From e257f040ea3c331f7879f28a37d74968a09e6594 Mon Sep 17 00:00:00 2001 From: Milan Nikolic Date: Wed, 1 Feb 2017 15:56:27 +0100 Subject: [PATCH] Update C sources --- raylib/audio.c | 98 ++++---- raylib/core.c | 104 ++++---- raylib/gestures.h | 22 +- raylib/platform_desktop.go | 2 +- raylib/raylib.h | 2 +- raylib/rlgl.c | 490 ++++++++++++++++++------------------- raylib/text.c | 60 ++--- raylib/textures.c | 52 ++-- 8 files changed, 415 insertions(+), 415 deletions(-) diff --git a/raylib/audio.c b/raylib/audio.c index 52c1313..708d2ac 100644 --- a/raylib/audio.c +++ b/raylib/audio.c @@ -236,9 +236,9 @@ Wave LoadWave(const char *fileName) else if (strcmp(GetExtension(fileName),"rres") == 0) { RRESData rres = LoadResource(fileName); - + // NOTE: Parameters for RRES_WAVE type are: sampleCount, sampleRate, sampleSize, channels - + if (rres.type == RRES_WAVE) wave = LoadWaveEx(rres.data, rres.param1, rres.param2, rres.param3, rres.param4); else TraceLog(WARNING, "[%s] Resource file does not contain wave data", fileName); @@ -253,18 +253,18 @@ Wave LoadWave(const char *fileName) Wave LoadWaveEx(void *data, int sampleCount, int sampleRate, int sampleSize, int channels) { Wave wave; - + wave.data = data; wave.sampleCount = sampleCount; wave.sampleRate = sampleRate; wave.sampleSize = sampleSize; wave.channels = channels; - + // NOTE: Copy wave data to work with, user is responsible of input data to free Wave cwave = WaveCopy(wave); - + WaveFormat(&cwave, sampleRate, sampleSize, channels); - + return cwave; } @@ -273,9 +273,9 @@ Wave LoadWaveEx(void *data, int sampleCount, int sampleRate, int sampleSize, int Sound LoadSound(const char *fileName) { Wave wave = LoadWave(fileName); - + Sound sound = LoadSoundFromWave(wave); - + UnloadWave(wave); // Sound is loaded, we can unload wave return sound; @@ -359,7 +359,7 @@ void UnloadWave(Wave wave) void UnloadSound(Sound sound) { alSourceStop(sound.source); - + alDeleteSources(1, &sound.source); alDeleteBuffers(1, &sound.buffer); @@ -374,13 +374,13 @@ void UpdateSound(Sound sound, const void *data, int numSamples) alGetBufferi(sound.buffer, AL_FREQUENCY, &sampleRate); alGetBufferi(sound.buffer, AL_BITS, &sampleSize); // It could also be retrieved from sound.format alGetBufferi(sound.buffer, AL_CHANNELS, &channels); // It could also be retrieved from sound.format - + TraceLog(DEBUG, "UpdateSound() : AL_FREQUENCY: %i", sampleRate); TraceLog(DEBUG, "UpdateSound() : AL_BITS: %i", sampleSize); TraceLog(DEBUG, "UpdateSound() : AL_CHANNELS: %i", channels); unsigned int dataSize = numSamples*channels*sampleSize/8; // Size of data in bytes - + alSourceStop(sound.source); // Stop sound alSourcei(sound.source, AL_BUFFER, 0); // Unbind buffer from sound to update //alDeleteBuffers(1, &sound.buffer); // Delete current buffer data @@ -468,18 +468,18 @@ void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels) if (wave->sampleRate != sampleRate) { // TODO: Resample wave data (upsampling or downsampling) - // NOTE 1: To downsample, you have to drop samples or average them. + // NOTE 1: To downsample, you have to drop samples or average them. // NOTE 2: To upsample, you have to interpolate new samples. - + wave->sampleRate = sampleRate; } - + // Format sample size // NOTE: Only supported 8 bit <--> 16 bit <--> 32 bit if (wave->sampleSize != sampleSize) { void *data = malloc(wave->sampleCount*wave->channels*sampleSize/8); - + for (int i = 0; i < wave->sampleCount; i++) { for (int j = 0; j < wave->channels; j++) @@ -489,30 +489,30 @@ void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels) if (wave->sampleSize == 16) ((unsigned char *)data)[wave->channels*i + j] = (unsigned char)(((float)(((short *)wave->data)[wave->channels*i + j])/32767.0f)*256); else if (wave->sampleSize == 32) ((unsigned char *)data)[wave->channels*i + j] = (unsigned char)(((float *)wave->data)[wave->channels*i + j]*127.0f + 127); } - else if (sampleSize == 16) + else if (sampleSize == 16) { if (wave->sampleSize == 8) ((short *)data)[wave->channels*i + j] = (short)(((float)(((unsigned char *)wave->data)[wave->channels*i + j] - 127)/256.0f)*32767); else if (wave->sampleSize == 32) ((short *)data)[wave->channels*i + j] = (short)((((float *)wave->data)[wave->channels*i + j])*32767); } - else if (sampleSize == 32) + else if (sampleSize == 32) { if (wave->sampleSize == 8) ((float *)data)[wave->channels*i + j] = (float)(((unsigned char *)wave->data)[wave->channels*i + j] - 127)/256.0f; else if (wave->sampleSize == 16) ((float *)data)[wave->channels*i + j] = (float)(((short *)wave->data)[wave->channels*i + j])/32767.0f; } } } - + wave->sampleSize = sampleSize; free(wave->data); wave->data = data; } - + // Format channels (interlaced mode) // NOTE: Only supported mono <--> stereo if (wave->channels != channels) { void *data = malloc(wave->sampleCount*channels*wave->sampleSize/8); - + if ((wave->channels == 1) && (channels == 2)) // mono ---> stereo (duplicate mono information) { for (int i = 0; i < wave->sampleCount; i++) @@ -534,7 +534,7 @@ void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels) else if (wave->sampleSize == 32) ((float *)data)[i] = (((float *)wave->data)[j] + ((float *)wave->data)[j + 1])/2.0f; } } - + // TODO: Add/remove additional interlaced channels wave->channels = channels; @@ -568,15 +568,15 @@ Wave WaveCopy(Wave wave) // NOTE: Security check in case of out-of-range void WaveCrop(Wave *wave, int initSample, int finalSample) { - if ((initSample >= 0) && (initSample < finalSample) && + if ((initSample >= 0) && (initSample < finalSample) && (finalSample > 0) && (finalSample < wave->sampleCount)) { int sampleCount = finalSample - initSample; - + void *data = malloc(sampleCount*wave->channels*wave->sampleSize/8); - + memcpy(data, wave->data + (initSample*wave->channels*wave->sampleSize/8), sampleCount*wave->channels*wave->sampleSize/8); - + free(wave->data); wave->data = data; } @@ -588,7 +588,7 @@ void WaveCrop(Wave *wave, int initSample, int finalSample) float *GetWaveData(Wave wave) { float *samples = (float *)malloc(wave.sampleCount*wave.channels*sizeof(float)); - + for (int i = 0; i < wave.sampleCount; i++) { for (int j = 0; j < wave.channels; j++) @@ -598,7 +598,7 @@ float *GetWaveData(Wave wave) else if (wave.sampleSize == 32) samples[wave.channels*i + j] = ((float *)wave.data)[wave.channels*i + j]; } } - + return samples; } @@ -637,7 +637,7 @@ Music LoadMusicStream(const char *fileName) else if (strcmp(GetExtension(fileName), "flac") == 0) { music->ctxFlac = drflac_open_file(fileName); - + if (music->ctxFlac == NULL) TraceLog(WARNING, "[%s] FLAC audio file could not be opened", fileName); else { @@ -646,7 +646,7 @@ Music LoadMusicStream(const char *fileName) music->samplesLeft = music->totalSamples; music->ctxType = MUSIC_AUDIO_FLAC; music->loop = true; // We loop by default - + TraceLog(DEBUG, "[%s] FLAC total samples: %i", fileName, music->totalSamples); TraceLog(DEBUG, "[%s] FLAC sample rate: %i", fileName, music->ctxFlac->sampleRate); TraceLog(DEBUG, "[%s] FLAC bits per sample: %i", fileName, music->ctxFlac->bitsPerSample); @@ -733,7 +733,7 @@ void ResumeMusicStream(Music music) void StopMusicStream(Music music) { alSourceStop(music->stream.source); - + switch (music->ctxType) { case MUSIC_AUDIO_OGG: stb_vorbis_seek_start(music->ctxOgg); break; @@ -741,7 +741,7 @@ void StopMusicStream(Music music) case MUSIC_MODULE_MOD: jar_mod_seek_start(&music->ctxMod); break; default: break; } - + music->samplesLeft = music->totalSamples; } @@ -750,14 +750,14 @@ void UpdateMusicStream(Music music) { ALenum state; ALint processed = 0; - + alGetSourcei(music->stream.source, AL_SOURCE_STATE, &state); // Get music stream state alGetSourcei(music->stream.source, AL_BUFFERS_PROCESSED, &processed); // Get processed buffers if (processed > 0) { bool active = true; - + // NOTE: Using dynamic allocation because it could require more than 16KB void *pcm = calloc(AUDIO_BUFFER_SIZE*music->stream.channels*music->stream.sampleSize/8, 1); @@ -769,7 +769,7 @@ void UpdateMusicStream(Music music) { if (music->samplesLeft >= AUDIO_BUFFER_SIZE) numSamples = AUDIO_BUFFER_SIZE; else numSamples = music->samplesLeft; - + // TODO: Really don't like ctxType thingy... switch (music->ctxType) { @@ -789,7 +789,7 @@ void UpdateMusicStream(Music music) case MUSIC_MODULE_MOD: jar_mod_fillbuffer(&music->ctxMod, pcm, numSamples, 0); break; default: break; } - + UpdateAudioStream(music->stream, pcm, numSamples); music->samplesLeft -= numSamples; @@ -799,12 +799,12 @@ void UpdateMusicStream(Music music) break; } } - + // This error is registered when UpdateAudioStream() fails if (alGetError() == AL_INVALID_VALUE) TraceLog(WARNING, "OpenAL: Error buffering data..."); // Reset audio stream for looping - if (!active) + if (!active) { StopMusicStream(music); // Stop music (and reset) if (music->loop) PlayMusicStream(music); // Play again @@ -815,7 +815,7 @@ void UpdateMusicStream(Music music) // just make sure to play again on window restore if (state != AL_PLAYING) PlayMusicStream(music); } - + free(pcm); } } @@ -871,7 +871,7 @@ AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize, un stream.sampleRate = sampleRate; stream.sampleSize = sampleSize; - + // Only mono and stereo channels are supported, more channels require AL_EXT_MCFORMATS extension if ((channels > 0) && (channels < 3)) stream.channels = channels; else @@ -915,12 +915,12 @@ AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize, un // Initialize buffer with zeros by default // NOTE: Using dynamic allocation because it requires more than 16KB void *pcm = calloc(AUDIO_BUFFER_SIZE*stream.sampleSize/8*stream.channels, 1); - + for (int i = 0; i < MAX_STREAM_BUFFERS; i++) { alBufferData(stream.buffers[i], stream.format, pcm, AUDIO_BUFFER_SIZE*stream.sampleSize/8*stream.channels, stream.sampleRate); } - + free(pcm); alSourceQueueBuffers(stream.source, MAX_STREAM_BUFFERS, stream.buffers); @@ -1100,7 +1100,7 @@ static Wave LoadWAV(const char *fileName) wave.sampleRate = wavFormat.sampleRate; wave.sampleSize = wavFormat.bitsPerSample; wave.channels = wavFormat.numChannels; - + // NOTE: Only support 8 bit, 16 bit and 32 bit sample sizes if ((wave.sampleSize != 8) && (wave.sampleSize != 16) && (wave.sampleSize != 32)) { @@ -1109,16 +1109,16 @@ static Wave LoadWAV(const char *fileName) } // NOTE: Only support up to 2 channels (mono, stereo) - if (wave.channels > 2) + if (wave.channels > 2) { WaveFormat(&wave, wave.sampleRate, wave.sampleSize, 2); TraceLog(WARNING, "[%s] WAV channels number (%i) not supported, converted to 2 channels", fileName, wave.channels); } - + // NOTE: subChunkSize comes in bytes, we need to translate it to number of samples wave.sampleCount = (wavData.subChunkSize/(wave.sampleSize/8))/wave.channels; - TraceLog(INFO, "[%s] WAV file loaded successfully (%i Hz, %i bit, %s)", fileName, wave.sampleRate, wave.sampleSize, (wave.channels == 1) ? "Mono" : "Stereo"); + TraceLog(INFO, "[%s] WAV file loaded successfully (%i Hz, %i bit, %s)", fileName, wave.sampleRate, wave.sampleSize, (wave.channels == 1) ? "Mono" : "Stereo"); } } } @@ -1150,7 +1150,7 @@ static Wave LoadOGG(const char *fileName) wave.sampleSize = 16; // 16 bit per sample (short) wave.channels = info.channels; wave.sampleCount = (int)stb_vorbis_stream_length_in_samples(oggFile); - + float totalSeconds = stb_vorbis_stream_length_in_seconds(oggFile); if (totalSeconds > 10) TraceLog(WARNING, "[%s] Ogg audio lenght is larger than 10 seconds (%f), that's a big file in memory, consider music streaming", fileName, totalSeconds); @@ -1178,16 +1178,16 @@ static Wave LoadFLAC(const char *fileName) // Decode an entire FLAC file in one go uint64_t totalSampleCount; wave.data = drflac_open_and_decode_file_s16(fileName, &wave.channels, &wave.sampleRate, &totalSampleCount); - + wave.sampleCount = (int)totalSampleCount/wave.channels; wave.sampleSize = 16; - + // NOTE: Only support up to 2 channels (mono, stereo) if (wave.channels > 2) TraceLog(WARNING, "[%s] FLAC channels number (%i) not supported", fileName, wave.channels); if (wave.data == NULL) TraceLog(WARNING, "[%s] FLAC data could not be loaded", fileName); else TraceLog(INFO, "[%s] FLAC file loaded successfully (%i Hz, %i bit, %s)", fileName, wave.sampleRate, wave.sampleSize, (wave.channels == 1) ? "Mono" : "Stereo"); - + return wave; } diff --git a/raylib/core.c b/raylib/core.c index 