Big batch of changes! Check description:

Support multiple texture formats (uncompressed and compressed)
Postprocessing shaders support
Model struct redefined and improved
Extended loading functions for Textures and Models
Simplified functions: DrawPlane(), DrawQuad()
Deleted functions: DrawPlaneEx(), DrawGizmoEx()
Now Text module only depends on Textures module
Shapes: Reviewed functions to low lines/triangles usage
Removed useless tabs and spaces around code
This commit is contained in:
raysan5
2015-04-06 14:02:29 +02:00
parent 2b4a1f295a
commit a632a04a30
9 changed files with 662 additions and 723 deletions

View File

@@ -63,6 +63,28 @@
#define TEMP_VERTEX_BUFFER_SIZE 4096 // Temporal Vertex Buffer (required for vertex-transformations)
// NOTE: Every vertex are 3 floats (12 bytes)
#ifndef GL_COMPRESSED_RGB_S3TC_DXT1_EXT
#define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0
#endif
#ifndef GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
#define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
#endif
#ifndef GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
#define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
#endif
#ifndef GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
#define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
#endif
#ifndef GL_ETC1_RGB8_OES
#define GL_ETC1_RGB8_OES 0x8D64
#endif
#ifndef GL_COMPRESSED_RGB8_ETC2
#define GL_COMPRESSED_RGB8_ETC2 0x9274
#endif
#ifndef GL_COMPRESSED_RGBA8_ETC2_EAC
#define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278
#endif
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
@@ -174,7 +196,8 @@ static bool useTempBuffer = false;
static bool vaoSupported = false;
// Framebuffer object and texture
static GLuint fbo, fboColorTexture, fboDepthTexture, fboShader = 0;
static GLuint fbo, fboColorTexture, fboDepthTexture;
static Model postproQuad;
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
@@ -199,6 +222,7 @@ static Shader LoadSimpleShader(void);
static void InitializeBuffers(void);
static void InitializeBuffersGPU(void);
static void UpdateBuffers(void);
static void LoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int compressedFormat);
// Custom shader files loading (external)
static char *TextFileRead(char *fn);
@@ -688,18 +712,21 @@ void rlDeleteTextures(unsigned int id)
glDeleteTextures(1, &id);
}
// Enable rendering to postprocessing FBO
void rlEnableFBO(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
#endif
}
// Unload shader from GPU memory
void rlDeleteShader(unsigned int id)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glDeleteProgram(id);
}
void rlEnableFBO(void)
{
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
}
#endif
}
// Unload vertex data (VAO) from GPU memory
void rlDeleteVertexArrays(unsigned int id)
@@ -840,7 +867,18 @@ void rlglInit(void)
TraceLog(INFO, "Supported extension: %s", extensions);
#endif
*/
/*
GLint numComp = 0;
glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &numComp);
GLint format[32] = { 0 };
glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, format);
for (int i = 0; i < numComp; i++)
{
TraceLog(INFO, "Supported compressed format: 0x%x", format[i]);
}
*/
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Set default draw mode
currentDrawMode = RL_TRIANGLES;
@@ -869,7 +907,7 @@ void rlglInit(void)
// Create default white texture for plain colors (required by shader)
unsigned char pixels[4] = { 255, 255, 255, 255 }; // 1 pixel RGBA (4 bytes)
whiteTexture = rlglLoadTexture(pixels, 1, 1, R8G8B8A8, false);
whiteTexture = rlglLoadTexture(pixels, 1, 1, UNCOMPRESSED_R8G8B8A8, 1, false);
if (whiteTexture != 0) TraceLog(INFO, "[TEX ID %i] Base white texture loaded successfully", whiteTexture);
else TraceLog(WARNING, "Base white texture could not be loaded");
@@ -884,14 +922,14 @@ void rlglInit(void)
}
drawsCounter = 1;
draws[drawsCounter - 1].textureId = whiteTexture;
draws[drawsCounter - 1].textureId = whiteTexture;
#endif
}
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Init postpro system
void rlglInitPostpro(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Create the texture that will serve as the color attachment for the framebuffer
glGenTextures(1, &fboColorTexture);
glBindTexture(GL_TEXTURE_2D, fboColorTexture);
@@ -901,7 +939,7 @@ void rlglInitPostpro(void)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, GetScreenWidth(), GetScreenHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
// Create the texture that will serve as the depth attachment for the framebuffer.
