diff --git a/examples/models/models_cubicmap.c b/examples/models/models_cubicmap.c index 0e613029e..ceef63787 100644 --- a/examples/models/models_cubicmap.c +++ b/examples/models/models_cubicmap.c @@ -25,11 +25,13 @@ int main() Image image = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM) Texture2D cubicmap = LoadTextureFromImage(image); // Convert image to texture to display (VRAM) - Model map = LoadCubicmap(image); // Load cubicmap model (generate model from image) + + Mesh mesh = GenMeshCubicmap(image, VectorOne()); + Model model = LoadModelFromMesh(mesh, false); // NOTE: By default each cube is mapped to one part of texture atlas Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture - map.material.texDiffuse = texture; // Set map diffuse texture + model.material.maps[TEXMAP_DIFFUSE].tex = texture; // Set map diffuse texture Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position @@ -56,7 +58,7 @@ int main() Begin3dMode(camera); - DrawModel(map, mapPosition, 1.0f, WHITE); + DrawModel(model, mapPosition, 1.0f, WHITE); End3dMode(); @@ -76,7 +78,7 @@ int main() //-------------------------------------------------------------------------------------- UnloadTexture(cubicmap); // Unload cubicmap texture UnloadTexture(texture); // Unload map texture - UnloadModel(map); // Unload map model + UnloadModel(model); // Unload map model CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- diff --git a/examples/models/models_material_pbr.c b/examples/models/models_material_pbr.c new file mode 100644 index 000000000..9380bd911 --- /dev/null +++ b/examples/models/models_material_pbr.c @@ -0,0 +1,185 @@ +/******************************************************************************************* +* +* raylib [models] example - PBR material +* +* This example has been created using raylib 1.8 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Copyright (c) 2017 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" +#include "raymath.h" + +#define MAX_LIGHTS 4 // Max lights supported by shader +#define LIGHT_DISTANCE 3.5f // Light distance from world center +#define LIGHT_HEIGHT 1.0f // Light height position + +typedef enum { + LIGHT_DIRECTIONAL, + LIGHT_POINT +} LightType; + +typedef struct { + bool enabled; + LightType type; + Vector3 position; + Vector3 target; + Color color; + int enabledLoc; + int typeLoc; + int posLoc; + int targetLoc; + int colorLoc; +} Light; + +int lightsCount = 0; // Current amount of created lights + +Light CreateLight(int type, Vector3 pos, Vector3 targ, Color color, Shader shader); // Defines a light and get locations from PBR shader +void UpdateLightValues(Shader shader, Light light); // Send to PBR shader light values + +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + int screenWidth = 800; + int screenHeight = 450; + + SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available) + InitWindow(screenWidth, screenHeight, "raylib [models] example - pbr material"); + + // Define the camera to look into our 3d world + Camera camera = {{ 4.0f, 4.0f, 4.0f }, { 0.0f, 0.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; + + // Load model and PBR material + Model model = LoadModel("resources/pbr/trooper.obj"); + + Texture2D texHDR = LoadTexture("resources/pinetree.hdr"); + model.material = LoadMaterialPBR(texHDR, (Color){ 255, 255, 255, 255 }, 1.0f, 1.0f); + + SetMaterialTexture(&model.material, TEXMAP_ALBEDO, LoadTexture("resources/pbr/trooper_albedo.png")); + SetMaterialTexture(&model.material, TEXMAP_NORMAL, LoadTexture("resources/pbr/trooper_normals.png")); + SetMaterialTexture(&model.material, TEXMAP_METALNESS, LoadTexture("resources/pbr/trooper_metalness.png")); + SetMaterialTexture(&model.material, TEXMAP_ROUGHNESS, LoadTexture("resources/pbr/trooper_roughness.png")); + SetMaterialTexture(&model.material, TEXMAP_OCCLUSION, LoadTexture("resources/pbr/trooper_ao.png")); + + // Set textures filtering for better quality + SetTextureFilter(model.material.maps[TEXMAP_ALBEDO].tex, FILTER_BILINEAR); + SetTextureFilter(model.material.maps[TEXMAP_NORMAL].tex, FILTER_BILINEAR); + SetTextureFilter(model.material.maps[TEXMAP_METALNESS].tex, FILTER_BILINEAR); + SetTextureFilter(model.material.maps[TEXMAP_ROUGHNESS].tex, FILTER_BILINEAR); + SetTextureFilter(model.material.maps[TEXMAP_OCCLUSION].tex, FILTER_BILINEAR); + + int renderModeLoc = GetShaderLocation(model.material.shader, "renderMode"); + SetShaderValuei(model.material.shader, renderModeLoc, (int[1]){ 0 }, 1); + + SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode + + // Define lights attributes + Light lights[MAX_LIGHTS] = { CreateLight(LIGHT_POINT, (Vector3){ LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 255, 0, 0, 255 }, model.material.shader), + CreateLight(LIGHT_POINT, (Vector3){ 