8b97314..4ce32a0 100644 --- a/raylib/core.c +++ b/raylib/core.c @@ -9,7 +9,7 @@ * External libs: * GLFW3 - Manage graphic device, OpenGL context and inputs on PLATFORM_DESKTOP (Windows, Linux, OSX) * raymath - 3D math functionality (Vector3, Matrix, Quaternion) -* camera - Multiple 3D camera modes (free, orbital, 1st person, 3rd person) +* camera - Multiple 3D camera modes (free, orbital, 1st person, 3rd person) * gestures - Gestures system for touch-ready devices (or simulated from mouse inputs) * * Module Configuration Flags: @@ -103,7 +103,7 @@ #include // Linux: KDSKBMODE, K_MEDIUMRAM constants definition #include // Linux: Keycodes constants definition (KEY_A, ...) #include // Linux: Joystick support library - + #include "bcm_host.h" // Raspberry Pi VideoCore IV access functions #include "EGL/egl.h" // Khronos EGL library - Native platform display device control functions @@ -330,7 +330,7 @@ static void *GamepadThread(void *arg); // Mouse reading thread // Initialize Window and Graphics Context (OpenGL) void InitWindow(int width, int height, const char *title) { - TraceLog(INFO, "Initializing raylib (v1.6.0)"); + TraceLog(INFO, "Initializing raylib (v1.7.0)"); // Store window title (could be useful...) windowTitle = title; @@ -387,7 +387,7 @@ void InitWindow(int width, int height, const char *title) // Android activity initialization void InitWindow(int width, int height, void *state) { - TraceLog(INFO, "Initializing raylib (v1.6.0)"); + TraceLog(INFO, "Initializing raylib (v1.7.0)"); app_dummy(); @@ -488,9 +488,9 @@ void CloseWindow(void) // Wait for mouse and gamepad threads to finish before closing // NOTE: Those threads should already have finished at this point // because they are controlled by windowShouldClose variable - + windowShouldClose = true; // Added to force threads to exit when the close window is called - + pthread_join(mouseThreadId, NULL); pthread_join(touchThreadId, NULL); pthread_join(gamepadThreadId, NULL); @@ -649,14 +649,14 @@ void EndDrawing(void) frameTime = updateTime + drawTime; // Wait for some milliseconds... - if (frameTime < targetTime) + if (frameTime < targetTime) { Wait((int)((targetTime - frameTime)*1000)); - + currentTime = GetTime(); double extraTime = currentTime - previousTime; previousTime = currentTime; - + frameTime = updateTime + drawTime + extraTime; } } @@ -1147,7 +1147,7 @@ bool IsKeyDown(int key) bool IsKeyReleased(int key) { bool released = false; - + if ((currentKeyState[key] != previousKeyState[key]) && (currentKeyState[key] == 0)) released = true; else released = false; @@ -1182,7 +1182,7 @@ void SetExitKey(int key) bool IsGamepadAvailable(int gamepad) { bool result = false; - + #if !defined(PLATFORM_ANDROID) if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad]) result = true; #endif @@ -1196,7 +1196,7 @@ bool IsGamepadName(int gamepad, const char *name) bool result = false; #if !defined(PLATFORM_ANDROID) - const char *gamepadName = NULL; + const char *gamepadName = NULL; if (gamepadReady[gamepad]) gamepadName = GetGamepadName(gamepad); if ((name != NULL) && (gamepadName != NULL)) result = (strcmp(name, gamepadName) == 0); @@ -1235,7 +1235,7 @@ int GetGamepadAxisCount(int gamepad) float GetGamepadAxisMovement(int gamepad, int axis) { float value = 0; - + #if !defined(PLATFORM_ANDROID) if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (axis < MAX_GAMEPAD_AXIS)) value = gamepadAxisState[gamepad][axis]; #endif @@ -1249,8 +1249,8 @@ bool IsGamepadButtonPressed(int gamepad, int button) bool pressed = false; #if !defined(PLATFORM_ANDROID) - if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) && - (currentGamepadState[gamepad][button] != previousGamepadState[gamepad][button]) && + if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) && + (currentGamepadState[gamepad][button] != previousGamepadState[gamepad][button]) && (currentGamepadState[gamepad][button] == 1)) pressed = true; #endif @@ -1274,10 +1274,10 @@ bool IsGamepadButtonDown(int gamepad, int button) bool IsGamepadButtonReleased(int gamepad, int button) { bool released = false; - + #if !defined(PLATFORM_ANDROID) - if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) && - (currentGamepadState[gamepad][button] != previousGamepadState[gamepad][button]) && + if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) && + (currentGamepadState[gamepad][button] != previousGamepadState[gamepad][button]) && (currentGamepadState[gamepad][button] == 0)) released = true; #endif @@ -1290,7 +1290,7 @@ bool IsGamepadButtonUp(int gamepad, int button) bool result = false; #if !defined(PLATFORM_ANDROID) - if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) && + if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) && (currentGamepadState[gamepad][button] == 0)) result = true; #endif @@ -1503,7 +1503,7 @@ static void InitGraphicsDevice(int width, int height) glfwWindowHint(GLFW_RESIZABLE, GL_TRUE); // Resizable window } else glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); // Avoid window being resizable - + //glfwWindowHint(GLFW_DECORATED, GL_TRUE); // Border and buttons on Window //glfwWindowHint(GLFW_RED_BITS, 8); // Framebuffer red color component bits //glfwWindowHint(GLFW_DEPTH_BITS, 16); // Depthbuffer bits (24 by default) @@ -1941,7 +1941,7 @@ static double GetTime(void) // Wait for some milliseconds (stop program execution) static void Wait(int ms) { -#if defined _WIN32 +#if defined _WIN32 Sleep(ms); #elif defined __linux || defined(PLATFORM_WEB) struct timespec req = { 0 }; @@ -1949,7 +1949,7 @@ static void Wait(int ms) ms -= (sec*1000); req.tv_sec=sec; req.tv_nsec=ms*1000000L; - + // NOTE: Use nanosleep() on Unix platforms... usleep() it's deprecated. while (nanosleep(&req,&req) == -1) continue; //#elif defined __APPLE__ @@ -1999,10 +1999,10 @@ static void PollInputEvents(void) // NOTE: Gestures update must be called every frame to reset gestures correctly // because ProcessGestureEvent() is just called on an event, not every frame UpdateGestures(); - + // Reset last key pressed registered lastKeyPressed = -1; - + #if !defined(PLATFORM_RPI) // Reset last gamepad button/axis registered state lastGamepadButtonPressed = -1; @@ -2018,7 +2018,7 @@ static void PollInputEvents(void) mousePosition.x = (float)mouseX; mousePosition.y = (float)mouseY; - + // Keyboard input polling (automatically managed by GLFW3 through callback) // Register previous keys states @@ -2039,7 +2039,7 @@ static void PollInputEvents(void) if (glfwJoystickPresent(i)) gamepadReady[i] = true; else gamepadReady[i] = false; } - + // Register gamepads buttons events for (int i = 0; i < MAX_GAMEPADS; i++) { @@ -2047,14 +2047,14 @@ static void PollInputEvents(void) { // Register previous gamepad states for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) previousGamepadState[i][k] = currentGamepadState[i][k]; - + // Get current gamepad state // NOTE: There is no callback available, so we get it manually const unsigned char *buttons; int buttonsCount; buttons = glfwGetJoystickButtons(i, &buttonsCount); - + for (int k = 0; (buttons != NULL) && (k < buttonsCount) && (buttonsCount < MAX_GAMEPAD_BUTTONS); k++) { if (buttons[k] == GLFW_PRESS) @@ -2064,18 +2064,18 @@ static void PollInputEvents(void) } else currentGamepadState[i][k] = 0; } - + // Get current axis state const float *axes; int axisCount = 0; axes = glfwGetJoystickAxes(i, &axisCount); - + for (int k = 0; (axes != NULL) && (k < axisCount) && (k < MAX_GAMEPAD_AXIS); k++) { gamepadAxisState[i][k] = axes[k]; } - + gamepadAxisCount = axisCount; } } @@ -2088,16 +2088,16 @@ static void PollInputEvents(void) #if defined(PLATFORM_WEB) // Get number of gamepads connected int numGamepads = emscripten_get_num_gamepads(); - + for (int i = 0; (i < numGamepads) && (i < MAX_GAMEPADS); i++) { // Register previous gamepad button states for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) previousGamepadState[i][k] = currentGamepadState[i][k]; - + EmscriptenGamepadEvent gamepadState; - + int result = emscripten_get_gamepad_status(i, &gamepadState); - + if (result == EMSCRIPTEN_RESULT_SUCCESS) { // Register buttons data for every connected gamepad @@ -2109,16 +2109,16 @@ static void PollInputEvents(void) lastGamepadButtonPressed = j; } else currentGamepadState[i][j] = 0; - + //printf("Gamepad %d, button %d: Digital: %d, Analog: %g\n", gamepadState.index, j, gamepadState.digitalButton[j], gamepadState.analogButton[j]); } - + // Register axis data for every connected gamepad for (int j = 0; (j < gamepadState.numAxes) && (j < MAX_GAMEPAD_AXIS); j++) { gamepadAxisState[i][j] = gamepadState.axis[j]; } - + gamepadAxisCount = gamepadState.numAxes; } } @@ -2665,16 +2665,16 @@ static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadE { /* printf("%s: timeStamp: %g, connected: %d, index: %ld, numAxes: %d, numButtons: %d, id: \"%s\", mapping: \"%s\"\n", - eventType != 0 ? emscripten_event_type_to_string(eventType) : "Gamepad state", + eventType != 0 ? emscripten_event_type_to_string(eventType) : "Gamepad state", gamepadEvent->timestamp, gamepadEvent->connected, gamepadEvent->index, gamepadEvent->numAxes, gamepadEvent->numButtons, gamepadEvent->id, gamepadEvent->mapping); - + for(int i = 0; i < gamepadEvent->numAxes; ++i) printf("Axis %d: %g\n", i, gamepadEvent->axis[i]); for(int i = 0; i < gamepadEvent->numButtons; ++i) printf("Button %d: Digital: %d, Analog: %g\n", i, gamepadEvent->digitalButton[i], gamepadEvent->analogButton[i]); */ - + if ((gamepadEvent->connected) && (gamepadEvent->index < MAX_GAMEPADS)) gamepadReady[gamepadEvent->index] = true; else gamepadReady[gamepadEvent->index] = false; - + // TODO: Test gamepadEvent->index return 0; @@ -2935,7 +2935,7 @@ static void InitTouch(void) } // Touch reading thread. -// This reads from a Virtual Input Event /dev/input/event4 which is +// This reads from a Virtual Input Event /dev/input/event4 which is // created by the ts_uinput daemon. This takes, filters and scales // raw input from the Touchscreen (which appears in /dev/input/event3) // based on the Calibration data referenced by tslib. @@ -2949,7 +2949,7 @@ static void *TouchThread(void *arg) if (read(touchStream, &ev, sizeof(ev)) == (int)sizeof(ev)) { // if pressure > 0 then simulate left mouse button click - if (ev.type == EV_ABS && ev.code == 24 && ev.value == 0 && currentMouseState[0] == 1) + if (ev.type == EV_ABS && ev.code == 24 && ev.value == 0 && currentMouseState[0] == 1) { currentMouseState[0] = 0; gestureEvent.touchAction = TOUCH_UP; @@ -2963,10 +2963,10 @@ static void *TouchThread(void *arg) gestureEvent.position[1].x /= (float)GetScreenWidth(); gestureEvent.position[1].y /= (float)GetScreenHeight(); ProcessGestureEvent(gestureEvent); - } - if (ev.type == EV_ABS && ev.code == 24 && ev.value > 0 && currentMouseState[0] == 0) + } + if (ev.type == EV_ABS && ev.code == 24 && ev.value > 0 && currentMouseState[0] == 0) { - currentMouseState[0] = 1; + currentMouseState[0] = 1; gestureEvent.touchAction = TOUCH_DOWN; gestureEvent.pointCount = 1; gestureEvent.pointerId[0] = 0; @@ -2978,9 +2978,9 @@ static void *TouchThread(void *arg) gestureEvent.position[1].x /= (float)GetScreenWidth(); gestureEvent.position[1].y /= (float)GetScreenHeight(); ProcessGestureEvent(gestureEvent); - } + } // x & y values supplied by event4 have been scaled & de-jittered using tslib calibration data - if (ev.type == EV_ABS && ev.code == 0) + if (ev.type == EV_ABS && ev.code == 0) { mousePosition.x = ev.value; if (mousePosition.x < 0) mousePosition.x = 0; @@ -2997,7 +2997,7 @@ static void *TouchThread(void *arg) gestureEvent.position[1].y /= (float)GetScreenHeight(); ProcessGestureEvent(gestureEvent); } - if (ev.type == EV_ABS && ev.code == 1) + if (ev.type == EV_ABS && ev.code == 1) { mousePosition.y = ev.value; if (mousePosition.y < 0) mousePosition.y = 0; @@ -3014,7 +3014,7 @@ static void *TouchThread(void *arg) gestureEvent.position[1].y /= (float)GetScreenHeight(); ProcessGestureEvent(gestureEvent); } - + } } return NULL; @@ -3084,7 +3084,7 @@ static void *GamepadThread(void *arg) { // 1 - button pressed, 0 - button released currentGamepadState[i][gamepadEvent.number] = (int)gamepadEvent.value; - + if ((int)gamepadEvent.value == 1) lastGamepadButtonPressed = gamepadEvent.number; else lastGamepadButtonPressed = -1; } diff --git a/raylib/gestures.h b/raylib/gestures.h index 19b0926..f4dcb13 100644 --- a/raylib/gestures.h +++ b/raylib/gestures.h @@ -65,17 +65,17 @@ // Gestures type // NOTE: It could be used as flags to enable only some gestures typedef enum { - GESTURE_NONE = 1, - GESTURE_TAP = 2, - GESTURE_DOUBLETAP = 4, - GESTURE_HOLD = 8, - GESTURE_DRAG = 16, - GESTURE_SWIPE_RIGHT = 32, - GESTURE_SWIPE_LEFT = 64, - GESTURE_SWIPE_UP = 128, - GESTURE_SWIPE_DOWN = 256, - GESTURE_PINCH_IN = 512, - GESTURE_PINCH_OUT = 1024 + GESTURE_NONE = 0, + GESTURE_TAP = 1, + GESTURE_DOUBLETAP = 2, + GESTURE_HOLD = 4, + GESTURE_DRAG = 8, + GESTURE_SWIPE_RIGHT = 16, + GESTURE_SWIPE_LEFT = 32, + GESTURE_SWIPE_UP = 64, + GESTURE_SWIPE_DOWN = 128, + GESTURE_PINCH_IN = 256, + GESTURE_PINCH_OUT = 512 } Gestures; #endif diff --git a/raylib/platform_desktop.go b/raylib/platform_desktop.go index b2c46e7..79a63f6 100644 --- a/raylib/platform_desktop.go +++ b/raylib/platform_desktop.go @@ -57,7 +57,7 @@ func GetDroppedFiles(count *int32) []string { ccount := (*C.int)(unsafe.Pointer(count)) ret := C.GetDroppedFiles(ccount) - tmpslice := (*[1 << 30]*C.char)(unsafe.Pointer(ret))[:*count:*count] + tmpslice := (*[1 << 24]*C.char)(unsafe.Pointer(ret))[:*count:*count] gostrings := make([]string, *count) for i, s := range tmpslice { gostrings[i] = C.GoString(s) diff --git a/raylib/raylib.h b/raylib/raylib.h index bf1a0b6..5489b7b 100644 --- a/raylib/raylib.h +++ b/raylib/raylib.h @@ -1,6 +1,6 @@ /********************************************************************************************** * -* raylib 1.6.0 (www.raylib.com) +* raylib 1.7.0 (www.raylib.com) * * A simple and easy-to-use library to learn videogames programming * diff --git a/raylib/rlgl.c b/raylib/rlgl.c index 8ec867e..ce17adc 100644 --- a/raylib/rlgl.c +++ b/raylib/rlgl.c @@ -2,10 +2,10 @@ * * rlgl - raylib OpenGL abstraction layer * -* rlgl allows usage of OpenGL 1.1 style functions (rlVertex) that are internally mapped to -* selected OpenGL version (1.1, 2.1, 3.3 Core, ES 2.0). +* rlgl allows usage of OpenGL 1.1 style functions (rlVertex) that are internally mapped to +* selected OpenGL version (1.1, 2.1, 3.3 Core, ES 2.0). * -* When chosing an OpenGL version greater than OpenGL 1.1, rlgl stores vertex data on internal +* When chosing an OpenGL version greater than OpenGL 1.1, rlgl stores vertex data on internal * VBO buffers (and VAOs if available). It requires calling 3 functions: * rlglInit() - Initialize internal buffers and auxiliar resources * rlglDraw() - Process internal buffers and send required draw calls @@ -57,7 +57,7 @@ #endif #if defined(GRAPHICS_API_OPENGL_11) - #ifdef __APPLE__ + #ifdef __APPLE__ #include // OpenGL 1.1 library for OSX #else #include // OpenGL 1.1 library @@ -69,7 +69,7 @@ #endif #if defined(GRAPHICS_API_OPENGL_33) - #ifdef __APPLE__ + #ifdef __APPLE__ #include // OpenGL 3 library for OSX #else #define GLAD_IMPLEMENTATION @@ -168,7 +168,7 @@ #if defined(GRAPHICS_API_OPENGL_ES2) #define glClearDepth glClearDepthf - #define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER + #define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER #define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER #endif @@ -695,7 +695,7 @@ void rlEnd(void) } break; default: break; } - + // NOTE: Depth increment is dependant on rlOrtho(): z-near and z-far values, // as well as depth buffer bit-depth (16bit or 24bit or 32bit) // Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits) @@ -880,7 +880,7 @@ void rlDisableTexture(void) glDisable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, 0); #else - // NOTE: If quads batch limit is reached, + // NOTE: If quads batch limit is reached, // we force a draw call and next batch starts if (quads.vCounter/4 >= MAX_QUADS_BATCH) rlglDraw(); #endif @@ -982,7 +982,7 @@ void rlDeleteRenderTextures(RenderTexture2D target) if (target.id != 0) glDeleteFramebuffers(1, &target.id); if (target.texture.id != 0) glDeleteTextures(1, &target.texture.id); if (target.depth.id != 0) glDeleteTextures(1, &target.depth.id); - + TraceLog(INFO, "[FBO ID %i] Unloaded render texture data from VRAM (GPU)", target.id); #endif } @@ -999,7 +999,7 @@ void rlDeleteShader(unsigned int id) void rlDeleteVertexArrays(unsigned int id) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if (vaoSupported) + if (vaoSupported) { if (id != 0) glDeleteVertexArrays(1, &id); TraceLog(INFO, "[VAO ID %i] Unloaded model data from VRAM (GPU)", id); @@ -1061,7 +1061,7 @@ void rlglInit(int width, int height) { // Check OpenGL information and capabilities //------------------------------------------------------------------------------ - + // Print current OpenGL and GLSL version TraceLog(INFO, "GPU: Vendor: %s", glGetString(GL_VENDOR)); TraceLog(INFO, "GPU: Renderer: %s", glGetString(GL_RENDERER)); @@ -1072,14 +1072,14 @@ void rlglInit(int width, int height) //int maxTexSize; //glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTexSize); //TraceLog(INFO, "GL_MAX_TEXTURE_SIZE: %i", maxTexSize); - + //GL_MAX_TEXTURE_IMAGE_UNITS //GL_MAX_VIEWPORT_DIMS //int numAuxBuffers; //glGetIntegerv(GL_AUX_BUFFERS, &numAuxBuffers); //TraceLog(INFO, "GL_AUX_BUFFERS: %i", numAuxBuffers); - + //GLint numComp = 0; //GLint format[32] = { 0 }; //glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &numComp); @@ -1087,7 +1087,7 @@ void rlglInit(int width, int height) //for (int i = 0; i < numComp; i++) TraceLog(INFO, "Supported compressed format: 0x%x", format[i]); // NOTE: We don't need that much data on screen... right now... - + #if defined(GRAPHICS_API_OPENGL_11) //TraceLog(INFO, "OpenGL 1.1 (or driver default) profile initialized"); #endif @@ -1095,7 +1095,7 @@ void rlglInit(int width, int height) #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) // Get supported extensions list GLint numExt = 0; - + #if defined(GRAPHICS_API_OPENGL_33) // NOTE: On OpenGL 3.3 VAO and NPOT are supported by default @@ -1105,18 +1105,18 @@ void rlglInit(int width, int height) // We get a list of available extensions and we check for some of them (compressed textures) // NOTE: We don't need to check again supported extensions but we do (GLAD already dealt with that) glGetIntegerv(GL_NUM_EXTENSIONS, &numExt); - + #ifdef _MSC_VER const char **extList = malloc(sizeof(const char *)*numExt); #else const char *extList[numExt]; #endif - + for (int i = 0; i < numExt; i++) extList[i] = (char *)glGetStringi(GL_EXTENSIONS, i); - + #elif defined(GRAPHICS_API_OPENGL_ES2) char *extensions = (char *)glGetString(GL_EXTENSIONS); // One big const string - + // NOTE: We have to duplicate string because glGetString() returns a const value // If not duplicated, it fails in some systems (Raspberry Pi) // Equivalent to function: char *strdup(const char *str) @@ -1125,12 +1125,12 @@ void rlglInit(int width, int height) void *newstr = malloc(len); if (newstr == NULL) extensionsDup = NULL; extensionsDup = (char *)memcpy(newstr, extensions, len); - + // NOTE: String could be splitted using strtok() function (string.h) // NOTE: strtok() modifies the received string, it can not be const - + char *extList[512]; // Allocate 512 strings pointers (2 KB) - + extList[numExt] = strtok(extensionsDup, " "); while (extList[numExt] != NULL) @@ -1138,9 +1138,9 @@ void rlglInit(int width, int height) numExt++; extList[numExt] = strtok(NULL, " "); } - + free(extensionsDup); // Duplicated string must be deallocated - + numExt -= 1; #endif @@ -1158,25 +1158,25 @@ void rlglInit(int width, int height) if (strcmp(extList[i], (const char *)"GL_OES_vertex_array_object") == 0) { vaoSupported = true; - - // The extension is supported by our hardware and driver, try to get related functions pointers + + // The extension is supported by our hardware and driver, try to get related functions pointers // NOTE: emscripten does not support VAOs natively, it uses emulation and it reduces overall performance... glGenVertexArrays = (PFNGLGENVERTEXARRAYSOESPROC)eglGetProcAddress("glGenVertexArraysOES"); glBindVertexArray = (PFNGLBINDVERTEXARRAYOESPROC)eglGetProcAddress("glBindVertexArrayOES"); glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSOESPROC)eglGetProcAddress("glDeleteVertexArraysOES"); //glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)eglGetProcAddress("glIsVertexArrayOES"); // NOTE: Fails in WebGL, omitted } - + // Check NPOT textures support // NOTE: Only check on OpenGL ES, OpenGL 3.3 has NPOT textures full support as core feature if (strcmp(extList[i], (const char *)"GL_OES_texture_npot") == 0) npotSupported = true; #endif - + // DDS texture compression support if ((strcmp(extList[i], (const char *)"GL_EXT_texture_compression_s3tc") == 0) || (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_s3tc") == 0) || - (strcmp(extList[i], (const char *)"GL_WEBKIT_WEBGL_compressed_texture_s3tc") == 0)) texCompDXTSupported = true; - + (strcmp(extList[i], (const char *)"GL_WEBKIT_WEBGL_compressed_texture_s3tc") == 0)) texCompDXTSupported = true; + // ETC1 texture compression support if ((strcmp(extList[i], (const char *)"GL_OES_compressed_ETC1_RGB8_texture") == 0) || (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_etc1") == 0)) texCompETC1Supported = true; @@ -1189,26 +1189,26 @@ void rlglInit(int width, int height) // ASTC texture compression support if (strcmp(extList[i], (const char *)"GL_KHR_texture_compression_astc_hdr") == 0) texCompASTCSupported = true; - + // Anisotropic texture filter support if (strcmp(extList[i], (const char *)"GL_EXT_texture_filter_anisotropic") == 0) { texAnisotropicFilterSupported = true; - glGetFloatv(0x84FF, &maxAnisotropicLevel); // GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT + glGetFloatv(0x84FF, &maxAnisotropicLevel); // GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT } - + // Clamp mirror wrap mode supported if (strcmp(extList[i], (const char *)"GL_EXT_texture_mirror_clamp") == 0) texClampMirrorSupported = true; } - + #ifdef _MSC_VER free(extList); #endif - + #if defined(GRAPHICS_API_OPENGL_ES2) if (vaoSupported) TraceLog(INFO, "[EXTENSION] VAO extension detected, VAO functions initialized successfully"); else TraceLog(WARNING, "[EXTENSION] VAO extension not found, VAO usage not supported"); - + if (npotSupported) TraceLog(INFO, "[EXTENSION] NPOT textures extension detected, full NPOT textures supported"); else TraceLog(WARNING, "[EXTENSION] NPOT textures extension not found, limited NPOT support (no-mipmaps, no-repeat)"); #endif @@ -1218,13 +1218,13 @@ void rlglInit(int width, int height) if (texCompETC2Supported) TraceLog(INFO, "[EXTENSION] ETC2/EAC compressed textures supported"); if (texCompPVRTSupported) TraceLog(INFO, "[EXTENSION] PVRT compressed textures supported"); if (texCompASTCSupported) TraceLog(INFO, "[EXTENSION] ASTC compressed textures supported"); - + if (texAnisotropicFilterSupported) TraceLog(INFO, "[EXTENSION] Anisotropic textures filtering supported (max: %.0fX)", maxAnisotropicLevel); if (texClampMirrorSupported) TraceLog(INFO, "[EXTENSION] Clamp mirror wrap texture mode supported"); // Initialize buffers, default shaders and default textures //---------------------------------------------------------- - + // Init default white texture unsigned char pixels[4] = { 255, 255, 255, 255 }; // 1 pixel RGBA (4 bytes) @@ -1238,7 +1238,7 @@ void rlglInit(int width, int height) currentShader = defaultShader; // Init default vertex arrays buffers (lines, triangles, quads) - LoadDefaultBuffers(); + LoadDefaultBuffers(); // Init temp vertex buffer, used when transformation required (translate, rotate, scale) tempBuffer = (Vector3 *)malloc(sizeof(Vector3)*TEMP_VERTEX_BUFFER_SIZE); @@ -1257,7 +1257,7 @@ void rlglInit(int width, int height) drawsCounter = 1; draws[drawsCounter - 1].textureId = whiteTexture; currentDrawMode = RL_TRIANGLES; // Set default draw mode - + // Init internal matrix stack (emulating OpenGL 1.1) for (int i = 0; i < MATRIX_STACK_SIZE; i++) stack[i] = MatrixIdentity(); @@ -1286,7 +1286,7 @@ void rlglInit(int width, int height) #if defined(GRAPHICS_API_OPENGL_11) // Init state: Color hints (deprecated in OpenGL 3.0+) - glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Improve quality of color and texture coordinate interpolation + glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Improve quality of color and texture coordinate interpolation glShadeModel(GL_SMOOTH); // Smooth shading between vertex (vertex colors interpolation) #endif @@ -1294,7 +1294,7 @@ void rlglInit(int width, int height) glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color (black) glClearDepth(1.0f); // Set clear depth value (default) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers (depth buffer required for 3D) - + // Store screen size into global variables screenWidth = width; screenHeight = height; @@ -1308,7 +1308,7 @@ void rlglClose(void) #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) UnloadDefaultShader(); UnloadDefaultBuffers(); - + // Delete default white texture glDeleteTextures(1, &whiteTexture); TraceLog(INFO, "[TEX ID %i] Unloaded texture data (base white texture) from VRAM", whiteTexture); @@ -1326,7 +1326,7 @@ void rlglDraw(void) // NOTE: Default buffers upload and draw UpdateDefaultBuffers(); - + if (vrEnabled && vrRendering) DrawDefaultBuffers(2); else DrawDefaultBuffers(1); #endif @@ -1342,7 +1342,7 @@ void rlglLoadExtensions(void *loader) if (!gladLoadGLLoader((GLADloadproc)loader)) TraceLog(WARNING, "GLAD: Cannot load OpenGL extensions"); else TraceLog(INFO, "GLAD: OpenGL extensions loaded successfully"); #endif - + #if defined(GRAPHICS_API_OPENGL_21) #ifndef __APPLE__ if (GLAD_GL_VERSION_2_1) TraceLog(INFO, "OpenGL 2.1 profile supported"); @@ -1363,17 +1363,17 @@ void rlglLoadExtensions(void *loader) Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view) { Vector3 result = { 0.0f, 0.0f, 0.0f }; - + // Calculate unproject matrix (multiply projection matrix and view matrix) and invert it Matrix matProjView = MatrixMultiply(proj, view); MatrixInvert(&matProjView); - + // Create quaternion from source point Quaternion quat = { source.x, source.y, source.z, 1.0f }; - + // Multiply quat point by unproject matrix QuaternionTransform(&quat, matProjView); - + // Normalized world points in vectors result.x = quat.x/quat.w; result.y = quat.y/quat.w; @@ -1388,41 +1388,41 @@ unsigned int rlglLoadTexture(void *data, int width, int height, int textureForma glBindTexture(GL_TEXTURE_2D, 0); // Free any old binding GLuint id = 0; - + // Check texture format support by OpenGL 1.1 (compressed textures not supported) -#if defined(GRAPHICS_API_OPENGL_11) +#if defined(GRAPHICS_API_OPENGL_11) if (textureFormat >= 8) { TraceLog(WARNING, "OpenGL 1.1 does not support GPU compressed texture formats"); return id; } #endif - + if ((!texCompDXTSupported) && ((textureFormat == COMPRESSED_DXT1_RGB) || (textureFormat == COMPRESSED_DXT1_RGBA) || (textureFormat == COMPRESSED_DXT3_RGBA) || (textureFormat == COMPRESSED_DXT5_RGBA))) { TraceLog(WARNING, "DXT compressed texture format not supported"); return id; } -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) if ((!texCompETC1Supported) && (textureFormat == COMPRESSED_ETC1_RGB)) { TraceLog(WARNING, "ETC1 compressed texture format not supported"); return id; } - + if ((!texCompETC2Supported) && ((textureFormat == COMPRESSED_ETC2_RGB) || (textureFormat == COMPRESSED_ETC2_EAC_RGBA))) { TraceLog(WARNING, "ETC2 compressed texture format not supported"); return id; } - + if ((!texCompPVRTSupported) && ((textureFormat == COMPRESSED_PVRT_RGB) || (textureFormat == COMPRESSED_PVRT_RGBA))) { TraceLog(WARNING, "PVRT compressed texture format not supported"); return id; } - + if ((!texCompASTCSupported) && ((textureFormat == COMPRESSED_ASTC_4x4_RGBA) || (textureFormat == COMPRESSED_ASTC_8x8_RGBA))) { TraceLog(WARNING, "ASTC compressed texture format not supported"); @@ -1450,24 +1450,24 @@ unsigned int rlglLoadTexture(void *data, int width, int height, int textureForma // 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 (textureFormat) { 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, GL_ONE }; glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask); - + TraceLog(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); - + GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN }; glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask); } break; @@ -1541,7 +1541,7 @@ unsigned int rlglLoadTexture(void *data, int width, int height, int textureForma // Magnification and minification filters glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Alternative: GL_LINEAR glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Alternative: GL_LINEAR - + #if defined(GRAPHICS_API_OPENGL_33) if (mipmapCount > 1) { @@ -1551,7 +1551,7 @@ unsigned int rlglLoadTexture(void *data, int width, int height, int textureForma #endif // At this point we have the texture loaded in GPU and texture parameters configured - + // NOTE: If mipmaps were not in data, they are not generated automatically // Unbind current texture @@ -1567,15 +1567,15 @@ unsigned int rlglLoadTexture(void *data, int width, int height, int textureForma RenderTexture2D rlglLoadRenderTexture(int width, int height) { RenderTexture2D target; - + target.id = 0; - + target.texture.id = 0; target.texture.width = width; target.texture.height = height; target.texture.format = UNCOMPRESSED_R8G8B8A8; target.texture.mipmaps = 1; - + target.depth.id = 0; target.depth.width = width; target.depth.height = height; @@ -1592,13 +1592,13 @@ RenderTexture2D rlglLoadRenderTexture(int width, int height) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glBindTexture(GL_TEXTURE_2D, 0); - + #if defined(GRAPHICS_API_OPENGL_33) #define USE_DEPTH_TEXTURE #else #define USE_DEPTH_RENDERBUFFER #endif - + #if defined(USE_DEPTH_RENDERBUFFER) // Create the renderbuffer that will serve as the depth attachment for the framebuffer. glGenRenderbuffers(1, &target.depth.id); @@ -1634,7 +1634,7 @@ RenderTexture2D rlglLoadRenderTexture(int width, int height) if (status != GL_FRAMEBUFFER_COMPLETE) { TraceLog(WARNING, "Framebuffer object could not be created..."); - + switch (status) { case GL_FRAMEBUFFER_UNSUPPORTED: TraceLog(WARNING, "Framebuffer is unsupported"); break; @@ -1645,17 +1645,17 @@ RenderTexture2D rlglLoadRenderTexture(int width, int height) case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TraceLog(WARNING, "Framebuffer incomplete missing attachment"); break; default: break; } - + glDeleteTextures(1, &target.texture.id); glDeleteTextures(1, &target.depth.id); glDeleteFramebuffers(1, &target.id); } else TraceLog(INFO, "[FBO ID %i] Framebuffer object created successfully", target.id); - + glBindFramebuffer(GL_FRAMEBUFFER, 0); #endif - return target; + return target; } // Update already loaded texture in GPU with new data @@ -1695,11 +1695,11 @@ void rlglUpdateTexture(unsigned int id, int width, int height, int format, const void rlglGenerateMipmaps(Texture2D *texture) { glBindTexture(GL_TEXTURE_2D, texture->id); - + // Check if texture is power-of-two (POT) bool texIsPOT = false; - - if (((texture->width > 0) && ((texture->width & (texture->width - 1)) == 0)) && + + if (((texture->width > 0) && ((texture->width & (texture->width - 1)) == 0)) && ((texture->height > 0) && ((texture->height & (texture->height - 1)) == 0))) texIsPOT = true; if ((texIsPOT) || (npotSupported)) @@ -1707,7 +1707,7 @@ void rlglGenerateMipmaps(Texture2D *texture) #if defined(GRAPHICS_API_OPENGL_11) // Compute required mipmaps void *data = rlglReadTexturePixels(*texture); - + // NOTE: data size is reallocated to fit mipmaps data // NOTE: CPU mipmap generation only supports RGBA 32bit data int mipmapCount = GenerateMipmaps(data, texture->width, texture->height); @@ -1729,12 +1729,12 @@ void rlglGenerateMipmaps(Texture2D *texture) mipWidth /= 2; mipHeight /= 2; } - + TraceLog(WARNING, "[TEX ID %i] Mipmaps generated manually on CPU side", texture->id); - + // NOTE: Once mipmaps have been generated and data has been uploaded to GPU VRAM, we can discard RAM data free(data); - + texture->mipmaps = mipmapCount + 1; #endif @@ -1745,10 +1745,10 @@ void rlglGenerateMipmaps(Texture2D *texture) 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 - + #define MIN(a,b) (((a)<(b))?(a):(b)) #define MAX(a,b) (((a)>(b))?(a):(b)) - + texture->mipmaps = 1 + (int)floor(log(MAX(texture->width, texture->height))/log(2)); #endif } @@ -1768,7 +1768,7 @@ void rlglLoadMesh(Mesh *mesh, bool dynamic) mesh->vboId[4] = 0; // Vertex tangents VBO mesh->vboId[5] = 0; // Vertex texcoords2 VBO mesh->vboId[6] = 0; // Vertex indices VBO - + #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) int drawHint = GL_STATIC_DRAW; if (dynamic) drawHint = GL_DYNAMIC_DRAW; @@ -1783,8 +1783,8 @@ void rlglLoadMesh(Mesh *mesh, bool dynamic) glBindVertexArray(vaoId); } - // NOTE: Attributes must be uploaded considering default locations points - + // NOTE: Attributes must be uploaded considering default locations points + // Enable vertex attributes: position (shader-location = 0) glGenBuffers(1, &vboId[0]); glBindBuffer(GL_ARRAY_BUFFER, vboId[0]); @@ -1814,7 +1814,7 @@ void rlglLoadMesh(Mesh *mesh, bool dynamic) glVertexAttrib3f(2, 1.0f, 1.0f, 1.0f); glDisableVertexAttribArray(2); } - + // Default color vertex attribute (shader-location = 3) if (mesh->colors != NULL) { @@ -1830,7 +1830,7 @@ void rlglLoadMesh(Mesh *mesh, bool dynamic) glVertexAttrib4f(3, 1.0f, 1.0f, 1.0f, 1.0f); glDisableVertexAttribArray(3); } - + // Default tangent vertex attribute (shader-location = 4) if (mesh->tangents != NULL) { @@ -1846,7 +1846,7 @@ void rlglLoadMesh(Mesh *mesh, bool dynamic) glVertexAttrib3f(4, 0.0f, 0.0f, 0.0f); glDisableVertexAttribArray(4); } - + // Default texcoord2 vertex attribute (shader-location = 5) if (mesh->texcoords2 != NULL) { @@ -1862,7 +1862,7 @@ void rlglLoadMesh(Mesh *mesh, bool dynamic) glVertexAttrib2f(5, 0.0f, 0.0f); glDisableVertexAttribArray(5); } - + if (mesh->indices != NULL) { glGenBuffers(1, &vboId[6]); @@ -1900,7 +1900,7 @@ void rlglUpdateMesh(Mesh mesh, int buffer, int numVertex) #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) // Activate mesh VAO if (vaoSupported) glBindVertexArray(mesh.vaoId); - + switch (buffer) { case 0: // Update vertices (vertex position) @@ -1908,28 +1908,28 @@ void rlglUpdateMesh(Mesh mesh, int buffer, int numVertex) glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]); if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.vertices, GL_DYNAMIC_DRAW); else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.vertices); - + } break; case 1: // Update texcoords (vertex texture coordinates) { glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]); if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*numVertex, mesh.texcoords, GL_DYNAMIC_DRAW); else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*numVertex, mesh.texcoords); - + } break; case 2: // Update normals (vertex normals) { glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]); if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.normals, GL_DYNAMIC_DRAW); else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.normals); - + } break; case 3: // Update colors (vertex colors) { glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]); if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*numVertex, mesh.colors, GL_DYNAMIC_DRAW); else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*numVertex, mesh.colors); - + } break; case 4: // Update tangents (vertex tangents) { @@ -1945,7 +1945,7 @@ void rlglUpdateMesh(Mesh mesh, int buffer, int numVertex) } break; default: break; } - + // Unbind the current VAO if (vaoSupported) glBindVertexArray(0); @@ -1973,11 +1973,11 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) glTexCoordPointer(2, GL_FLOAT, 0, mesh.texcoords); // Pointer to texture coords array if (mesh.normals != NULL) glNormalPointer(GL_FLOAT, 0, mesh.normals); // Pointer to normals array if (mesh.colors != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh.colors); // Pointer to colors array - + rlPushMatrix(); rlMultMatrixf(MatrixToFloat(transform)); rlColor4ub(material.colDiffuse.r, material.colDiffuse.g, material.colDiffuse.b, material.colDiffuse.a); - + if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, mesh.indices); else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount); rlPopMatrix(); @@ -1996,13 +1996,13 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) if (vrEnabled) eyesCount = 2; glUseProgram(material.shader.id); - + // Upload to shader material.colDiffuse glUniform4f(material.shader.colDiffuseLoc, (float)material.colDiffuse.r/255, (float)material.colDiffuse.g/255, (float)material.colDiffuse.b/255, (float)material.colDiffuse.a/255); - + // Upload to shader material.colAmbient (if available) if (material.shader.colAmbientLoc != -1) glUniform4f(material.shader.colAmbientLoc, (float)material.colAmbient.r/255, (float)material.colAmbient.g/255, (float)material.colAmbient.b/255, (float)material.colAmbient.a/255); - + // Upload to shader material.colSpecular (if available) if (material.shader.colSpecularLoc != -1) glUniform4f(material.shader.colSpecularLoc, (float)material.colSpecular.r/255, (float)material.colSpecular.g/255, (float)material.colSpecular.b/255, (float)material.colSpecular.a/255); @@ -2010,7 +2010,7 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) // That's because Begin3dMode() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix() Matrix matView = modelview; // View matrix (camera) Matrix matProjection = projection; // Projection matrix (perspective) - + // Calculate model-view matrix combining matModel and matView Matrix matModelView = MatrixMultiply(transform, matView); // Transform to camera-space coordinates @@ -2026,7 +2026,7 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) Matrix transInvTransform = transform; MatrixTranspose(&transInvTransform); MatrixInvert(&transInvTransform); - + // Send model transformations matrix to shader glUniformMatrix4fv(modelMatrixLoc, 1, false, MatrixToFloat(transInvTransform)); } @@ -2039,7 +2039,7 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) // Check if glossiness is located in shader and upload value int glossinessLoc = glGetUniformLocation(material.shader.id, "glossiness"); if (glossinessLoc != -1) glUniform1f(glossinessLoc, material.glossiness); - } + } // Set shader textures (diffuse, normal, specular) glActiveTexture(GL_TEXTURE0); @@ -2050,22 +2050,22 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) { // Upload to shader specular map flag glUniform1i(glGetUniformLocation(material.shader.id, "useNormal"), 1); - + glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, material.texNormal.id); glUniform1i(material.shader.mapTexture1Loc, 1); // Normal texture fits in active texture unit 1 } - + if ((material.texSpecular.id != 0) && (material.shader.mapTexture2Loc != -1)) { // Upload to shader specular map flag glUniform1i(glGetUniformLocation(material.shader.id, "useSpecular"), 1); - + glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, material.texSpecular.id); glUniform1i(material.shader.mapTexture2Loc, 2); // Specular texture fits in active texture unit 2 } - + if (vaoSupported) { glBindVertexArray(mesh.vaoId); @@ -2089,7 +2089,7 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) glVertexAttribPointer(material.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0); glEnableVertexAttribArray(material.shader.normalLoc); } - + // Bind mesh VBO data: vertex colors (shader-location = 3, if available) if (material.shader.colorLoc != -1) { @@ -2107,7 +2107,7 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) glDisableVertexAttribArray(material.shader.colorLoc); } } - + // Bind mesh VBO data: vertex tangents (shader-location = 4, if available) if (material.shader.tangentLoc != -1) { @@ -2115,7 +2115,7 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) glVertexAttribPointer(material.shader.tangentLoc, 3, GL_FLOAT, 0, 0, 0); glEnableVertexAttribArray(material.shader.tangentLoc); } - + // Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available) if (material.shader.texcoord2Loc != -1) { @@ -2123,7 +2123,7 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) glVertexAttribPointer(material.shader.texcoord2Loc, 2, GL_FLOAT, 0, 0, 0); glEnableVertexAttribArray(material.shader.texcoord2Loc); } - + if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]); } @@ -2142,13 +2142,13 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, 0); // Indexed vertices draw else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount); } - + if (material.texNormal.id != 0) { glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, 0); } - + if (material.texSpecular.id != 0) { glActiveTexture(GL_TEXTURE2); @@ -2166,7 +2166,7 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) } glUseProgram(0); // Unbind shader program - + // Restore projection/modelview matrices projection = matProjection; modelview = matView; @@ -2198,7 +2198,7 @@ void rlglUnloadMesh(Mesh *mesh) // Read screen pixel data (color buffer) unsigned char *rlglReadScreenPixels(int width, int height) { - unsigned char *screenData = (unsigned char *)malloc(width*height*sizeof(unsigned char)*4); + unsigned char *screenData = (unsigned char *)calloc(width*height*4, sizeof(unsigned char)); // NOTE: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, screenData); @@ -2212,7 +2212,7 @@ unsigned char *rlglReadScreenPixels(int width, int height) { // Flip line imgData[((height - 1) - y)*width*4 + x] = screenData[(y*width*4) + x]; - + // Set alpha component value to 255 (no trasparent image retrieval) // NOTE: Alpha value has already been applied to RGB in framebuffer, we don't need it! if (((x + 1)%4) == 0) imgData[((height - 1) - y)*width*4 + x] = 255; @@ -2230,10 +2230,10 @@ unsigned char *rlglReadScreenPixels(int width, int height) void *rlglReadTexturePixels(Texture2D texture) { void *pixels = NULL; - + #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) glBindTexture(GL_TEXTURE_2D, texture.id); - + // NOTE: Using texture.id, we can retrieve some texture info (but not on OpenGL ES 2.0) /* int width, height, format; @@ -2242,11 +2242,11 @@ void *rlglReadTexturePixels(Texture2D texture) glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format); // Other texture info: GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE */ - + int glFormat = 0, glType = 0; unsigned int size = texture.width*texture.height; - + // NOTE: GL_LUMINANCE and GL_LUMINANCE_ALPHA are removed since OpenGL 3.1 // Must be replaced by GL_RED and GL_RG on Core OpenGL 3.3 @@ -2255,8 +2255,8 @@ void *rlglReadTexturePixels(Texture2D texture) #if defined(GRAPHICS_API_OPENGL_11) case UNCOMPRESSED_GRAYSCALE: pixels = (unsigned char *)malloc(size); glFormat = GL_LUMINANCE; glType = GL_UNSIGNED_BYTE; break; // 8 bit per pixel (no alpha) case UNCOMPRESSED_GRAY_ALPHA: pixels = (unsigned char *)malloc(size*2); glFormat = GL_LUMINANCE_ALPHA; glType = GL_UNSIGNED_BYTE; break; // 16 bpp (2 channels) -#elif defined(GRAPHICS_API_OPENGL_33) - case UNCOMPRESSED_GRAYSCALE: pixels = (unsigned char *)malloc(size); glFormat = GL_RED; glType = GL_UNSIGNED_BYTE; break; +#elif defined(GRAPHICS_API_OPENGL_33) + case UNCOMPRESSED_GRAYSCALE: pixels = (unsigned char *)malloc(size); glFormat = GL_RED; glType = GL_UNSIGNED_BYTE; break; case UNCOMPRESSED_GRAY_ALPHA: pixels = (unsigned char *)malloc(size*2); glFormat = GL_RG; glType = GL_UNSIGNED_BYTE; break; #endif case UNCOMPRESSED_R5G6B5: pixels = (unsigned short *)malloc(size); glFormat = GL_RGB; glType = GL_UNSIGNED_SHORT_5_6_5; break; // 16 bpp @@ -2266,15 +2266,15 @@ void *rlglReadTexturePixels(Texture2D texture) case UNCOMPRESSED_R8G8B8A8: pixels = (unsigned char *)malloc(size*4); glFormat = GL_RGBA; glType = GL_UNSIGNED_BYTE; break; // 32 bpp default: TraceLog(WARNING, "Texture data retrieval, format not suported"); break; } - + // NOTE: Each row written to or read from by OpenGL pixel operations like glGetTexImage are aligned to a 4 byte boundary by default, which may add some padding. - // Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting. - // GL_PACK_ALIGNMENT affects operations that read from OpenGL memory (glReadPixels, glGetTexImage, etc.) + // Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting. + // GL_PACK_ALIGNMENT affects operations that read from OpenGL memory (glReadPixels, glGetTexImage, etc.) // GL_UNPACK_ALIGNMENT affects operations that write to OpenGL memory (glTexImage, etc.) glPixelStorei(GL_PACK_ALIGNMENT, 1); glGetTexImage(GL_TEXTURE_2D, 0, glFormat, glType, pixels); - + glBindTexture(GL_TEXTURE_2D, 0); #endif @@ -2285,7 +2285,7 @@ void *rlglReadTexturePixels(Texture2D texture) // NOTE: Two possible Options: // 1 - Bind texture to color fbo attachment and glReadPixels() // 2 - Create an fbo, activate it, render quad with texture, glReadPixels() - + #define GET_TEXTURE_FBO_OPTION_1 // It works #if defined(GET_TEXTURE_FBO_OPTION_1) @@ -2295,48 +2295,48 @@ void *rlglReadTexturePixels(Texture2D texture) // Attach our texture to FBO -> Texture must be RGB // NOTE: Previoust attached texture is automatically detached glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.id, 0); - + pixels = (unsigned char *)malloc(texture.width*texture.height*4*sizeof(unsigned char)); - + // NOTE: Despite FBO color texture is RGB, we read data as RGBA... reading as RGB doesn't work... o__O glReadPixels(0, 0, texture.width, texture.height, GL_RGBA, GL_UNSIGNED_BYTE, pixels); - + // Re-attach internal FBO color texture before deleting it glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbo.texture.id, 0); - + glBindFramebuffer(GL_FRAMEBUFFER, 0); - + #elif defined(GET_TEXTURE_FBO_OPTION_2) // Render texture to fbo glBindFramebuffer(GL_FRAMEBUFFER, fbo.id); - + glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearDepthf(1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glViewport(0, 0, width, height); //glMatrixMode(GL_PROJECTION); //glLoadIdentity(); - rlOrtho(0.0, width, height, 0.0, 0.0, 1.0); + rlOrtho(0.0, width, height, 0.0, 0.0, 1.0); //glMatrixMode(GL_MODELVIEW); //glLoadIdentity(); //glDisable(GL_TEXTURE_2D); //glDisable(GL_BLEND); glEnable(GL_DEPTH_TEST); - + Model quad; //quad.mesh = GenMeshQuad(width, height); quad.transform = MatrixIdentity(); quad.shader = defaultShader; - + DrawModel(quad, (Vector3){ 0.0f, 0.0f, 0.0f }, 1.0f, WHITE); - + pixels = (unsigned char *)malloc(texture.width*texture.height*3*sizeof(unsigned char)); - + glReadPixels(0, 0, texture.width, texture.height, GL_RGB, GL_UNSIGNED_BYTE, pixels); // Bind framebuffer 0, which means render to back buffer glBindFramebuffer(GL_FRAMEBUFFER, 0); - + UnloadModel(quad); #endif // GET_TEXTURE_FBO_OPTION @@ -2361,7 +2361,7 @@ void rlglRecordDraw(void) draws[drawsCounter].projection = projection; draws[drawsCounter].modelview = modelview; draws[drawsCounter].vertexCount = currentState.vertexCount; - + drawsCounter++; #endif } @@ -2376,13 +2376,13 @@ void rlglRecordDraw(void) Texture2D GetDefaultTexture(void) { Texture2D texture; - + texture.id = whiteTexture; texture.width = 1; texture.height = 1; texture.mipmaps = 1; texture.format = UNCOMPRESSED_R8G8B8A8; - + return texture; } @@ -2429,24 +2429,24 @@ Shader LoadShader(char *vsFileName, char *fsFileName) // Shaders loading from external text file char *vShaderStr = LoadText(vsFileName); char *fShaderStr = LoadText(fsFileName); - + if ((vShaderStr != NULL) && (fShaderStr != NULL)) { shader.id = LoadShaderProgram(vShaderStr, fShaderStr); // After shader loading, we try to load default location names if (shader.id != 0) LoadDefaultShaderLocations(&shader); - + // Shader strings must be freed free(vShaderStr); free(fShaderStr); } - + if (shader.id == 0) { TraceLog(WARNING, "Custom shader could not be loaded"); shader = defaultShader; - } + } #endif return shader; @@ -2497,9 +2497,9 @@ Shader GetDefaultShader(void) int GetShaderLocation(Shader shader, const char *uniformName) { int location = -1; -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) location = glGetUniformLocation(shader.id, uniformName); - + if (location == -1) TraceLog(DEBUG, "[SHDR ID %i] Shader location for %s could not be found", shader.id, uniformName); #endif return location; @@ -2516,7 +2516,7 @@ void SetShaderValue(Shader shader, int uniformLoc, float *value, int size) else if (size == 3) glUniform3fv(uniformLoc, 1, value); // Shader uniform type: vec3 else if (size == 4) glUniform4fv(uniformLoc, 1, value); // Shader uniform type: vec4 else TraceLog(WARNING, "Shader value float array size not supported"); - + //glUseProgram(0); // Avoid reseting current shader program, in case other uniforms are set #endif } @@ -2532,7 +2532,7 @@ void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size) else if (size == 3) glUniform3iv(uniformLoc, 1, value); // Shader uniform type: ivec3 else if (size == 4) glUniform4iv(uniformLoc, 1, value); // Shader uniform type: ivec4 else TraceLog(WARNING, "Shader value int array size not supported"); - + //glUseProgram(0); #endif } @@ -2544,7 +2544,7 @@ void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat) glUseProgram(shader.id); glUniformMatrix4fv(uniformLoc, 1, false, MatrixToFloat(mat)); - + //glUseProgram(0); #endif } @@ -2572,7 +2572,7 @@ void BeginBlendMode(int mode) if ((blendMode != mode) && (mode < 3)) { rlglDraw(); - + switch (mode) { case BLEND_ALPHA: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); break; @@ -2580,7 +2580,7 @@ void BeginBlendMode(int mode) case BLEND_MULTIPLIED: glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); break; default: break; } - + blendMode = mode; } } @@ -2646,9 +2646,9 @@ void InitVrDevice(int vrDevice) { // Oculus Rift CV1 parameters // NOTE: CV1 represents a complete HMD redesign compared to previous versions, - // new Fresnel-hybrid-asymmetric lenses have been added and, consequently, - // previous parameters (DK2) and distortion shader (DK2) doesn't work any more. - // I just defined a set of parameters for simulator that approximate to CV1 stereo rendering + // new Fresnel-hybrid-asymmetric lenses have been added and, consequently, + // previous parameters (DK2) and distortion shader (DK2) doesn't work any more. + // I just defined a set of parameters for simulator that approximate to CV1 stereo rendering // but result is not the same obtained with Oculus PC SDK. hmd.hResolution = 2160; // HMD horizontal resolution in pixels hmd.vResolution = 1200; // HMD vertical resolution in pixels @@ -2667,17 +2667,17 @@ void InitVrDevice(int vrDevice) hmd.