glGenTextures(1, &fboDepthTexture);
glBindTexture(GL_TEXTURE_2D, fboDepthTexture);
@@ -921,17 +959,48 @@ void rlglInitPostpro(void)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, fboDepthTexture, 0);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) TraceLog(WARNING, "Framebuffer object could not be created...");
else TraceLog(INFO, "[FBO ID %i] Framebuffer object created successfully", fbo);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Create a simple quad model to render fbo texture
VertexData quadData;
fboShader = 0;
quadData.vertexCount = 6;
// TODO: Init simple quad VAO and data here?
}
float w = GetScreenWidth();
float h = GetScreenHeight();
float quadPositions[6*3] = { w, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, h, 0.0, 0, h, 0.0, w, h, 0.0, w, 0.0, 0.0 };
float quadTexcoords[6*2] = { 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0 };
float quadNormals[6*3] = { 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0 };
unsigned char quadColors[6*4] = { 255 };
quadData.vertices = quadPositions;
quadData.texcoords = quadTexcoords;
quadData.normals = quadNormals;
quadData.colors = quadColors;
postproQuad = rlglLoadModel(quadData);
Texture2D texture;
texture.id = fboColorTexture;
texture.width = w;
texture.height = h;
SetModelTexture(&postproQuad, texture);
#endif
}
// Set postprocessing shader
void rlglSetPostproShader(Shader shader)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
SetModelShader(&postproQuad, shader);
#endif
}
// Vertex Buffer Object deinitialization (memory free)
void rlglClose(void)
@@ -987,8 +1056,13 @@ void rlglClose(void)
// Free GPU texture
glDeleteTextures(1, &whiteTexture);
if (fbo != 0) glDeleteFramebuffers(1, &fbo);
if (fbo != 0)
{
glDeleteFramebuffers(1, &fbo);
UnloadModel(postproQuad);
}
free(draws);
#endif
@@ -1002,7 +1076,7 @@ void rlglDraw(void)
if ((lines.vCounter > 0) || (triangles.vCounter > 0) || (quads.vCounter > 0))
{
glUseProgram(defaultShader.id);
glUniformMatrix4fv(defaultShader.projectionLoc, 1, false, GetMatrixVector(projection));
glUniformMatrix4fv(defaultShader.modelviewLoc, 1, false, GetMatrixVector(modelview));
glUniform1i(defaultShader.textureLoc, 0);
@@ -1142,68 +1216,15 @@ void rlglDraw(void)
#endif
}
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
void rlglDrawPostpro(unsigned int shaderId)
// Draw with postprocessing shader
void rlglDrawPostpro(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// TODO: Draw screen quad with texture
/*
const float quadPositions[] = { 1.0, 1.0, 0.0, -1.0, 1.0, 0.0, -1.0, -1.0, 0.0,
-1.0, -1.0, 0.0, 1.0, -1.0, 0.0, 1.0, 1.0, 0.0 };
const float quadTexcoords[] = { 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0 };
glBindBuffer(GL_ARRAY_BUFFER, quadVbo);
glVertexAttribPointer(ATTRIB_VERTEX, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), quadPositions);
glVertexAttribPointer(ATTRIB_TEXCOORD0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), quadTexcoords);
glEnableVertexAttribArray(ATTRIB_VERTEX);
glEnableVertexAttribArray(ATTRIB_TEXCOORD0);
glBindTexture(GL_TEXTURE_2D, fboColorTexture);
glDrawArrays(GL_TRIANGLES, 0, 2*3);
// Quad render using triangle strip
glBindBuffer(GL_ARRAY_BUFFER, uiVBO[1]);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glUseProgram(0);
*/
rlEnableTexture(fboColorTexture);
rlPushMatrix();
rlBegin(RL_QUADS);
rlColor4ub(255, 255, 255, 255);
rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer
// Bottom-left corner for texture and quad
rlTexCoord2f(0.0f, 1.0f);
