
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*
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* Copyright (c) 2014-2017 Ramon Santamaria (@raysan5)
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* Copyright (c) 2014-2018 Ramon Santamaria (@raysan5)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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@@ -75,7 +75,22 @@
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#if defined(__APPLE__)
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#include <OpenGL/gl.h> // OpenGL 1.1 library for OSX
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#else
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#include <GL/gl.h> // OpenGL 1.1 library
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#if defined(_MSC_VER) // Using MSVC compiler, requires some additional definitions
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// APIENTRY for OpenGL function pointer declarations is required
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#ifndef APIENTRY
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#ifdef _WIN32
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#define APIENTRY __stdcall
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#else
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#define APIENTRY
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#endif
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#endif
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// WINGDIAPI definition. Some Windows OpenGL headers need it
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#if !defined(WINGDIAPI) && defined(_WIN32)
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#define WINGDIAPI __declspec(dllimport)
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#endif
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#endif
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#include <GL/gl.h> // OpenGL 1.1 library
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#endif
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#endif
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@@ -232,7 +247,7 @@ typedef struct DrawCall {
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typedef struct VrStereoConfig {
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RenderTexture2D stereoFbo; // VR stereo rendering framebuffer
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Shader distortionShader; // VR stereo rendering distortion shader
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//Rectangle eyesViewport[2]; // VR stereo rendering eyes viewports
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Rectangle eyesViewport[2]; // VR stereo rendering eyes viewports
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Matrix eyesProjection[2]; // VR stereo rendering eyes projection matrices
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Matrix eyesViewOffset[2]; // VR stereo rendering eyes view offset matrices
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} VrStereoConfig;
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@@ -267,7 +282,10 @@ static Vector3 *tempBuffer;
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static int tempBufferCount = 0;
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static bool useTempBuffer = false;
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// Shader Programs
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// Shaders
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static unsigned int defaultVShaderId; // Default vertex shader id (used by default shader program)
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static unsigned int defaultFShaderId; // Default fragment shader Id (used by default shader program)
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static Shader defaultShader; // Basic shader, support vertex color and diffuse texture
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static Shader currentShader; // Shader to be used on rendering (by default, defaultShader)
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@@ -305,6 +323,8 @@ static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays;
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//static PFNGLISVERTEXARRAYOESPROC glIsVertexArray; // NOTE: Fails in WebGL, omitted
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#endif
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static bool debugMarkerSupported = false;
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// Compressed textures support flags
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static bool texCompDXTSupported = false; // DDS texture compression support
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static bool texNPOTSupported = false; // NPOT textures full support
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@@ -323,8 +343,8 @@ static int screenHeight; // Default framebuffer height
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// Module specific Functions Declaration
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//----------------------------------------------------------------------------------
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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static void LoadTextureCompressed(unsigned char *data, int width, int height, int compressedFormat, int mipmapCount);
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static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShaderStr); // Load custom shader strings and return program id
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static unsigned int CompileShader(const char *shaderStr, int type); // Compile custom shader and return shader id
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static unsigned int LoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId); // Load custom shader program
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static Shader LoadShaderDefault(void); // Load default shader (just vertex positioning and texture coloring)
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static void SetShaderDefaultLocations(Shader *shader); // Bind default shader locations (attributes and uniforms)
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@@ -408,7 +428,7 @@ void rlPushMatrix(void)
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}
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stack[stackCounter] = *currentMatrix;
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rlLoadIdentity();
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rlLoadIdentity(); // TODO: Review matrix stack logic!
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stackCounter++;
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if (currentMatrixMode == RL_MODELVIEW) useTempBuffer = true;
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@@ -638,6 +658,14 @@ void rlEnd(void)
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// as well as depth buffer bit-depth (16bit or 24bit or 32bit)
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// Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits)
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currentDepth += (1.0f/20000.0f);
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// TODO: Verify internal buffers limits
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// NOTE: Before launching draw, verify no matrix are left in the stack!