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2 hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3 } - + // Initialize framebuffer and textures for stereo rendering // NOTE: screen size should match HMD aspect ratio vrConfig.stereoFbo = rlglLoadRenderTexture(screenWidth, screenHeight); - + // Load distortion shader (initialized by default with Oculus Rift CV1 parameters) vrConfig.distortionShader.id = LoadShaderProgram(vDistortionShaderStr, fDistortionShaderStr); if (vrConfig.distortionShader.id != 0) LoadDefaultShaderLocations(&vrConfig.distortionShader); SetStereoConfig(hmd); - + vrSimulator = true; vrEnabled = true; } @@ -2722,9 +2722,9 @@ void ToggleVrMode(void) #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) if (vrDeviceReady || vrSimulator) vrEnabled = !vrEnabled; else vrEnabled = false; - + if (!vrEnabled) - { + { // Reset viewport and default projection-modelview matrices rlViewport(0, 0, screenWidth, screenHeight); projection = MatrixOrtho(0, screenWidth, screenHeight, 0, 0.0f, 1.0f); @@ -2759,15 +2759,15 @@ void BeginVrDrawing(void) rlEnableRenderTexture(vrConfig.stereoFbo.id); } - // NOTE: If your application is configured to treat the texture as a linear format (e.g. GL_RGBA) + // NOTE: If your application is configured to treat the texture as a linear format (e.g. GL_RGBA) // and performs linear-to-gamma conversion in GLSL or does not care about gamma-correction, then: // - Require OculusBuffer format to be OVR_FORMAT_R8G8B8A8_UNORM_SRGB // - Do NOT enable GL_FRAMEBUFFER_SRGB //glEnable(GL_FRAMEBUFFER_SRGB); - + //glViewport(0, 0, buffer.width, buffer.height); // Useful if rendering to separate framebuffers (every eye) rlClearScreenBuffers(); // Clear current framebuffer(s) - + vrRendering = true; #endif } @@ -2786,12 +2786,12 @@ void EndVrDrawing(void) { // Unbind current framebuffer rlDisableRenderTexture(); - + rlClearScreenBuffers(); // Clear current framebuffer // Set viewport to default framebuffer size (screen size) rlViewport(0, 0, screenWidth, screenHeight); - + // Let rlgl reconfigure internal matrices rlMatrixMode(RL_PROJECTION); // Enable internal projection matrix rlLoadIdentity(); // Reset internal projection matrix @@ -2799,7 +2799,7 @@ void EndVrDrawing(void) rlMatrixMode(RL_MODELVIEW); // Enable internal modelview matrix rlLoadIdentity(); // Reset internal modelview matrix - // Draw RenderTexture (stereoFbo) using distortion shader + // Draw RenderTexture (stereoFbo) using distortion shader currentShader = vrConfig.distortionShader; rlEnableTexture(vrConfig.stereoFbo.texture.id); @@ -2836,7 +2836,7 @@ void EndVrDrawing(void) } rlDisableDepthTest(); - + vrRendering = false; #endif } @@ -2867,7 +2867,7 @@ static void LoadCompressedTexture(unsigned char *data, int width, int height, in 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); @@ -2923,7 +2923,7 @@ static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShade glGetShaderInfoLog(vertexShader, maxLength, &length, log); TraceLog(INFO, "%s", log); - + #ifdef _MSC_VER free(log); #endif @@ -2962,7 +2962,7 @@ static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShade glAttachShader(program, vertexShader); glAttachShader(program, fragmentShader); - + // NOTE: Default attribute shader locations must be binded before linking glBindAttribLocation(program, 0, DEFAULT_ATTRIB_POSITION_NAME); glBindAttribLocation(program, 1, DEFAULT_ATTRIB_TEXCOORD_NAME); @@ -2970,11 +2970,11 @@ static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShade glBindAttribLocation(program, 3, DEFAULT_ATTRIB_COLOR_NAME); glBindAttribLocation(program, 4, DEFAULT_ATTRIB_TANGENT_NAME); glBindAttribLocation(program, 5, DEFAULT_ATTRIB_TEXCOORD2_NAME); - + // NOTE: If some attrib name is no found on the shader, it locations becomes -1 - + glLinkProgram(program); - + // NOTE: All uniform variables are intitialised to 0 when a program links glGetProgramiv(program, GL_LINK_STATUS, &success); @@ -2996,7 +2996,7 @@ static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShade glGetProgramInfoLog(program, maxLength, &length, log); TraceLog(INFO, "%s", log); - + #ifdef _MSC_VER free(log); #endif @@ -3099,7 +3099,7 @@ static void LoadDefaultShaderLocations(Shader *shader) // vertex color location = 3 // vertex tangent location = 4 // vertex texcoord2 location = 5 - + // Get handles to GLSL input attibute locations shader->vertexLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_POSITION_NAME); shader->texcoordLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD_NAME); @@ -3115,15 +3115,15 @@ static void LoadDefaultShaderLocations(Shader *shader) shader->colDiffuseLoc = glGetUniformLocation(shader->id, "colDiffuse"); shader->colAmbientLoc = glGetUniformLocation(shader->id, "colAmbient"); shader->colSpecularLoc = glGetUniformLocation(shader->id, "colSpecular"); - + shader->mapTexture0Loc = glGetUniformLocation(shader->id, "texture0"); shader->mapTexture1Loc = glGetUniformLocation(shader->id, "texture1"); shader->mapTexture2Loc = glGetUniformLocation(shader->id, "texture2"); - + // TODO: Try to find all expected/recognized shader locations (predefined names, must be documented) } -// Unload default shader +// Unload default shader static void UnloadDefaultShader(void) { glUseProgram(0); @@ -3140,7 +3140,7 @@ static void LoadDefaultBuffers(void) { // [CPU] Allocate and initialize float array buffers to store vertex data (lines, triangles, quads) //-------------------------------------------------------------------------------------------- - + // Lines - Initialize arrays (vertex position and color data) lines.vertices = (float *)malloc(sizeof(float)*3*2*MAX_LINES_BATCH); // 3 float by vertex, 2 vertex by line lines.colors = (unsigned char *)malloc(sizeof(unsigned char)*4*2*MAX_LINES_BATCH); // 4 float by color, 2 colors by line @@ -3202,11 +3202,11 @@ static void LoadDefaultBuffers(void) TraceLog(INFO, "[CPU] Default buffers initialized successfully (lines, triangles, quads)"); //-------------------------------------------------------------------------------------------- - + // [GPU] Upload vertex data and initialize VAOs/VBOs (lines, triangles, quads) // NOTE: Default buffers are linked to use currentShader (defaultShader) //-------------------------------------------------------------------------------------------- - + // Upload and link lines vertex buffers if (vaoSupported) { @@ -3215,7 +3215,7 @@ static void LoadDefaultBuffers(void) glBindVertexArray(lines.vaoId); } - // Lines - Vertex buffers binding and attributes enable + // Lines - Vertex buffers binding and attributes enable // Vertex position buffer (shader-location = 0) glGenBuffers(2, &lines.vboId[0]); glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[0]); @@ -3241,7 +3241,7 @@ static void LoadDefaultBuffers(void) glBindVertexArray(triangles.vaoId); } - // Triangles - Vertex buffers binding and attributes enable + // Triangles - Vertex buffers binding and attributes enable // Vertex position buffer (shader-location = 0) glGenBuffers(1, &triangles.vboId[0]); glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[0]); @@ -3267,7 +3267,7 @@ static void LoadDefaultBuffers(void) glBindVertexArray(quads.vaoId); } - // Quads - Vertex buffers binding and attributes enable + // Quads - Vertex buffers binding and attributes enable // Vertex position buffer (shader-location = 0) glGenBuffers(1, &quads.vboId[0]); glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[0]); @@ -3383,7 +3383,7 @@ static void DrawDefaultBuffers(int eyesCount) { Matrix matProjection = projection; Matrix matModelView = modelview; - + for (int eye = 0; eye < eyesCount; eye++) { if (eyesCount == 2) SetStereoView(eye, matProjection, matModelView); @@ -3392,17 +3392,17 @@ static void DrawDefaultBuffers(int eyesCount) if ((lines.vCounter > 0) || (triangles.vCounter > 0) || (quads.vCounter > 0)) { glUseProgram(currentShader.id); - + // Create modelview-projection matrix Matrix matMVP = MatrixMultiply(modelview, projection); glUniformMatrix4fv(currentShader.mvpLoc, 1, false, MatrixToFloat(matMVP)); glUniform4f(currentShader.colDiffuseLoc, 1.0f, 1.0f, 1.0f, 1.0f); glUniform1i(currentShader.mapTexture0Loc, 0); - + // NOTE: Additional map textures not considered for default buffers drawing } - + // Draw lines buffers if (lines.vCounter > 0) { @@ -3486,7 +3486,7 @@ static void DrawDefaultBuffers(int eyesCount) glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[2]); glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); glEnableVertexAttribArray(currentShader.colorLoc); - + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]); } @@ -3526,7 +3526,7 @@ static void DrawDefaultBuffers(int eyesCount) glUseProgram(0); // Unbind shader program } - + // Reset draws counter drawsCounter = 1; draws[0].textureId = whiteTexture; @@ -3540,10 +3540,10 @@ static void DrawDefaultBuffers(int eyesCount) quads.vCounter = 0; quads.tcCounter = 0; quads.cCounter = 0; - + // Reset depth for next draw currentDepth = -1.0f; - + // Restore projection/modelview matrices projection = matProjection; modelview = matModelView; @@ -3604,34 +3604,34 @@ static void SetStereoConfig(VrDeviceInfo hmd) float rightLensCenter[2] = { 0.75f - lensShift, 0.5f }; float leftScreenCenter[2] = { 0.25f, 0.5f }; float rightScreenCenter[2] = { 0.75f, 0.5f }; - + // Compute distortion scale parameters // NOTE: To get lens max radius, lensShift must be normalized to [-1..1] float lensRadius = fabsf(-1.0f - 4.0f*lensShift); float lensRadiusSq = lensRadius*lensRadius; - float distortionScale = hmd.distortionK[0] + - hmd.distortionK[1]*lensRadiusSq + - hmd.distortionK[2]*lensRadiusSq*lensRadiusSq + + float distortionScale = hmd.distortionK[0] + + hmd.distortionK[1]*lensRadiusSq + + hmd.distortionK[2]*lensRadiusSq*lensRadiusSq + hmd.distortionK[3]*lensRadiusSq*lensRadiusSq*lensRadiusSq; - + TraceLog(DEBUG, "VR: Distortion Scale: %f", distortionScale); - + float normScreenWidth = 0.5f; float normScreenHeight = 1.0f; float scaleIn[2] = { 2.0f/normScreenWidth, 2.0f/normScreenHeight/aspect }; float scale[2] = { normScreenWidth*0.5f/distortionScale, normScreenHeight*0.5f*aspect/distortionScale }; - + TraceLog(DEBUG, "VR: Distortion Shader: LeftLensCenter = { %f, %f }", leftLensCenter[0], leftLensCenter[1]); TraceLog(DEBUG, "VR: Distortion Shader: RightLensCenter = { %f, %f }", rightLensCenter[0], rightLensCenter[1]); TraceLog(DEBUG, "VR: Distortion Shader: Scale = { %f, %f }", scale[0], scale[1]); TraceLog(DEBUG, "VR: Distortion Shader: ScaleIn = { %f, %f }", scaleIn[0], scaleIn[1]); - + // Update distortion shader with lens and distortion-scale parameters SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "leftLensCenter"), leftLensCenter, 2); SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "rightLensCenter"), rightLensCenter, 2); SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "leftScreenCenter"), leftScreenCenter, 2); SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "rightScreenCenter"), rightScreenCenter, 2); - + SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "scale"), scale, 2); SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "scaleIn"), scaleIn, 2); SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "hmdWarpParam"), hmd.distortionK, 4); @@ -3641,24 +3641,24 @@ static void SetStereoConfig(VrDeviceInfo hmd) // ...but with lens distortion it is increased (see Oculus SDK Documentation) //float fovy = 2.0f*atan2(hmd.vScreenSize*0.5f*distortionScale, hmd.eyeToScreenDistance)*RAD2DEG; // Really need distortionScale? float fovy = 2.0f*(float)atan2(hmd.vScreenSize*0.5f, hmd.eyeToScreenDistance)*RAD2DEG; - + // Compute camera projection matrices float projOffset = 4.0f*lensShift; // Scaled to projection space coordinates [-1..1] Matrix proj = MatrixPerspective(fovy, aspect, 0.01, 1000.0); vrConfig.eyesProjection[0] = MatrixMultiply(proj, MatrixTranslate(projOffset, 0.0f, 0.0f)); vrConfig.eyesProjection[1] = MatrixMultiply(proj, MatrixTranslate(-projOffset, 0.0f, 0.0f)); - + // NOTE: Projection matrices must be transposed due to raymath convention MatrixTranspose(&vrConfig.eyesProjection[0]); MatrixTranspose(&vrConfig.eyesProjection[1]); - + // Compute camera transformation matrices - // NOTE: Camera movement might seem more natural if we model the head. - // Our axis of rotation is the base of our head, so we might want to add + // NOTE: Camera movement might seem more natural if we model the head. + // Our axis of rotation is the base of our head, so we might want to add // some y (base of head to eye level) and -z (center of head to eye protrusion) to the camera positions. vrConfig.eyesViewOffset[0] = MatrixTranslate(-hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f); 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 }; @@ -3675,17 +3675,17 @@ static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView) #if defined(RLGL_OCULUS_SUPPORT) if (vrDeviceReady) { - rlViewport(layer.eyeLayer.Viewport[eye].Pos.x, layer.eyeLayer.Viewport[eye].Pos.y, + rlViewport(layer.eyeLayer.Viewport[eye].Pos.x, layer.eyeLayer.Viewport[eye].Pos.y, layer.eyeLayer.Viewport[eye].Size.w, layer.eyeLayer.Viewport[eye].Size.h); - Quaternion eyeRenderPose = (Quaternion){ layer.eyeLayer.RenderPose[eye].Orientation.x, - layer.eyeLayer.RenderPose[eye].Orientation.y, - layer.eyeLayer.RenderPose[eye].Orientation.z, + Quaternion eyeRenderPose = (Quaternion){ layer.eyeLayer.RenderPose[eye].Orientation.x, + layer.eyeLayer.RenderPose[eye].Orientation.y, + layer.eyeLayer.RenderPose[eye].Orientation.z, layer.eyeLayer.RenderPose[eye].Orientation.w }; QuaternionInvert(&eyeRenderPose); Matrix eyeOrientation = QuaternionToMatrix(eyeRenderPose); - Matrix eyeTranslation = MatrixTranslate(-layer.eyeLayer.RenderPose[eye].Position.x, - -layer.eyeLayer.RenderPose[eye].Position.y, + Matrix eyeTranslation = MatrixTranslate(-layer.eyeLayer.RenderPose[eye].Position.x, + -layer.eyeLayer.RenderPose[eye].Position.y, -layer.eyeLayer.RenderPose[eye].Position.z); Matrix eyeView = MatrixMultiply(eyeTranslation, eyeOrientation); // Matrix containing eye-head movement @@ -3701,7 +3701,7 @@ static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView) // Apply view offset to modelview matrix eyeModelView = MatrixMultiply(matModelView, vrConfig.eyesViewOffset[eye]); - + eyeProjection = vrConfig.eyesProjection[eye]; } @@ -3845,7 +3845,7 @@ OCULUSAPI bool InitOculusDevice(void) bool oculusReady = false; ovrResult result = ovr_Initialize(NULL); - + if (OVR_FAILURE(result)) TraceLog(WARNING, "OVR: Could not initialize Oculus device"); else { @@ -3865,24 +3865,24 @@ OCULUSAPI bool InitOculusDevice(void) TraceLog(INFO, "OVR: Product Type: %i", hmdDesc.Type); //TraceLog(INFO, "OVR: Serial Number: %s", hmdDesc.SerialNumber); TraceLog(INFO, "OVR: Resolution: %ix%i", hmdDesc.Resolution.w, hmdDesc.Resolution.h); - + // NOTE: Oculus mirror is set to defined screenWidth and screenHeight... // ...ideally, it should be (hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2) - + // Initialize Oculus Buffers - layer = InitOculusLayer(session); + layer = InitOculusLayer(session); buffer = LoadOculusBuffer(session, layer.width, layer.height); mirror = LoadOculusMirror(session, hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2); // NOTE: hardcoded... layer.eyeLayer.ColorTexture[0] = buffer.textureChain; //SetOculusLayerTexture(eyeLayer, buffer.textureChain); - + // Recenter OVR tracking origin ovr_RecenterTrackingOrigin(session); - + oculusReady = true; vrEnabled = true; } } - + return oculusReady; } @@ -3903,18 +3903,18 @@ OCULUSAPI void UpdateOculusTracking(Camera *camera) ovrPosef eyePoses[2]; ovr_GetEyePoses(session, frameIndex, ovrTrue, layer.viewScaleDesc.HmdToEyeOffset, eyePoses, &layer.eyeLayer.SensorSampleTime); - + layer.eyeLayer.RenderPose[0] = eyePoses[0]; layer.eyeLayer.RenderPose[1] = eyePoses[1]; - + // TODO: Update external camera with eyePoses data (position, orientation) // NOTE: We can simplify to simple camera if we consider IPD and HMD device configuration again later // it will be useful for the user to draw, lets say, billboards oriented to camera - + // Get session status information ovrSessionStatus sessionStatus; ovr_GetSessionStatus(session, &sessionStatus); - + if (sessionStatus.ShouldQuit) TraceLog(WARNING, "OVR: Session should quit..."); if (sessionStatus.ShouldRecenter) ovr_RecenterTrackingOrigin(session); //if (sessionStatus.HmdPresent) // HMD is present. @@ -3928,7 +3928,7 @@ OCULUSAPI void BeginOculusDrawing(void) { GLuint currentTexId; int currentIndex; - + ovr_GetTextureSwapChainCurrentIndex(session, buffer.textureChain, ¤tIndex); ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, currentIndex, ¤tTexId); @@ -3943,9 +3943,9 @@ OCULUSAPI void EndOculusDrawing(void) // Unbind current framebuffer (Oculus buffer) glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); - + ovr_CommitTextureSwapChain(session, buffer.textureChain); - + ovrLayerHeader *layers = &layer.eyeLayer.Header; ovr_SubmitFrame(session, frameIndex, &layer.viewScaleDesc, &layers, 1); @@ -3959,7 +3959,7 @@ static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height) OculusBuffer buffer; buffer.width = width; buffer.height = height; - + // Create OVR texture chain ovrTextureSwapChainDesc desc = {}; desc.Type = ovrTexture_2D; @@ -3972,12 +3972,12 @@ static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height) desc.StaticImage = ovrFalse; ovrResult result = ovr_CreateTextureSwapChainGL(session, &desc, &buffer.textureChain); - + if (!OVR_SUCCESS(result)) TraceLog(WARNING, "OVR: Failed to create swap textures buffer"); int textureCount = 0; ovr_GetTextureSwapChainLength(session, buffer.textureChain, &textureCount); - + if (!OVR_SUCCESS(result) || !textureCount) TraceLog(WARNING, "OVR: Unable to count swap chain textures"); for (int i = 0; i < textureCount; ++i) @@ -3990,9 +3990,9 @@ static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); } - + glBindTexture(GL_TEXTURE_2D, 0); - + /* // Setup framebuffer object (using depth texture) glGenFramebuffers(1, &buffer.fboId); @@ -4004,7 +4004,7 @@ static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, buffer.width, buffer.height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); */ - + // Setup framebuffer object (using depth renderbuffer) glGenFramebuffers(1, &buffer.fboId); glGenRenderbuffers(1, &buffer.depthId); @@ -4037,13 +4037,13 @@ static OculusMirror LoadOculusMirror(ovrSession session, int width, int height) OculusMirror mirror; mirror.width = width; mirror.height = height; - + ovrMirrorTextureDesc mirrorDesc; memset(&mirrorDesc, 0, sizeof(mirrorDesc)); mirrorDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB; mirrorDesc.Width = mirror.width; mirrorDesc.Height = mirror.height; - + if (!OVR_SUCCESS(ovr_CreateMirrorTextureGL(session, &mirrorDesc, &mirror.texture))) TraceLog(WARNING, "Could not create mirror texture"); glGenFramebuffers(1, &mirror.fboId); @@ -4062,9 +4062,9 @@ static void UnloadOculusMirror(ovrSession session, OculusMirror mirror) static void BlitOculusMirror(ovrSession session, OculusMirror mirror) { GLuint mirrorTextureId; - + ovr_GetMirrorTextureBufferGL(session, mirror.texture, &mirrorTextureId); - + glBindFramebuffer(GL_READ_FRAMEBUFFER, mirror.fboId); glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mirrorTextureId, 0); #if defined(GRAPHICS_API_OPENGL_33) @@ -4078,7 +4078,7 @@ static void BlitOculusMirror(ovrSession session, OculusMirror mirror) static OculusLayer InitOculusLayer(ovrSession session) { OculusLayer layer = { 0 }; - + layer.viewScaleDesc.HmdSpaceToWorldScaleInMeters = 1.0f; memset(&layer.eyeLayer, 0, sizeof(ovrLayerEyeFov)); @@ -4086,7 +4086,7 @@ static OculusLayer InitOculusLayer(ovrSession session) layer.eyeLayer.Header.Flags = ovrLayerFlag_TextureOriginAtBottomLeft; ovrEyeRenderDesc eyeRenderDescs[2]; - + for (int eye = 0; eye < 2; eye++) { eyeRenderDescs[eye] = ovr_GetRenderDesc(session, eye, hmdDesc.DefaultEyeFov[eye]); @@ -4095,7 +4095,7 @@ static OculusLayer InitOculusLayer(ovrSession session) layer.viewScaleDesc.HmdToEyeOffset[eye] = eyeRenderDescs[eye].HmdToEyeOffset; layer.eyeLayer.Fov[eye] = eyeRenderDescs[eye].Fov; - + ovrSizei eyeSize = ovr_GetFovTextureSize(session, eye, layer.eyeLayer.Fov[eye], 1.0f); layer.eyeLayer.Viewport[eye].Size = eyeSize; layer.eyeLayer.Viewport[eye].Pos.x = layer.width; @@ -4104,7 +4104,7 @@ static OculusLayer InitOculusLayer(ovrSession session) layer.height = eyeSize.h; //std::max(renderTargetSize.y, (uint32_t)eyeSize.h); layer.width += eyeSize.w; } - + return layer; } @@ -4112,7 +4112,7 @@ static OculusLayer InitOculusLayer(ovrSession session) static Matrix FromOvrMatrix(ovrMatrix4f ovrmat) { Matrix rmat; - + rmat.m0 = ovrmat.M[0][0]; rmat.m1 = ovrmat.M[1][0]; rmat.m2 = ovrmat.M[2][0]; @@ -4129,9 +4129,9 @@ static Matrix FromOvrMatrix(ovrMatrix4f ovrmat) rmat.m13 = ovrmat.M[1][3]; rmat.m14 = ovrmat.M[2][3]; rmat.m15 = ovrmat.M[3][3]; - + MatrixTranspose(&rmat); - + return rmat; } #endif @@ -4162,7 +4162,7 @@ void TraceLog(int msgType, const char *text, ...) } // Converts Matrix to float array -// NOTE: Returned vector is a transposed version of the Matrix struct, +// NOTE: Returned vector is a transposed version of the Matrix struct, // it should be this way because, despite raymath use OpenGL column-major convention, // Matrix struct memory alignment and variables naming are not coherent float *MatrixToFloat(Matrix mat) diff --git a/raylib/text.c b/raylib/text.c index 4e16366..e3d22fb 100644 --- a/raylib/text.c +++ b/raylib/text.c @@ -286,17 +286,17 @@ SpriteFont LoadSpriteFont(const char *fileName) SpriteFont LoadSpriteFontTTF(const char *fileName, int fontSize, int numChars, int *fontChars) { SpriteFont spriteFont = { 0 }; - - if (strcmp(GetExtension(fileName),"ttf") == 0) + + if (strcmp(GetExtension(fileName),"ttf") == 0) { if ((fontChars == NULL) || (numChars == 0)) { int totalChars = 95; // Default charset [32..126] - + int *defaultFontChars = (int *)malloc(totalChars*sizeof(int)); - + for (int i = 0; i < totalChars; i++) defaultFontChars[i] = i + 32; // Default first character: SPACE[32] - + spriteFont = LoadTTF(fileName, fontSize, totalChars, defaultFontChars); } else spriteFont = LoadTTF(fileName, fontSize, numChars, fontChars); @@ -353,10 +353,10 @@ void DrawTextEx(SpriteFont spriteFont, const char *text, Vector2 position, float int textOffsetX = 0; // Offset between characters int textOffsetY = 0; // Required for line break! float scaleFactor; - + unsigned char letter; // Current character int index; // Index position in sprite font - + scaleFactor = fontSize/spriteFont.size; // NOTE: Some ugly hacks are made to support Latin-1 Extended characters directly @@ -388,10 +388,10 @@ void DrawTextEx(SpriteFont spriteFont, const char *text, Vector2 position, float } else index = GetCharIndex(spriteFont, (int)text[i]); - DrawTexturePro(spriteFont.texture, spriteFont.charRecs[index], + DrawTexturePro(spriteFont.texture, spriteFont.charRecs[index], (Rectangle){ position.x + textOffsetX + spriteFont.charOffsets[index].x*scaleFactor, position.y + textOffsetY + spriteFont.charOffsets[index].y*scaleFactor, - spriteFont.charRecs[index].width*scaleFactor, + spriteFont.charRecs[index].width*scaleFactor, spriteFont.charRecs[index].height*scaleFactor }, (Vector2){ 0, 0 }, 0.0f, tint); if (spriteFont.charAdvanceX[index] == 