rlVertex2f(0.0f, 0.0f);
// Bottom-right corner for texture and quad
rlTexCoord2f(0.0f, 0.0f);
rlVertex2f(0.0f, GetScreenHeight());
// Top-right corner for texture and quad
rlTexCoord2f(1.0f, 0.0f);
rlVertex2f(GetScreenWidth(), GetScreenHeight());
// Top-left corner for texture and quad
rlTexCoord2f(1.0f, 1.0f);
rlVertex2f(GetScreenWidth(), 0.0f);
rlEnd();
rlPopMatrix();
fboShader = shaderId;
rlglDraw();
}
rlglDrawModel(postproQuad, (Vector3){0,0,0}, 0.0f, (Vector3){0,0,0}, (Vector3){1.0f, 1.0f, 1.0f}, WHITE, false);
#endif
}
// Draw a 3d model
void rlglDrawModel(Model model, Vector3 position, float rotationAngle, Vector3 rotationAxis, Vector3 scale, Color color, bool wires)
@@ -1250,12 +1271,14 @@ void rlglDrawModel(Model model, Vector3 position, float rotationAngle, Vector3 r
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glUseProgram(model.shader.id);
Vector3 rotation = { 0.0f, 0.0f, 0.0f };
// TODO: Use model.transform matrix
Vector3 rotation = { 0.0f, 0.0f, 0.0f };
// Get transform matrix (rotation -> scale -> translation)
Matrix transform = MatrixTransform(position, rotation, scale); // Object-space transformation
Matrix modelviewworld = MatrixMultiply(transform, modelview); // World-space transformation
// Projection: Screen-space transformation
// NOTE: Drawing in OpenGL 3.3+, transform is passed to shader
@@ -1271,21 +1294,21 @@ void rlglDrawModel(Model model, Vector3 position, float rotationAngle, Vector3 r
if (vaoSupported)
{
glBindVertexArray(model.vaoId);
glBindVertexArray(model.mesh.vaoId);
}
else
{
// Bind model VBOs data
glBindBuffer(GL_ARRAY_BUFFER, model.vboId[0]);
glBindBuffer(GL_ARRAY_BUFFER, model.mesh.vboId[0]);
glVertexAttribPointer(model.shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(model.shader.vertexLoc);
glBindBuffer(GL_ARRAY_BUFFER, model.vboId[1]);
glBindBuffer(GL_ARRAY_BUFFER, model.mesh.vboId[1]);
glVertexAttribPointer(model.shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(model.shader.texcoordLoc);
// Add normals support
glBindBuffer(GL_ARRAY_BUFFER, model.vboId[2]);
glBindBuffer(GL_ARRAY_BUFFER, model.mesh.vboId[2]);
glVertexAttribPointer(model.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(model.shader.normalLoc);
}
@@ -1357,10 +1380,10 @@ void rlglInitGraphics(int offsetX, int offsetY, int width, int height)
// Get world coordinates from screen coordinates
Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view)
{
{
//GLint viewport[4];
//glGetIntegerv(GL_VIEWPORT, viewport);
// Viewport data
int x = 0;
int y = 0;
@@ -1368,7 +1391,7 @@ Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view)
int height = GetScreenHeight();
float minDepth = 0.0f;
float maxDepth = 1.0f;
/*
/*
Matrix modelviewprojection = MatrixMultiply(modelview, projection);
MatrixInvert(&modelviewprojection);
@@ -1384,7 +1407,7 @@ Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view)
//if (!MathUtil.IsOne(a)) vector = (vector / a);
//VectorScale(&vector, 1/a);
return vector;
*/
/*
@@ -1418,31 +1441,31 @@ Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view)
/*
Quaternion quat;
Vector3 vec;
quat.x = 2.0f * GetMousePosition().x / (float)width - 1;
quat.y = -(2.0f * GetMousePosition().y / (float)height - 1);
quat.z = 0;
quat.w = 1;
Matrix invView;
Matrix invView;
MatrixInvert(&view);
Matrix invProj;
MatrixInvert(&proj);
quat.x = invProj.m0 * quat.x + invProj.m4 * quat.y + invProj.m8 * quat.z + invProj.m12 * quat.w;
quat.y = invProj.m1 * quat.x + invProj.m5 * quat.y + invProj.m9 * quat.z + invProj.m13 * quat.w;