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// NOTE: Probably a lines/triangles margin should be left, rlEnd could be called
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// after an undetermined number of triangles buffered (check shapes::DrawPoly())
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if ((lines.vCounter/2 >= MAX_LINES_BATCH - 2) ||
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(triangles.vCounter/3 >= MAX_TRIANGLES_BATCH - 16) ||
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(quads.vCounter/4 >= MAX_QUADS_BATCH - 2)) rlglDraw();
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}
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// Define one vertex (position)
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@@ -1103,7 +1131,7 @@ void rlglInit(int width, int height)
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if (strcmp(extList[i], (const char *)"GL_OES_texture_npot") == 0) texNPOTSupported = true;
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// Check texture float support
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if (strcmp(extList[i], (const char *)"OES_texture_float") == 0) texFloatSupported = true;
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if (strcmp(extList[i], (const char *)"GL_OES_texture_float") == 0) texFloatSupported = true;
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#endif
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// DDS texture compression support
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@@ -1133,6 +1161,9 @@ void rlglInit(int width, int height)
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// Clamp mirror wrap mode supported
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if (strcmp(extList[i], (const char *)"GL_EXT_texture_mirror_clamp") == 0) texClampMirrorSupported = true;
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// Debug marker support
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if(strcmp(extList[i], (const char *)"GL_EXT_debug_marker") == 0) debugMarkerSupported = true;
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}
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#ifdef _MSC_VER
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@@ -1156,6 +1187,8 @@ void rlglInit(int width, int height)
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if (texAnisotropicFilterSupported) TraceLog(LOG_INFO, "[EXTENSION] Anisotropic textures filtering supported (max: %.0fX)", maxAnisotropicLevel);
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if (texClampMirrorSupported) TraceLog(LOG_INFO, "[EXTENSION] Clamp mirror wrap texture mode supported");
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if (debugMarkerSupported) TraceLog(LOG_INFO, "[EXTENSION] Debug Marker supported");
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// Initialize buffers, default shaders and default textures
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//----------------------------------------------------------
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@@ -1281,6 +1314,14 @@ int rlGetVersion(void)
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#endif
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}
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// Set debug marker
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void rlSetDebugMarker(const char *text)
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{
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#if defined(GRAPHICS_API_OPENGL_33)
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if (debugMarkerSupported) glInsertEventMarkerEXT(0, text);
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#endif
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}
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// Load OpenGL extensions
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// NOTE: External loader function could be passed as a pointer
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void rlLoadExtensions(void *loader)
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@@ -1375,6 +1416,9 @@ unsigned int rlLoadTexture(void *data, int width, int height, int format, int mi
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}
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#endif
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glGenTextures(1, &id); // Generate Pointer to the texture
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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@@ -1382,94 +1426,96 @@ unsigned int rlLoadTexture(void *data, int width, int height, int format, int mi
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#endif
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glBindTexture(GL_TEXTURE_2D, id);
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#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_ES2)
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// NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA
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switch (format)
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int mipWidth = width;
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int mipHeight = height;
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int mipOffset = 0; // Mipmap data offset
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// Load the different mipmap levels
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for (int i = 0; i < mipmapCount; i++)
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{
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case UNCOMPRESSED_GRAYSCALE: glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, width, height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
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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;
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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;
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case UNCOMPRESSED_R8G8B8: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
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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;
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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;
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case UNCOMPRESSED_R8G8B8A8: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
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#if defined(GRAPHICS_API_OPENGL_21)
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case COMPRESSED_DXT1_RGB: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, mipmapCount); break;
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case COMPRESSED_DXT1_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, mipmapCount); break;
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case COMPRESSED_DXT3_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, mipmapCount); break;
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case COMPRESSED_DXT5_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, mipmapCount); break;
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#endif
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#if defined(GRAPHICS_API_OPENGL_ES2)
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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
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case COMPRESSED_DXT1_RGB: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, mipmapCount); break;
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case COMPRESSED_DXT1_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, mipmapCount); break;
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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
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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
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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
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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
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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
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case COMPRESSED_PVRT_RGB: if (texCompPVRTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG, mipmapCount); break; // NOTE: Requires PowerVR GPU
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case COMPRESSED_PVRT_RGBA: if (texCompPVRTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG, mipmapCount); break; // NOTE: Requires PowerVR GPU
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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
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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
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#endif
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default: TraceLog(LOG_WARNING, "Texture format not supported"); break;
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}
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#elif defined(GRAPHICS_API_OPENGL_33)
|
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// 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
|
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// GL_RGB565 GL_RGB GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT_5_6_5
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// GL_RGB5_A1 GL_RGBA GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT_5_5_5_1
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// GL_RGBA4 GL_RGBA GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT_4_4_4_4
|
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// GL_RGBA8 GL_RGBA GL_UNSIGNED_BYTE
|
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// GL_RGB8 GL_RGB GL_UNSIGNED_BYTE
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|
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switch (format)
|
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{
|
||||
case UNCOMPRESSED_GRAYSCALE:
|
||||
unsigned int mipSize = GetPixelDataSize(mipWidth, mipHeight, format);
|
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|
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switch (format)
|
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{
|
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glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, width, height, 0, GL_RED, GL_UNSIGNED_BYTE, (unsigned char *)data);
|
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#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_ES2)
|
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// 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
|
||||
|
Reference in New Issue
Block a user