0.0f, LIGHT_HEIGHT, LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 255, 0, 255 }, model.material.shader), + CreateLight(LIGHT_POINT, (Vector3){ -LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 0, 255, 255 }, model.material.shader), + CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 0.0f, LIGHT_HEIGHT*2.0f, -LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 255, 0, 255, 255 }, model.material.shader) }; + + SetTargetFPS(60); // Set our game to run at 60 frames-per-second + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + UpdateCamera(&camera); // Update camera + + // Send to material PBR shader camera view position + float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z }; + SetShaderValue(model.material.shader, model.material.shader.locs[LOC_VECTOR_VIEW], cameraPos, 3); + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + Begin3dMode(camera); + + DrawModel(model, VectorZero(), 1.0f, WHITE); + + DrawGrid(10, 1.0f); + + End3dMode(); + + DrawFPS(10, 10); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadModel(model); // Unload skybox model + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} + +// Defines a light and get locations from PBR shader +Light CreateLight(int type, Vector3 pos, Vector3 targ, Color color, Shader shader) +{ + Light light = { 0 }; + + if (lightsCount < MAX_LIGHTS) + { + light.enabled = true; + light.type = type; + light.position = pos; + light.target = targ; + light.color = color; + + char enabledName[32] = "lights[x].enabled\0"; + char typeName[32] = "lights[x].type\0"; + char posName[32] = "lights[x].position\0"; + char targetName[32] = "lights[x].target\0"; + char colorName[32] = "lights[x].color\0"; + enabledName[7] = '0' + lightsCount; + typeName[7] = '0' + lightsCount; + posName[7] = '0' + lightsCount; + targetName[7] = '0' + lightsCount; + colorName[7] = '0' + lightsCount; + + light.enabledLoc = GetShaderLocation(shader, enabledName); + light.typeLoc = GetShaderLocation(shader, typeName); + light.posLoc = GetShaderLocation(shader, posName); + light.targetLoc = GetShaderLocation(shader, targetName); + light.colorLoc = GetShaderLocation(shader, colorName); + + UpdateLightValues(shader, light); + lightsCount++; + } + + return light; +} + +// Send to PBR shader light values +void UpdateLightValues(Shader shader, Light light) +{ + // Send to shader light enabled state and type + SetShaderValuei(shader, light.enabledLoc, (int[1]){ light.enabled }, 1); + SetShaderValuei(shader, light.typeLoc, (int[1]){ light.type }, 1); + + // Send to shader light position values + float position[3] = { light.position.x, light.position.y, light.position.z }; + SetShaderValue(shader, light.posLoc, position, 3); + + // Send to shader light target position values + float target[3] = { light.target.x, light.target.y, light.target.z }; + SetShaderValue(shader, light.targetLoc, target, 3); + + // Send to shader light color values + float diff[4] = { (float)light.color.r/(float)255, (float)light.color.g/(float)255, (float)light.color.b/(float)255, (float)light.color.a/(float)255 }; + SetShaderValue(shader, light.colorLoc, diff, 4); +} diff --git a/examples/models/models_material_pbr.png b/examples/models/models_material_pbr.png new file mode 100644 index 000000000..cde171b96 Binary files /dev/null and b/examples/models/models_material_pbr.png differ diff --git a/examples/models/models_skybox.c b/examples/models/models_skybox.c new file mode 100644 index 000000000..8b302b1c3 --- /dev/null +++ b/examples/models/models_skybox.c @@ -0,0 +1,89 @@ +/******************************************************************************************* +* +* raylib [models] example - Skybox loading and drawing +* +* This example has been created using raylib 1.8 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Copyright (c) 2017 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" +#include "raymath.h" + +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + int screenWidth = 800; + int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [models] example - skybox loading and drawing"); + + // Define the camera to look into our 3d world + Camera camera = {{ 1.0f, 1.0f, 1.