quat.z = invProj.m2 * quat.x + invProj.m6 * quat.y + invProj.m10 * quat.z + invProj.m14 * quat.w;
quat.w = invProj.m3 * quat.x + invProj.m7 * quat.y + invProj.m11 * quat.z + invProj.m15 * quat.w;
quat.x = invView.m0 * quat.x + invView.m4 * quat.y + invView.m8 * quat.z + invView.m12 * quat.w;
quat.y = invView.m1 * quat.x + invView.m5 * quat.y + invView.m9 * quat.z + invView.m13 * quat.w;
quat.z = invView.m2 * quat.x + invView.m6 * quat.y + invView.m10 * quat.z + invView.m14 * quat.w;
quat.w = invView.m3 * quat.x + invView.m7 * quat.y + invView.m11 * quat.z + invView.m15 * quat.w;
vec.x /= quat.w;
vec.y /= quat.w;
vec.z /= quat.w;
return vec;
*/
/*
@@ -1463,14 +1486,14 @@ Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view)
quat.y = ((source.y - (float)y)/(float)height*2.0) - 1.0f;
quat.z = 2.0*source.z - 1.0;
quat.w = 1.0;
// Traspose quaternion and multiply
Quaternion result;
result.x = modelviewprojection.m0 * quad.x + modelviewprojection.m4 * quad.y + modelviewprojection.m8 * quad.z + modelviewprojection.m12 * quad.w;
result.y = modelviewprojection.m1 * quad.x + modelviewprojection.m5 * quad.y + modelviewprojection.m9 * quad.z + modelviewprojection.m13 * quad.w;
result.z = modelviewprojection.m2 * quad.x + modelviewprojection.m6 * quad.y + modelviewprojection.m10 * quad.z + modelviewprojection.m14 * quad.w;
result.w = modelviewprojection.m3 * quad.x + modelviewprojection.m7 * quad.y + modelviewprojection.m11 * quad.z + modelviewprojection.m15 * quad.w;
// Invert
result.w = 1.0f / result.w;
@@ -1488,47 +1511,65 @@ Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view)
Quaternion rayClip;
Quaternion rayEye;
Vector3 rayWorld;
// Getting normal device coordinates
float x = (2.0 * mousePosition.x) / GetScreenWidth() - 1.0;
float y = 1.0 - (2.0 * mousePosition.y) / GetScreenHeight();
float z = 1.0;
normalDeviceCoordinates = (Vector3){ x, y, z };
// Getting clip vector
rayClip = (Quaternion){ normalDeviceCoordinates.x, normalDeviceCoordinates.y, -1, 1 };
Matrix invProjection = projection;
MatrixInvert(&invProjection);
rayEye = MatrixQuaternionMultiply(invProjection, rayClip);
rayEye = (Quaternion){ rayEye.x, rayEye.y, -1, 0 };
Matrix invModelview = modelview;
MatrixInvert(&invModelview);
rayWorld = MatrixVector3Multiply(invModelview, (Vector3){rayEye.x, rayEye.y, rayEye.z} );
VectorNormalize(&rayWorld);
return rayWorld;
*/
return (Vector3){ 0, 0, 0 };
}
// Convert image data to OpenGL texture (returns OpenGL valid Id)
unsigned int rlglLoadTexture(unsigned char *data, int width, int height, int colorMode, bool genMipmaps)
unsigned int rlglLoadTexture(void *data, int width, int height, int textureFormat, int mipmapCount, bool genMipmaps)
{
glBindTexture(GL_TEXTURE_2D,0); // Free any old binding
glBindTexture(GL_TEXTURE_2D, 0); // Free any old binding
GLuint id;
glGenTextures(1, &id); // Generate Pointer to the texture
// TODO: Review compressed textures support by OpenGL version
/* (rlGetVersion() == OPENGL_11)
if ((textureFormat == COMPRESSED_DXT1_RGB) || (textureFormat == COMPRESSED_DXT3_RGBA) || (textureFormat == COMPRESSED_DXT5_RGBA) ||
(textureFormat == COMPRESSED_ETC1_RGB8) || (textureFormat == COMPRESSED_ETC2_RGB8) || (textureFormat == COMPRESSED_ETC2_EAC_RGBA8))
{
id = 0;
TraceLog(WARNING, "GPU compressed textures not supported on OpenGL 1.1");
return id;
}
*/
glGenTextures(1, &id); // Generate Pointer to the texture
//glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, id);
// NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used!