0) textOffsetX += (int)(spriteFont.charRecs[index].width*scaleFactor + spacing); @@ -476,7 +476,7 @@ Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, float fontSize, i if (text[i] != '\n') { int index = GetCharIndex(spriteFont, (int)text[i]); - + if (spriteFont.charAdvanceX[index] != 0) textWidth += spriteFont.charAdvanceX[index]; else textWidth += (spriteFont.charRecs[index].width + spriteFont.charOffsets[index].x); } @@ -517,7 +517,7 @@ static int GetCharIndex(SpriteFont font, int letter) #define UNORDERED_CHARSET #if defined(UNORDERED_CHARSET) int index = 0; - + for (int i = 0; i < font.numChars; i++) { if (font.charValues[i] == letter) @@ -526,7 +526,7 @@ static int GetCharIndex(SpriteFont font, int letter) break; } } - + return index; #else return (letter - 32); @@ -607,14 +607,14 @@ static SpriteFont LoadImageFont(Image image, Color key, int firstChar) } TraceLog(DEBUG, "SpriteFont data parsed correctly from image"); - - // NOTE: We need to remove key color borders from image to avoid weird + + // NOTE: We need to remove key color borders from image to avoid weird // artifacts on texture scaling when using FILTER_BILINEAR or FILTER_TRILINEAR for (int i = 0; i < image.height*image.width; i++) if (COLOR_EQUAL(pixels[i], key)) pixels[i] = BLANK; // Create a new image with the processed color data (key color replaced by BLANK) Image fontClear = LoadImageEx(pixels, image.width, image.height); - + free(pixels); // Free pixels array memory // Create spritefont with all data parsed from image @@ -622,7 +622,7 @@ static SpriteFont LoadImageFont(Image image, Color key, int firstChar) spriteFont.texture = LoadTextureFromImage(fontClear); // Convert processed image to OpenGL texture spriteFont.numChars = index; - + UnloadImage(fontClear); // Unload processed image once converted to texture // We got tempCharValues and tempCharsRecs populated with chars data @@ -643,7 +643,7 @@ static SpriteFont LoadImageFont(Image image, Color key, int firstChar) } spriteFont.size = spriteFont.charRecs[0].height; - + TraceLog(INFO, "Image file loaded correctly as SpriteFont"); return spriteFont; @@ -853,13 +853,13 @@ static SpriteFont LoadBMFont(const char *fileName) strncat(texPath, texFileName, strlen(texFileName)); TraceLog(DEBUG, "[%s] Font texture loading path: %s", fileName, texPath); - + Image imFont = LoadImage(texPath); - - if (imFont.format == UNCOMPRESSED_GRAYSCALE) + + if (imFont.format == UNCOMPRESSED_GRAYSCALE) { Image imCopy = ImageCopy(imFont); - + for (int i = 0; i < imCopy.width*imCopy.height; i++) ((unsigned char *)imCopy.data)[i] = 0xff; // WHITE pixel ImageAlphaMask(&imCopy, imFont); @@ -867,7 +867,7 @@ static SpriteFont LoadBMFont(const char *fileName) UnloadImage(imCopy); } else font.texture = LoadTextureFromImage(imFont); - + font.size = fontSize; font.numChars = numChars; font.charValues = (int *)malloc(numChars*sizeof(int)); @@ -876,7 +876,7 @@ static SpriteFont LoadBMFont(const char *fileName) font.charAdvanceX = (int *)malloc(numChars*sizeof(int)); UnloadImage(imFont); - + free(texPath); int charId, charX, charY, charWidth, charHeight, charOffsetX, charOffsetY, charAdvanceX; @@ -913,11 +913,11 @@ static SpriteFont LoadTTF(const char *fileName, int fontSize, int numChars, int // NOTE: Font texture size is predicted (being as much conservative as possible) // Predictive method consist of supposing same number of chars by line-column (sqrtf) // and a maximum character width of 3/4 of fontSize... it worked ok with all my tests... - + // Calculate next power-of-two value float guessSize = ceilf((float)fontSize*3/4)*ceilf(sqrtf((float)numChars)); int textureSize = (int)powf(2, ceilf(logf((float)guessSize)/logf(2))); // Calculate next POT - + TraceLog(INFO, "TTF spritefont loading: Predicted texture size: %ix%i", textureSize, textureSize); unsigned char *ttfBuffer = (unsigned char *)malloc(1 << 25); @@ -935,7 +935,7 @@ static SpriteFont LoadTTF(const char *fileName, int fontSize, int numChars, int } fread(ttfBuffer, 1, 1 << 25, ttfFile); - + if (fontChars[0] != 32) TraceLog(WARNING, "TTF spritefont loading: first character is not SPACE(32) character"); // NOTE: Using stb_truetype crappy packing method, no guarante the font fits the image... @@ -945,7 +945,7 @@ static SpriteFont LoadTTF(const char *fileName, int fontSize, int numChars, int //if (result > 0) TraceLog(INFO, "TTF spritefont loading: first unused row of generated bitmap: %i", result); if (result < 0) TraceLog(WARNING, "TTF spritefont loading: Not all the characters fit in the font"); - + free(ttfBuffer); // Convert image data from grayscale to to UNCOMPRESSED_GRAY_ALPHA @@ -966,11 +966,11 @@ static SpriteFont LoadTTF(const char *fileName, int fontSize, int numChars, int image.mipmaps = 1; image.format = UNCOMPRESSED_GRAY_ALPHA; image.data = dataGrayAlpha; - + font.texture = LoadTextureFromImage(image); - + //SavePNG("generated_ttf_image.png", (unsigned char *)image.data, image.width, image.height, 2); - + UnloadImage(image); // Unloads dataGrayAlpha font.size = fontSize; diff --git a/raylib/textures.c b/raylib/textures.c index 3fa250c..9d865aa 100644 --- a/raylib/textures.c +++ b/raylib/textures.c @@ -144,9 +144,9 @@ Image LoadImage(const char *fileName) else if (strcmp(GetExtension(fileName),"rres") == 0) { RRESData rres = LoadResource(fileName); - + // NOTE: Parameters for RRES_IMAGE type are: width, height, format, mipmaps - + if (rres.type == RRES_IMAGE) image = LoadImagePro(rres.data, rres.param1, rres.param2, rres.param3); else TraceLog(WARNING, "[%s] Resource file does not contain image data", fileName); @@ -197,9 +197,9 @@ Image LoadImagePro(void *data, int width, int height, int format) srcImage.height = height; srcImage.mipmaps = 1; srcImage.format = format; - + Image dstImage = ImageCopy(srcImage); - + return dstImage; } @@ -244,7 +244,7 @@ Image LoadImageRaw(const char *fileName, int width, int height, int format, int if (bytes < size) { TraceLog(WARNING, "[%s] RAW image data can not be read, wrong requested format or size", fileName); - + if (image.data != NULL) free(image.data); } else @@ -615,12 +615,12 @@ void ImageAlphaMask(Image *image, Image alphaMask) // Force mask to be Grayscale Image mask = ImageCopy(alphaMask); if (mask.format != UNCOMPRESSED_GRAYSCALE) ImageFormat(&mask, UNCOMPRESSED_GRAYSCALE); - + // In case image is only grayscale, we just add alpha channel if (image->format == UNCOMPRESSED_GRAYSCALE) { ImageFormat(image, UNCOMPRESSED_GRAY_ALPHA); - + // Apply alpha mask to alpha channel for (int i = 0, k = 1; (i < mask.width*mask.height) || (i < image->width*image->height); i++, k += 2) { @@ -955,7 +955,7 @@ void ImageResizeNN(Image *image,int newWidth,int newHeight) void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec) { bool cropRequired = false; - + // Security checks to avoid size and rectangle issues (out of bounds) // Check that srcRec is inside src image if (srcRec.x < 0) srcRec.x = 0; @@ -973,15 +973,15 @@ void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec) TraceLog(WARNING, "Source rectangle height out of bounds, rescaled height: %i", srcRec.height); cropRequired = true; } - + Image srcCopy = ImageCopy(src); // Make a copy of source image to work with it ImageCrop(&srcCopy, srcRec); // Crop source image to desired source rectangle - + // Check that dstRec is inside dst image // TODO: Allow negative position within destination with cropping if (dstRec.x < 0) dstRec.x = 0; if (dstRec.y < 0) dstRec.y = 0; - + // Scale source image in case destination rec size is different than source rec size if ((dstRec.width != srcRec.width) || (dstRec.height != srcRec.height)) { @@ -1001,20 +1001,20 @@ void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec) TraceLog(WARNING, "Destination rectangle height out of bounds, rescaled height: %i", dstRec.height); cropRequired = true; } - + if (cropRequired) { // Crop destination rectangle if out of bounds Rectangle crop = { 0, 0, dstRec.width, dstRec.height }; ImageCrop(&srcCopy, crop); } - + // Get image data as Color pixels array to work with it Color *dstPixels = GetImageData(*dst); Color *srcPixels = GetImageData(srcCopy); UnloadImage(srcCopy); // Source copy not required any more... - + Color srcCol, dstCol; // Blit pixels, copy source image into destination @@ -1026,13 +1026,13 @@ void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec) // Alpha blending implementation dstCol = dstPixels[j*dst->width + i]; srcCol = srcPixels[(j - dstRec.y)*dstRec.width + (i - dstRec.x)]; - + dstCol.r = ((srcCol.a*(srcCol.r - dstCol.r)) >> 8) + dstCol.r; dstCol.g = ((srcCol.a*(srcCol.g - dstCol.g)) >> 8) + dstCol.g; dstCol.b = ((srcCol.a*(srcCol.b - dstCol.b)) >> 8) + dstCol.b; - + dstPixels[j*dst->width + i] = dstCol; - + // TODO: Support other blending options } } @@ -1369,7 +1369,7 @@ void SetTextureFilter(Texture2D texture, int filterMode) { // RL_FILTER_MIP_NEAREST - tex filter: POINT, mipmaps filter: POINT (sharp switching between mipmaps) rlTextureParameters(texture.id, RL_TEXTURE_MIN_FILTER, RL_FILTER_MIP_NEAREST); - + // RL_FILTER_NEAREST - tex filter: POINT (no filter), no mipmaps rlTextureParameters(texture.id, RL_TEXTURE_MAG_FILTER, RL_FILTER_NEAREST); } @@ -1387,7 +1387,7 @@ void SetTextureFilter(Texture2D texture, int filterMode) // RL_FILTER_LINEAR_MIP_NEAREST - tex filter: BILINEAR, mipmaps filter: POINT (sharp switching between mipmaps) // Alternative: RL_FILTER_NEAREST_MIP_LINEAR - tex filter: POINT, mipmaps filter: BILINEAR (smooth transition between mipmaps) rlTextureParameters(texture.id, RL_TEXTURE_MIN_FILTER, RL_FILTER_LINEAR_MIP_NEAREST); - + // RL_FILTER_LINEAR - tex filter: BILINEAR, no mipmaps rlTextureParameters(texture.id, RL_TEXTURE_MAG_FILTER, RL_FILTER_LINEAR); } @@ -1404,14 +1404,14 @@ void SetTextureFilter(Texture2D texture, int filterMode) { // RL_FILTER_MIP_LINEAR - tex filter: BILINEAR, mipmaps filter: BILINEAR (smooth transition between mipmaps) rlTextureParameters(texture.id, RL_TEXTURE_MIN_FILTER, RL_FILTER_MIP_LINEAR); - + // RL_FILTER_LINEAR - tex filter: BILINEAR, no mipmaps rlTextureParameters(texture.id, RL_TEXTURE_MAG_FILTER, RL_FILTER_LINEAR); } else { TraceLog(WARNING, "[TEX ID %i] No mipmaps available for TRILINEAR texture filtering", texture.id); - + // RL_FILTER_LINEAR - tex filter: BILINEAR, no mipmaps rlTextureParameters(texture.id, RL_TEXTURE_MIN_FILTER, RL_FILTER_LINEAR); rlTextureParameters(texture.id, RL_TEXTURE_MAG_FILTER, RL_FILTER_LINEAR); @@ -2007,19 +2007,19 @@ static Image LoadPVR(const char *fileName) image.mipmaps = pvrHeader.numMipmaps; // Check data format - if (((pvrHeader.channels[0] == 'l') && (pvrHeader.channels[1] == 0)) && (pvrHeader.channelDepth[0] == 8)) + if (((pvrHeader.channels[0] == 'l') && (pvrHeader.channels[1] == 0)) && (pvrHeader.channelDepth[0] == 8)) image.format = UNCOMPRESSED_GRAYSCALE; - else if (((pvrHeader.channels[0] == 'l') && (pvrHeader.channels[1] == 'a')) && ((pvrHeader.channelDepth[0] == 8) && (pvrHeader.channelDepth[1] == 8))) + else if (((pvrHeader.channels[0] == 'l') && (pvrHeader.channels[1] == 'a')) && ((pvrHeader.channelDepth[0] == 8) && (pvrHeader.channelDepth[1] == 8))) image.format = UNCOMPRESSED_GRAY_ALPHA; else if ((pvrHeader.channels[0] == 'r') && (pvrHeader.channels[1] == 'g') && (pvrHeader.channels[2] == 'b')) { if (pvrHeader.channels[3] == 'a') { - if ((pvrHeader.channelDepth[0] == 5) && (pvrHeader.channelDepth[1] == 5) && (pvrHeader.channelDepth[2] == 5) && (pvrHeader.channelDepth[3] == 1)) + if ((pvrHeader.channelDepth[0] == 5) && (pvrHeader.channelDepth[1] == 5) && (pvrHeader.channelDepth[2] == 5) && (pvrHeader.channelDepth[3] == 1)) image.format = UNCOMPRESSED_R5G5B5A1; - else if ((pvrHeader.channelDepth[0] == 4) && (pvrHeader.channelDepth[1] == 4) && (pvrHeader.channelDepth[2] == 4) && (pvrHeader.channelDepth[3] == 4)) + else if ((pvrHeader.channelDepth[0] == 4) && (pvrHeader.channelDepth[1] == 4) && (pvrHeader.channelDepth[2] == 4) && (pvrHeader.channelDepth[3] == 4)) image.format = UNCOMPRESSED_R4G4B4A4; - else if ((pvrHeader.channelDepth[0] == 8) && (pvrHeader.channelDepth[1] == 8) && (pvrHeader.channelDepth[2] == 8) && (pvrHeader.channelDepth[3] == 8)) + else if ((pvrHeader.channelDepth[0] == 8) && (pvrHeader.channelDepth[1] == 8) && (pvrHeader.channelDepth[2] == 8) && (pvrHeader.channelDepth[3] == 8)) image.format = UNCOMPRESSED_R8G8B8A8; } else if (pvrHeader.channels[3] == 0)