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; + + // Load skybox model and shader + Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f); + Model skybox = LoadModelFromMesh(cube, false); + skybox.material.shader = LoadShader("resources/shaders/skybox.vs", "resources/shaders/skybox.fs"); + + Texture2D texHDR = LoadTexture("resources/pinetree.hdr"); + skybox.material.maps[TEXMAP_CUBEMAP].tex = rlGenMapCubemap(texHDR, 512); + SetShaderValuei(skybox.material.shader, GetShaderLocation(skybox.material.shader, "environmentMap"), (int[1]){ TEXMAP_CUBEMAP }, 1); + + // Get skybox shader locations + skybox.material.shader.locs[LOC_MATRIX_PROJECTION] = GetShaderLocation(skybox.material.shader, "projection"); + skybox.material.shader.locs[LOC_MATRIX_VIEW] = GetShaderLocation(skybox.material.shader, "view"); + + // Then before rendering, configure the viewport to the actual screen dimensions + Matrix proj = MatrixPerspective(60.0, (double)GetScreenWidth()/(double)GetScreenHeight(), 0.01, 1000.0); + MatrixTranspose(&proj); + SetShaderValueMatrix(skybox.material.shader, skybox.material.shader.locs[LOC_MATRIX_PROJECTION], proj); + + SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode + + SetTargetFPS(60); // Set our game to run at 60 frames-per-second + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + UpdateCamera(&camera); // Update camera + + Matrix view = MatrixLookAt(camera.position, camera.target, camera.up); + SetShaderValueMatrix(skybox.material.shader, skybox.material.shader.locs[LOC_MATRIX_VIEW], view); + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + Begin3dMode(camera); + + DrawModel(skybox, VectorZero(), 1.0f, RED); + + DrawGrid(10, 1.0f); + + End3dMode(); + + DrawFPS(10, 10); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadModel(skybox); // Unload skybox model + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} diff --git a/examples/models/models_skybox.png b/examples/models/models_skybox.png new file mode 100644 index 000000000..31694fa5a Binary files /dev/null and b/examples/models/models_skybox.png differ diff --git a/examples/shaders/shaders_model_shader.c b/examples/shaders/shaders_model_shader.c index 51e9c1b39..ef5665d27 100644 --- a/examples/shaders/shaders_model_shader.c +++ b/examples/shaders/shaders_model_shader.c @@ -38,7 +38,7 @@ int main() "resources/shaders/glsl330/grayscale.fs"); // Load model shader dwarf.material.shader = shader; // Set shader effect to 3d model - dwarf.material.texDiffuse = texture; // Bind texture to model + dwarf.material.maps[TEXMAP_DIFFUSE].tex = texture; // Bind texture to model Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position diff --git a/src/core.c b/src/core.c index a447d7506..ad905d4e6 100644 --- a/src/core.c +++ b/src/core.c @@ -809,7 +809,7 @@ void EndDrawing(void) { // Get image data for the current frame (from backbuffer) // NOTE: This process is very slow... :( - unsigned char *screenData = rlglReadScreenPixels(screenWidth, screenHeight); + unsigned char *screenData = rlReadScreenPixels(screenWidth, screenHeight); GifWriteFrame(screenData, screenWidth, screenHeight, 10, 8, false); free(screenData); // Free image data @@ -994,10 +994,10 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera) MatrixTranspose(&matView); //#define USE_RLGL_UNPROJECT -#if defined(USE_RLGL_UNPROJECT) // OPTION 1: Use rlglUnproject() +#if defined(USE_RLGL_UNPROJECT) // OPTION 1: Use rlUnproject() - Vector3 nearPoint = rlglUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 0.0f }, matProj, matView); - Vector3 farPoint = rlglUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 1.0f }, matProj, matView); + Vector3 nearPoint = rlUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 0.0f }, matProj, matView); + Vector3 farPoint = rlUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 1.0f }, matProj, matView); #else // OPTION 2: Compute unprojection directly here @@ -1201,7 +1201,7 @@ void SetConfigFlags(char flags) void TakeScreenshot(const char *fileName) { #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) - unsigned char *imgData = rlglReadScreenPixels(renderWidth, renderHeight); + unsigned char *imgData = rlReadScreenPixels(renderWidth, renderHeight); SavePNG(fileName, imgData, renderWidth, renderHeight, 4); // Save image as PNG free(imgData); diff --git a/src/models.c b/src/models.c index 286581df1..d9404c127 100644 --- a/src/models.c +++ b/src/models.c @@ -76,9 +76,6 @@ static Mesh LoadOBJ(const char *fileName); // Load OBJ mesh data static Material LoadMTL(const char *fileName); // Load MTL material data #endif -static Mesh GenMeshHeightmap(Image image, Vector3 size); -static Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); - //---------------------------------------------------------------------------------- // Module Functions Definition //---------------------------------------------------------------------------------- @@ -587,110 +584,32 @@ void DrawGizmo(Vector3 position) rlPopMatrix(); } -// Load mesh from file -Mesh LoadMesh(const char *fileName) -{ - Mesh mesh = { 0 }; - -#if defined(SUPPORT_FILEFORMAT_OBJ) - if (IsFileExtension(fileName, ".obj")) mesh = LoadOBJ(fileName); -#else - TraceLog(LOG_WARNING, "[%s] Mesh fileformat not supported, it can't be loaded", fileName); -#endif - - if (mesh.vertexCount == 0) TraceLog(LOG_WARNING, "Mesh