#if defined(GRAPHICS_API_OPENGL_ES2)
// NOTE: OpenGL ES 2.0 with no GL_OES_texture_npot support (i.e. WebGL) has limited NPOT support, so CLAMP_TO_EDGE must be used
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repead on x-axis
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repead on y-axis
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // Set texture to clamp on x-axis
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Set texture to clamp on y-axis
#else
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repeat on x-axis
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repeat on y-axis
#endif
bool texIsPOT = false;
@@ -1542,6 +1583,8 @@ unsigned int rlglLoadTexture(unsigned char *data, int width, int height, int col
genMipmaps = false;
}
// TODO: Support mipmaps --> if (mipmapCount > 1)
// If mipmaps are being used, we configure mag-min filters accordingly
// NOTE: OpenGL ES 2.0 with no GL_OES_texture_npot support (i.e. WebGL) has limited NPOT support, so only GL_LINEAR or GL_NEAREST can be used
if (genMipmaps)
@@ -1587,35 +1630,76 @@ unsigned int rlglLoadTexture(unsigned char *data, int width, int height, int col
else glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
#endif
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
#if 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
//glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); // OpenGL
//glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); // WebGL
// TODO: Add support for multiple color modes (16bit color modes and grayscale)
// Ref: https://www.khronos.org/opengles/sdk/docs/man3/html/glTexImage2D.xhtml
// On WebGL, internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA
// (sized)internalFormat format type
// 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_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
// GL_RGBA8 GL_RGBA GL_UNSIGNED_BYTE
// GL_RGB8 GL_RGB GL_UNSIGNED_BYTE
switch (colorMode)
switch (textureFormat)
{
case GRAYSCALE: glTexImage2D(GL_TEXTURE_2D, 0, GL_R, width, height, 0, GL_RED, GL_UNSIGNED_BYTE, data); break;
case R5G6B5: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB565, width, height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, data); break;
case R8G8B8: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data); break;
case R5G5B5A1: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5_A1, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, data); break;
case R4G4B4A4: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA4, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, data); break;
case R8G8B8A8: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); break;
default: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); break;
case UNCOMPRESSED_GRAYSCALE:
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, width, height, 0, GL_RED, GL_UNSIGNED_BYTE, (unsigned char *)data);
// 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, 1.0f };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
TraceLog(INFO, "Grayscale texture loaded and swizzled!");
} break;
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 COMPRESSED_DXT1_RGB: LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGB_S3TC_DXT1_EXT); break;
case COMPRESSED_DXT1_RGBA: LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT); break;
case COMPRESSED_DXT3_RGBA: LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT); break;
case COMPRESSED_DXT5_RGBA: LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT); break;
case COMPRESSED_ETC1_RGB: TraceLog(WARNING, "ETC compression not supported"); break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3
case COMPRESSED_ETC2_RGB: LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGB8_ETC2); break;//TraceLog(WARNING, "ETC compression not supported"); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
case COMPRESSED_ETC2_EAC_RGBA: LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA8_ETC2_EAC); break;//TraceLog(WARNING, "ETC compression not supported"); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
//case COMPRESSED_ASTC_RGBA_4x4: LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_ASTC_4x4_KHR); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
default: TraceLog(WARNING, "Texture format not recognized"); break;
}
if (genMipmaps)
if ((mipmapCount == 1) && (genMipmaps))
{
glGenerateMipmap(GL_TEXTURE_2D); // Generate mipmaps automatically
TraceLog(INFO, "[TEX ID %i] Mipmaps generated automatically for new texture", id);
}
#elif 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 (textureFormat)
{
case UNCOMPRESSED_GRAYSCALE: glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, width, height, 0, GL_LUMINANCE, 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;
case COMPRESSED_DXT1_RGB: LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGB_S3TC_DXT1_EXT); break;
case COMPRESSED_DXT1_RGBA: LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGB_S3TC_DXT1_EXT); break;
case COMPRESSED_DXT3_RGBA: LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT); break; // NOTE: Not supported by WebGL
case COMPRESSED_DXT5_RGBA: LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT); break; // NOTE: Not supported by WebGL
case COMPRESSED_ETC1_RGB: LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_ETC1_RGB8_OES); break;
case COMPRESSED_ETC2_RGB: LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGB8_ETC2); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
case COMPRESSED_ETC2_EAC_RGBA: LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA8_ETC2_EAC); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
//case COMPRESSED_ASTC_RGBA_4x4: LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_ASTC_4x4_KHR); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
default: TraceLog(WARNING, "Texture format not recognized"); break;
}
if ((mipmapCount == 1) && (genMipmaps))
{
glGenerateMipmap(GL_TEXTURE_2D); // Generate mipmaps automatically
TraceLog(INFO, "[TEX ID %i] Mipmaps generated automatically for new texture", id);
@@ -1638,13 +1722,15 @@ Model rlglLoadModel(VertexData mesh)
Model model;
model.mesh = mesh;
model.transform = MatrixIdentity();
#if defined(GRAPHICS_API_OPENGL_11)
model.mesh.vaoId = 0; // Vertex Array Object
model.mesh.vboId[0] = 0; // Vertex position VBO
model.mesh.vboId[1] = 0; // Texcoords VBO
model.mesh.vboId[2] = 0; // Normals VBO
model.texture.id = 0; // No texture required
model.vaoId = 0; // Vertex Array Object
model.vboId[0] = 0; // Vertex position VBO
model.vboId[1] = 0; // Texcoords VBO
model.vboId[2] = 0; // Normals VBO
model.shader.id = 0; // No shader used
#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
model.texture.id = whiteTexture; // Default whiteTexture
@@ -1681,109 +1767,31 @@ Model rlglLoadModel(VertexData mesh)
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh.vertexCount, mesh.normals, GL_STATIC_DRAW);
glEnableVertexAttribArray(simpleShader.normalLoc);
glVertexAttribPointer(simpleShader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
model.shader = simpleShader; // By default, simple shader will be used
model.vboId[0] = vertexBuffer[0]; // Vertex position VBO
model.vboId[1] = vertexBuffer[1]; // Texcoords VBO
model.vboId[2] = vertexBuffer[2]; // Normals VBO
model.mesh.vboId[0] = vertexBuffer[0]; // Vertex position VBO
model.mesh.vboId[1] = vertexBuffer[1]; // Texcoords VBO
model.mesh.vboId[2] = vertexBuffer[2]; // Normals VBO
if (vaoSupported)
{
if (vaoModel > 0)
{
model.vaoId = vaoModel;
model.mesh.vaoId = vaoModel;
TraceLog(INFO, "[VAO ID %i] Model uploaded successfully to VRAM (GPU)", vaoModel);
}
else TraceLog(WARNING, "Model could not be uploaded to VRAM (GPU)");
}
else
{
TraceLog(INFO, "[VBO ID %i][VBO ID %i][VBO ID %i] Model uploaded successfully to VRAM (GPU)", model.vboId[0], model.vboId[1], model.vboId[2]);
TraceLog(INFO, "[VBO ID %i][VBO ID %i][VBO ID %i] Model uploaded successfully to VRAM (GPU)", model.mesh.vboId[0], model.mesh.vboId[1], model.mesh.vboId[2]);
}
#endif
return model;
}
// Convert image data to OpenGL texture (returns OpenGL valid Id)
// NOTE: Expected compressed image data and POT image
unsigned int rlglLoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int compFormat)
{
GLuint id;
#if defined(GRAPHICS_API_OPENGL_11)
id = 0;
TraceLog(WARNING, "GPU compressed textures not supported on OpenGL 1.1");
#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
TraceLog(DEBUG, "Compressed texture width: %i", width);
TraceLog(DEBUG, "Compressed texture height: %i", height);