could not be loaded"); - else rlglLoadMesh(&mesh, false); // Upload vertex data to GPU (static mesh) - - // TODO: Initialize default mesh data in case loading fails, maybe a cube? - - return mesh; -} - -// Load mesh from vertex data -// NOTE: All vertex data arrays must be same size: vertexCount -Mesh LoadMeshEx(int vertexCount, float *vData, float *vtData, float *vnData, Color *cData) -{ - Mesh mesh = { 0 }; - - mesh.vertexCount = vertexCount; - mesh.triangleCount = vertexCount/3; - mesh.vertices = vData; - mesh.texcoords = vtData; - mesh.texcoords2 = NULL; - mesh.normals = vnData; - mesh.tangents = NULL; - mesh.colors = (unsigned char *)cData; - mesh.indices = NULL; - - rlglLoadMesh(&mesh, false); // Upload vertex data to GPU (static mesh) - - return mesh; -} - -// Load model from file +// Load model from files (mesh and material) Model LoadModel(const char *fileName) { Model model = { 0 }; model.mesh = LoadMesh(fileName); model.transform = MatrixIdentity(); - model.material = LoadDefaultMaterial(); + model.material = LoadMaterialDefault(); return model; } -// Load model from mesh data -Model LoadModelFromMesh(Mesh data, bool dynamic) +// Load model from generated mesh +Model LoadModelFromMesh(Mesh mesh, bool dynamic) { Model model = { 0 }; - - model.mesh = data; - - rlglLoadMesh(&model.mesh, dynamic); // Upload vertex data to GPU - + + rlLoadMesh(&mesh, dynamic); + + model.mesh = mesh; model.transform = MatrixIdentity(); - model.material = LoadDefaultMaterial(); + model.material = LoadMaterialDefault(); return model; } -// Load heightmap model from image data -// NOTE: model map size is defined in generic units -Model LoadHeightmap(Image heightmap, Vector3 size) -{ - Model model = { 0 }; - - model.mesh = GenMeshHeightmap(heightmap, size); - - rlglLoadMesh(&model.mesh, false); // Upload vertex data to GPU (static model) - - model.transform = MatrixIdentity(); - model.material = LoadDefaultMaterial(); - - return model; -} - -// Load cubes-based map model from image data -Model LoadCubicmap(Image cubicmap) -{ - Model model = { 0 }; - - model.mesh = GenMeshCubicmap(cubicmap, (Vector3){ 1.0f, 1.5f, 1.0f }); - - rlglLoadMesh(&model.mesh, false); // Upload vertex data to GPU (static model) - - model.transform = MatrixIdentity(); - model.material = LoadDefaultMaterial(); - - return model; -} - -// Unload mesh from memory (RAM and/or VRAM) -void UnloadMesh(Mesh *mesh) -{ - rlglUnloadMesh(mesh); -} - // Unload model from memory (RAM and/or VRAM) void UnloadModel(Model model) { @@ -700,49 +619,190 @@ void UnloadModel(Model model) TraceLog(LOG_INFO, "Unloaded model data (mesh and material) from RAM and VRAM"); } -// Load material data (from file) -Material LoadMaterial(const char *fileName) +// Load mesh from file +Mesh LoadMesh(const char *fileName) { - Material material = { 0 }; + Mesh mesh = { 0 }; -#if defined(SUPPORT_FILEFORMAT_MTL) - if (IsFileExtension(fileName, ".mtl")) material = LoadMTL(fileName); +#if defined(SUPPORT_FILEFORMAT_OBJ) + if (IsFileExtension(fileName, ".obj")) mesh = LoadOBJ(fileName); #else - TraceLog(LOG_WARNING, "[%s] Material fileformat not supported, it can't be loaded", fileName); + TraceLog(WARNING, "[%s] Mesh fileformat not supported, it can't be loaded", fileName); #endif - return material; + if (mesh.vertexCount == 0) TraceLog(WARNING, "Mesh could not be loaded"); + else rlLoadMesh(&mesh, false); // Upload vertex data to GPU (static mesh) + + // TODO: Initialize default mesh data in case loading fails, maybe a cube? + + return mesh; } -// Load default material (uses default models shader) -Material LoadDefaultMaterial(void) +// Unload mesh from memory (RAM and/or VRAM) +void UnloadMesh(Mesh *mesh) { - Material material = { 0 }; - - material.shader = GetDefaultShader(); - material.texDiffuse = GetDefaultTexture(); // White texture (1x1 pixel) - //material.texNormal; // NOTE: By default, not set - //material.texSpecular; // NOTE: By default, not set - - material.colDiffuse = WHITE; // Diffuse color - material.colAmbient = WHITE; // Ambient color - material.colSpecular = WHITE; // Specular color - - material.glossiness = 100.0f; // Glossiness level - - return material; + rlUnloadMesh(mesh); } -// Unload material from memory -void UnloadMaterial(Material material) +// Generated cuboid mesh +Mesh GenMeshCube(float width, float height, float length) { - rlDeleteTextures(material.texDiffuse.id); - rlDeleteTextures(material.texNormal.id); - rlDeleteTextures(material.texSpecular.id); + Mesh mesh = { 0 }; + /* + float vertices[] = { + -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, + 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, + 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, + 