TraceLog(DEBUG, "Compressed texture mipmap levels: %i", mipmapCount);
TraceLog(DEBUG, "Compressed texture format: 0x%x", compFormat);
if (compFormat == 0)
{
id = 0;
TraceLog(WARNING, "Texture compressed format not recognized", id);
}
else
{
glGenTextures(1, &id);
// Bind the texture
glBindTexture(GL_TEXTURE_2D, id);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
// Set texture parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// If mipmaps are being used, we configure mag-min filters accordingly
if (mipmapCount > 1)
{
// Trilinear filtering with mipmaps
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // Activate use of mipmaps (must be available)
}
else
{
// Not using mipmappings
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR
}
int blockSize = 0;
int offset = 0;
if (compFormat == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT) blockSize = 8;
else blockSize = 16;
// Load the mipmaps
for (int level = 0; level < mipmapCount && (width || height); level++)
{
unsigned int size = 0;
// NOTE: size specifies the number of bytes of image data (S3TC/DXTC)
if (compFormat == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT) size = ((width + 3)/4)*((height + 3)/4)*blockSize; // S3TC/DXTC
#if defined(GRAPHICS_API_OPENGL_ES2)
else if (compFormat == GL_ETC1_RGB8_OES) size = 8*((width + 3) >> 2)*((height + 3) >> 2); // ETC1
#endif
glCompressedTexImage2D(GL_TEXTURE_2D, level, compFormat, 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;
}
}
#endif
return id;
}
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Load a shader (vertex shader + fragment shader) from text data
@@ -1801,7 +1809,7 @@ unsigned int rlglLoadShader(char *vShaderStr, char *fShaderStr)
glShaderSource(vertexShader, 1, &pvs, NULL);
glShaderSource(fragmentShader, 1, &pfs, NULL);
GLint success = 0;
glCompileShader(vertexShader);
@@ -1869,9 +1877,9 @@ unsigned int rlglLoadShader(char *vShaderStr, char *fShaderStr)
glGetProgramInfoLog(program, maxLength, &length, log);
TraceLog(INFO, "%s", log);
glDeleteProgram(program);
program = 0;
}
else TraceLog(INFO, "[SHDR ID %i] Shader program loaded successfully", program);
@@ -1907,12 +1915,12 @@ unsigned char *rlglReadScreenPixels(int width, int height)
return imgData; // NOTE: image data should be freed
}
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Load a shader (vertex shader + fragment shader) from text data
Shader LoadShader(char *vsFileName, char *fsFileName)
{
Shader shader;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Shaders loading from external text file
char *vShaderStr = TextFileRead(vsFileName);
char *fShaderStr = TextFileRead(fsFileName);
@@ -1932,7 +1940,7 @@ Shader LoadShader(char *vsFileName, char *fsFileName)
shader.texcoordLoc = glGetAttribLocation(shader.id, "vertexTexCoord");
shader.normalLoc = glGetAttribLocation(shader.id, "vertexNormal");
// NOTE: custom shader does not use colorLoc
// Get handles to GLSL uniform locations (vertex shader)
shader.modelviewLoc = glGetUniformLocation(shader.id, "modelviewMatrix");
shader.projectionLoc = glGetUniformLocation(shader.id, "projectionMatrix");
@@ -1941,35 +1949,39 @@ Shader LoadShader(char *vsFileName, char *fsFileName)
shader.textureLoc = glGetUniformLocation(shader.id, "texture0");
shader.tintColorLoc = glGetUniformLocation(shader.id, "tintColor");
//--------------------------------------------------------------------
#endif
return shader;
}
// Link shader to model
void SetModelShader(Model *model, Shader shader)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
model->shader = shader;
if (vaoSupported) glBindVertexArray(model->vaoId);
if (vaoSupported) glBindVertexArray(model->mesh.vaoId);
// Enable vertex attributes: position
glBindBuffer(GL_ARRAY_BUFFER, model->vboId[0]);
glBindBuffer(GL_ARRAY_BUFFER, model->mesh.vboId[0]);
glEnableVertexAttribArray(shader.vertexLoc);
glVertexAttribPointer(shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
// Enable vertex attributes: texcoords
glBindBuffer(GL_ARRAY_BUFFER, model->vboId[1]);
glBindBuffer(GL_ARRAY_BUFFER, model->mesh.vboId[1]);
glEnableVertexAttribArray(shader.texcoordLoc);
glVertexAttribPointer(shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
// Enable vertex attributes: normals
glBindBuffer(GL_ARRAY_BUFFER, model->vboId[2]);
glBindBuffer(GL_ARRAY_BUFFER, model->mesh.vboId[2]);
glEnableVertexAttribArray(shader.normalLoc);
glVertexAttribPointer(shader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
if (vaoSupported) glBindVertexArray(0); // Unbind VAO
#endif
}
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
void PrintProjectionMatrix()
{
PrintMatrix(projection);
@@ -1979,7 +1991,6 @@ void PrintModelviewMatrix()
{
PrintMatrix(modelview);
}
#endif
//----------------------------------------------------------------------------------
@@ -1987,20 +1998,55 @@ void PrintModelviewMatrix()
//----------------------------------------------------------------------------------
#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 LoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int compressedFormat)
{
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 Shader (Vertex and Fragment)
// NOTE: This shader program is used only for batch buffers (lines, triangles, quads)
static Shader LoadDefaultShader(void)
{
Shader shader;
// NOTE: Shaders are written using GLSL 110 (desktop), that is equivalent to GLSL 100 on ES2
// NOTE: Detected an error on ATI cards if defined #version 110 while OpenGL 3.3+
// Just defined #version 330 despite shader is #version 110
// Vertex shader directly defined, no external file required
#if defined(GRAPHICS_API_OPENGL_33)
char vShaderStr[] = " #version 330 \n" // NOTE: Actually, #version 110 (quivalent to #version 100 on ES2)
char vShaderStr[] = " #version 110 \n" // NOTE: Actually, #version 110 (quivalent to #version 100 on ES2)
#elif defined(GRAPHICS_API_OPENGL_ES2)
char vShaderStr[] = " #version 100 \n" // NOTE: Must be defined this way! 110 doesn't work!
#endif
@@ -2020,7 +2066,7 @@ static Shader LoadDefaultShader(void)
// Fragment shader directly defined, no external file required
#if defined(GRAPHICS_API_OPENGL_33)
char fShaderStr[] = " #version 330 \n" // NOTE: Actually, #version 110 (quivalent to #version 100 on ES2)
char fShaderStr[] = " #version 110 \n" // NOTE: Actually, #version 110 (quivalent to #version 100 on ES2)
#elif defined(GRAPHICS_API_OPENGL_ES2)
char fShaderStr[] = " #version 100 \n" // NOTE: Must be defined this way! 110 doesn't work!
"precision mediump float; \n" // WebGL, required for emscripten
@@ -2037,14 +2083,14 @@ static Shader LoadDefaultShader(void)
if (shader.id != 0) TraceLog(INFO, "[SHDR ID %i] Default shader loaded successfully", shader.id);
else TraceLog(WARNING, "[SHDR ID %i] Default shader could not be loaded", shader.id);
// Get handles to GLSL input attibute locations
//-------------------------------------------------------------------
shader.vertexLoc = glGetAttribLocation(shader.id, "vertexPosition");
shader.texcoordLoc = glGetAttribLocation(shader.id, "vertexTexCoord");
shader.colorLoc = glGetAttribLocation(shader.id, "vertexColor");
// NOTE: default shader does not use normalLoc
// Get handles to GLSL uniform locations (vertex shader)
shader.modelviewLoc = glGetUniformLocation(shader.id, "modelviewMatrix");
shader.projectionLoc = glGetUniformLocation(shader.id, "projectionMatrix");
@@ -2061,7 +2107,7 @@ static Shader LoadDefaultShader(void)
static Shader LoadSimpleShader(void)
{
Shader shader;
// NOTE: Shaders are written using GLSL 110 (desktop), that is equivalent to GLSL 100 on ES2
// NOTE: Detected an error on ATI cards if defined #version 110 while OpenGL 3.3+
// Just defined #version 330 despite shader is #version 110
@@ -2103,14 +2149,14 @@ static Shader LoadSimpleShader(void)
if (shader.id != 0) TraceLog(INFO, "[SHDR ID %i] Simple shader loaded successfully", shader.id);
else TraceLog(WARNING, "[SHDR ID %i] Simple shader could not be loaded", shader.id);
// Get handles to GLSL input attibute locations
//-------------------------------------------------------------------
shader.vertexLoc = glGetAttribLocation(shader.id, "vertexPosition");
shader.texcoordLoc = glGetAttribLocation(shader.id, "vertexTexCoord");
shader.normalLoc = glGetAttribLocation(shader.id, "vertexNormal");
// NOTE: simple shader does not use colorLoc
// Get handles to GLSL uniform locations (vertex shader)
shader.modelviewLoc = glGetUniformLocation(shader.id, "modelviewMatrix");
shader.projectionLoc = glGetUniformLocation(shader.id, "projectionMatrix");