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, + -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, + -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, + -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, + 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, + 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, + 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, + -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, + -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, + -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, + -1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, + -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, + -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, + -1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, + -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, + 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, + 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, + 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, + 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, + 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, + 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, + -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, + 1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, + 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, + 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, + -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, + -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, + -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, + 1.0f, 1.0f , 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, + 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, + 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, + -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, + -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f + }; + */ + float vertices[] = { + -width/2, -height/2, length/2, + width/2, -height/2, length/2, + width/2, height/2, length/2, + -width/2, height/2, length/2, + -width/2, -height/2, -length/2, + -width/2, height/2, -length/2, + width/2, height/2, -length/2, + width/2, -height/2, -length/2, + -width/2, height/2, -length/2, + -width/2, height/2, length/2, + width/2, height/2, length/2, + width/2, height/2, -length/2, + -width/2, -height/2, -length/2, + width/2, -height/2, -length/2, + width/2, -height/2, length/2, + -width/2, -height/2, length/2, + width/2, -height/2, -length/2, + width/2, height/2, -length/2, + width/2, height/2, length/2, + width/2, -height/2, length/2, + -width/2, -height/2, -length/2, + -width/2, -height/2, length/2, + -width/2, height/2, length/2, + -width/2, height/2, -length/2 + }; + + float texcoords[] = { + 0.0f, 0.0f, + 1.0f, 0.0f, + 1.0f, 1.0f, + 0.0f, 1.0f, + 1.0f, 0.0f, + 1.0f, 1.0f, + 0.0f, 1.0f, + 0.0f, 0.0f, + 0.0f, 1.0f, + 0.0f, 0.0f, + 1.0f, 0.0f, + 1.0f, 1.0f, + 1.0f, 1.0f, + 0.0f, 1.0f, + 0.0f, 0.0f, + 1.0f, 0.0f, + 1.0f, 0.0f, + 1.0f, 1.0f, + 0.0f, 1.0f, + 0.0f, 0.0f, + 0.0f, 0.0f, + 1.0f, 0.0f, + 1.0f, 1.0f, + 0.0f, 1.0f + }; + + float normals[] = { + 0.0f, 0.0f, 1.0f, + 0.0f, 0.0f, 1.0f, + 0.0f, 0.0f, 1.0f, + 0.0f, 0.0f, 1.0f, + 0.0f, 0.0f,-1.0f, + 0.0f, 0.0f,-1.0f, + 0.0f, 0.0f,-1.0f, + 0.0f, 0.0f,-1.0f, + 0.0f, 1.0f, 0.0f, + 0.0f, 1.0f, 0.0f, + 0.0f, 1.0f, 0.0f, + 0.0f, 1.0f, 0.0f, + 0.0f,-1.0f, 0.0f, + 0.0f,-1.0f, 0.0f, + 0.0f,-1.0f, 0.0f, + 0.0f,-1.0f, 0.0f, + 1.0f, 0.0f, 0.0f, + 1.0f, 0.0f, 0.0f, + 1.0f, 0.0f, 0.0f, + 1.0f, 0.0f, 0.0f, + -1.0f, 0.0f, 0.0f, + -1.0f, 0.0f, 0.0f, + -1.0f, 0.0f, 0.0f, + -1.0f, 0.0f, 0.0f + }; + + mesh.vertices = (float *)malloc(24*3*sizeof(float)); + memcpy(mesh.vertices, vertices, 24*3*sizeof(float)); + + mesh.texcoords = (float *)malloc(24*2*sizeof(float)); + memcpy(mesh.texcoords, texcoords, 24*2*sizeof(float)); + + mesh.normals = (float *)malloc(24*3*sizeof(float)); + memcpy(mesh.normals, normals, 24*3*sizeof(float)); + + mesh.indices = (unsigned short *)malloc(36*sizeof(unsigned short)); + + int k = 0; + + // Indices can be initialized right now + for (int i = 0; i < 36; i+=6) + { + mesh.indices[i] = 4*k; + mesh.indices[i+1] = 4*k+1; + mesh.indices[i+2] = 4*k+2; + mesh.indices[i+3] = 4*k; + mesh.indices[i+4] = 4*k+2; + mesh.indices[i+5] = 4*k+3; + + k++; + } + + mesh.vertexCount = 24; + mesh.triangleCount = 12; + + return mesh; } // Generate a mesh from heightmap -static Mesh GenMeshHeightmap(Image heightmap, Vector3 size) +Mesh GenMeshHeightmap(Image heightmap, Vector3 size) { #define GRAY_VALUE(c) ((c.r+c.g+c.b)/3) @@ -847,7 +907,7 @@ static Mesh GenMeshHeightmap(Image heightmap, Vector3 size) return mesh; } -static Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize) +Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize) { Mesh mesh = { 0 }; @@ -1201,6 +1261,202 @@ static Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize) return mesh; } +// Load material data (from file) +Material LoadMaterial(const char *fileName) +{ + Material material = { 0 }; + +#if defined(SUPPORT_FILEFORMAT_MTL) + if (IsFileExtension(fileName, ".mtl")) material = LoadMTL(fileName); +#else + TraceLog(WARNING, "[%s] Material fileformat not supported, it can't be loaded", fileName); +#endif + + return material; +} + +// Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps) +Material LoadMaterialDefault(void) +{ + Material material = { 0 }; + + material.shader = GetShaderDefault(); + material.maps[TEXMAP_DIFFUSE].tex = GetTextureDefault(); // White texture (1x1 pixel) + //material.maps[TEXMAP_NORMAL].tex; // NOTE: By default, not set + //material.maps[TEXMAP_SPECULAR].tex; // NOTE: By default, not set + + material.maps[TEXMAP_DIFFUSE].color = WHITE; // Diffuse color + material.maps[TEXMAP_SPECULAR].color = WHITE; // Specular color + + return material; +} + +// Load PBR material (Supports: ALBEDO, NORMAL, METALNESS, ROUGHNESS, AO, EMMISIVE, HEIGHT maps) +Material LoadMaterialPBR(Texture2D hdr, Color albedo, float metalness, float roughness) +{ + Material mat = { 0 }; + + #define PATH_PBR_VS "resources/shaders/pbr.vs" // Path to physically based rendering vertex shader + #define PATH_PBR_FS "resources/shaders/pbr.fs" // Path to physically based rendering fragment shader + + mat.shader = LoadShader(PATH_PBR_VS, PATH_PBR_FS); + + // Get required locations points for PBR material + // NOTE: Those location names must be available and used in the shader code + mat.shader.locs[LOC_TEXMAP_ALBEDO] = GetShaderLocation(mat.shader, "albedo.sampler"); + mat.shader.locs[LOC_TEXMAP_METALNESS] = GetShaderLocation(mat.shader, "metalness.sampler"); + mat.shader.locs[LOC_TEXMAP_NORMAL] = GetShaderLocation(mat.shader, "normals.sampler"); + mat.shader.locs[LOC_TEXMAP_ROUGHNESS] = GetShaderLocation(mat.shader, "roughness.sampler"); + mat.shader.locs[LOC_TEXMAP_OCCUSION] = GetShaderLocation(mat.shader, "occlusion.sampler"); + mat.shader.locs[LOC_TEXMAP_EMISSION] = GetShaderLocation(mat.shader, "emission.sampler"); + mat.shader.locs[LOC_TEXMAP_HEIGHT] = GetShaderLocation(mat.shader, "height.sampler"); + mat.shader.locs[LOC_TEXMAP_IRRADIANCE] = GetShaderLocation(mat.shader, "irradianceMap"); + mat.shader.locs[LOC_TEXMAP_PREFILTER] = GetShaderLocation(mat.shader, "prefilterMap"); + mat.shader.locs[LOC_TEXMAP_BRDF] = GetShaderLocation(mat.shader, "brdfLUT"); + + // Set view matrix location + mat.shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(mat.shader, "mMatrix"); + mat.shader.locs[LOC_MATRIX_VIEW] = GetShaderLocation(mat.shader, "view"); + mat.shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(mat.shader, "viewPos"); + + // Set up material properties color + mat.maps[TEXMAP_ALBEDO].color = albedo; + mat.maps[TEXMAP_NORMAL].color = (Color){ 128, 128, 255, 255 }; + mat.maps[TEXMAP_METALNESS].value = metalness; + mat.maps[TEXMAP_ROUGHNESS].value = roughness; + mat.maps[TEXMAP_OCCLUSION].value = 1.0f; + mat.maps[TEXMAP_EMISSION].value = 0.0f; + mat.maps[TEXMAP_HEIGHT].value = 0.0f; + + #define CUBEMAP_SIZE 1024 // Cubemap texture size + #define IRRADIANCE_SIZE 32 // Irradiance map from cubemap texture size + #define PREFILTERED_SIZE 256 // Prefiltered HDR environment map texture size + #define BRDF_SIZE 512 // BRDF LUT texture map size + + // Set up environment materials cubemap + Texture2D cubemap = rlGenMapCubemap(hdr, CUBEMAP_SIZE); + mat.maps[TEXMAP_IRRADIANCE].tex = rlGenMapIrradiance(cubemap, IRRADIANCE_SIZE); + mat.maps[TEXMAP_PREFILTER].tex = rlGenMapPrefilter(cubemap, PREFILTERED_SIZE); + mat.maps[TEXMAP_BRDF].tex = rlGenMapBRDF(cubemap, BRDF_SIZE); + UnloadTexture(cubemap); + + // NOTE: All maps textures are set to { 0 } + + // Reset viewport dimensions to default + rlViewport(0, 0, GetScreenWidth(), GetScreenHeight()); + + return mat; +} + +// Unload material from memory +void UnloadMaterial(Material material) +{ + // Unload material shader + UnloadShader(material.shader); + + // Unload loaded texture maps + for (int i = 0; i < MAX_MATERIAL_TEXTURE_MAPS; i++) + { + // NOTE: We already check for (tex.id > 0) inside function + rlDeleteTextures(material.maps[i].tex.id); + } +} + +// Set material texture +void SetMaterialTexture(Material *mat, int texmapType, Texture2D texture) +{ + mat->maps[texmapType].tex = texture; + + // Update MaterialProperty use sampler state to use texture fetch instead of color attribute + int location = -1; + switch (texmapType) + { + case TEXMAP_ALBEDO: + { + location = GetShaderLocation(mat->shader, "albedo.useSampler"); + SetShaderValuei(mat->shader, location, (int [1]){ 1 }, 1); + } break; + case TEXMAP_NORMAL: + { + location = GetShaderLocation(mat->shader, "normals.useSampler"); + SetShaderValuei(mat->shader, location, (int [1]){ 1 }, 1); + } break; + case TEXMAP_METALNESS: + { + location = GetShaderLocation(mat->shader, "metalness.useSampler"); + SetShaderValuei(mat->shader, location, (int [1]){ 1 }, 1); + } break; + case TEXMAP_ROUGHNESS: + { + location = GetShaderLocation(mat->shader, "roughness.useSampler"); + SetShaderValuei(mat->shader, location, (int [1]){ 1 }, 1); + } break; + case TEXMAP_OCCLUSION: + { + location = GetShaderLocation(mat->shader, "occlusion.useSampler"); + SetShaderValuei(mat->shader, location, (int [1]){ 1 }, 1); + } break; + case TEXMAP_EMISSION: + { + location = GetShaderLocation(mat->shader, "emission.useSampler"); + SetShaderValuei(mat->shader, location, (int [1]){ 1 }, 1); + } break; + case TEXMAP_HEIGHT: + { + location = GetShaderLocation(mat->shader, "height.useSampler"); + SetShaderValuei(mat->shader, location, (int [1]){ 1 }, 1); + } break; + } +} + +// Unset texture from material and unload it from GPU +void UnsetMaterialTexture(Material *mat, int texmapType) +{ + UnloadTexture(mat->maps[texmapType].tex); + mat->maps[texmapType].tex = (Texture2D){ 0 }; + + // Update MaterialProperty use sampler state to use texture fetch instead of color attribute + int location = -1; + switch (texmapType) + { + case TEXMAP_ALBEDO: + { + location = GetShaderLocation(mat->shader, "albedo.useSampler"); + SetShaderValuei(mat->shader, location, (int [1]){ 0 }, 1); + } break; + case TEXMAP_NORMAL: + { + location = GetShaderLocation(mat->shader, "normals.useSampler"); + SetShaderValuei(mat->shader, location, (int [1]){ 0 }, 1); + } break; + case TEXMAP_METALNESS: + { + location = GetShaderLocation(mat->shader, "metalness.useSampler"); + SetShaderValuei(mat->shader, location, (int [1]){ 0 }, 1); + } break; + case TEXMAP_ROUGHNESS: + { + location = GetShaderLocation(mat->shader, "roughness.useSampler"); + SetShaderValuei(mat->shader, location, (int [1]){ 0 }, 1); + } break; + case TEXMAP_OCCLUSION: + { + location = GetShaderLocation(mat->shader, "occlusion.useSampler"); + SetShaderValuei(mat->shader, location, (int [1]){ 0 }, 1); + } break; + case TEXMAP_EMISSION: + { + location = GetShaderLocation(mat->shader, "emission.useSampler"); + SetShaderValuei(mat->shader, location, (int [1]){ 0 }, 1); + } break; + case TEXMAP_HEIGHT: + { + location = GetShaderLocation(mat->shader, "height.useSampler"); + SetShaderValuei(mat->shader, location, (int [1]){ 0 }, 1); + } break; + } +} + // Draw a model (with texture if set) void DrawModel(Model model, Vector3 position, float scale, Color tint) { @@ -1225,9 +1481,9 @@ void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rota //Matrix matModel = MatrixMultiply(model.transform, matTransform); // Transform to world-space coordinates model.transform = MatrixMultiply(model.transform, matTransform); - model.material.colDiffuse = tint; // TODO: Multiply tint color by diffuse color? + model.material.maps[TEXMAP_DIFFUSE].color = tint; // TODO: Multiply tint color by diffuse color? - rlglDrawMesh(model.mesh, model.material, model.transform); + rlDrawMesh(model.mesh, model.material, model.transform); } // Draw a model wires (with texture if set) @@ -1980,23 +2236,24 @@ static Material LoadMTL(const char *fileName) case 'a': // Ka float float float Ambient color (RGB) { sscanf(buffer, "Ka %f %f %f", &color.x, &color.y, &color.z); - material.colAmbient.r = (unsigned char)(color.x*255); - material.colAmbient.g = (unsigned char)(color.y*255); - material.colAmbient.b = (unsigned char)(color.z*255); + // TODO: Support ambient color + //material.colAmbient.r = (unsigned char)(color.x*255); + //material.colAmbient.g = (unsigned char)(color.y*255); + //material.colAmbient.b = (unsigned char)(color.z*255); } break; case 'd': // Kd float float float Diffuse color (RGB) { sscanf(buffer, "Kd %f %f %f", &color.x, &color.y, &color.z); - material.colDiffuse.r = (unsigned char)(color.x*255); - material.colDiffuse.g = (unsigned char)(color.y*255); - material.colDiffuse.b = (unsigned char)(color.z*255); + material.maps[TEXMAP_DIFFUSE].color.r = (unsigned char)(color.x*255); + material.maps[TEXMAP_DIFFUSE].color.g = (unsigned char)(color.y*255); + material.maps[TEXMAP_DIFFUSE].color.b = (unsigned char)(color.z*255); } break; case 's': // Ks float float float Specular color (RGB) { sscanf(buffer, "Ks %f %f %f", &color.x, &color.y, &color.z); - material.colSpecular.r = (unsigned char)(color.x*255); - material.colSpecular.g = (unsigned char)(color.y*255); - material.colSpecular.b = (unsigned char)(color.z*255); + material.maps[TEXMAP_SPECULAR].color.r = (unsigned char)(color.x*255); + material.maps[TEXMAP_SPECULAR].color.g = (unsigned char)(color.y*255); + material.maps[TEXMAP_SPECULAR].color.b = (unsigned char)(color.z*255); } break; case 'e': // Ke float float float Emmisive color (RGB) { @@ -2012,7 +2269,7 @@ static Material LoadMTL(const char *fileName) int shininess = 0; sscanf(buffer, "Ns %i", &shininess); - material.glossiness = (float)shininess; + //material.params[PARAM_GLOSSINES] = (float)shininess; } else if (buffer[1] == 'i') // Ni int Refraction index. { @@ -2028,12 +2285,12 @@ static Material LoadMTL(const char *fileName) if (buffer[5] == 'd') // map_Kd string Diffuse color texture map. { result = sscanf(buffer, "map_Kd %s", mapFileName); - if (result != EOF) material.texDiffuse = LoadTexture(mapFileName); + if (result != EOF) material.maps[TEXMAP_DIFFUSE].tex = LoadTexture(mapFileName); } else if (buffer[5] == 's') // map_Ks string Specular color texture map. { result = sscanf(buffer, "map_Ks %s", mapFileName); - if (result != EOF) material.texSpecular = LoadTexture(mapFileName); + if (result != EOF) material.maps[TEXMAP_SPECULAR].tex = LoadTexture(mapFileName); } else if (buffer[5] == 'a') // map_Ka string Ambient color texture map. { @@ -2043,12 +2300,12 @@ static Material LoadMTL(const char *fileName) case 'B': // map_Bump string Bump texture map. { result = sscanf(buffer, "map_Bump %s", mapFileName); - if (result != EOF) material.texNormal = LoadTexture(mapFileName); + if (result != EOF) material.maps[TEXMAP_NORMAL].tex = LoadTexture(mapFileName); } break; case 'b': // map_bump string Bump texture map. { result = sscanf(buffer, "map_bump %s", mapFileName); - if (result != EOF) material.texNormal = LoadTexture(mapFileName); + if (result != EOF) material.maps[TEXMAP_NORMAL].tex = LoadTexture(mapFileName); } break; case 'd': // map_d string Opacity texture map. { @@ -2063,7 +2320,7 @@ static Material LoadMTL(const char *fileName) { float alpha = 1.0f; sscanf(buffer, "d %f", &alpha); - material.colDiffuse.a = (unsigned char)(alpha*255); + material.maps[TEXMAP_DIFFUSE].color.a = (unsigned char)(alpha*255); } else if (buffer[1] == 'i') // disp string Displacement map { @@ -2073,13 +2330,13 @@ static Material LoadMTL(const char *fileName) case 'b': // bump string Bump texture map { result = sscanf(buffer, "bump %s", mapFileName); - if (result != EOF) material.texNormal = LoadTexture(mapFileName); + if (result != EOF) material.maps[TEXMAP_NORMAL].tex = LoadTexture(mapFileName); } break; case 'T': // Tr float Transparency Tr (alpha). Tr is inverse of d { float ialpha = 0.0f; sscanf(buffer, "Tr %f", &ialpha); - material.colDiffuse.a = (unsigned char)((1.0f - ialpha)*255); + material.maps[TEXMAP_DIFFUSE].color.a = (unsigned char)((1.0f - ialpha)*255); } break; case 'r': // refl string Reflection texture map diff --git a/src/raylib.h b/src/raylib.h index 04aa3b5ae..c84d6ce4d 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -291,6 +291,11 @@ #define MAGENTA CLITERAL{ 255, 0, 255, 255 } // Magenta #define RAYWHITE CLITERAL{ 245, 245, 245, 255 } // My own White (raylib logo) +// Shader and material limits +#define MAX_SHADER_LOCATIONS 32 +#define MAX_MATERIAL_TEXTURE_MAPS 12 +#define MAX_MATERIAL_PARAMS 8 + //---------------------------------------------------------------------------------- // Structures Definition //---------------------------------------------------------------------------------- @@ -420,43 +425,24 @@ typedef struct Mesh { unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data) } Mesh; -// Shader type (generic shader) +// Shader type (generic) typedef struct Shader { unsigned int id; // Shader program id - - // Vertex attributes locations (default locations) - int vertexLoc; // Vertex attribute location point (default-location = 0) - int texcoordLoc; // Texcoord attribute location point (default-location = 1) - int texcoord2Loc; // Texcoord2 attribute location point (default-location = 5) - int normalLoc; // Normal attribute location point (default-location = 2) - int tangentLoc; // Tangent attribute location point (default-location = 4) - int colorLoc; // Color attibute location point (default-location = 3) - - // Uniform locations - int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader) - int colDiffuseLoc; // Diffuse color uniform location point (fragment shader) - int colAmbientLoc; // Ambient color uniform location point (fragment shader) - int colSpecularLoc; // Specular color uniform location point (fragment shader) - - // Texture map locations (generic for any kind of map) - int mapTexture0Loc; // Map texture uniform location point (default-texture-unit = 0) - int mapTexture1Loc; // Map texture uniform location point (default-texture-unit = 1) - int mapTexture2Loc; // Map texture uniform location point (default-texture-unit = 2) + int locs[MAX_SHADER_LOCATIONS]; // Initialized on LoadShader(), set to MAX_SHADER_LOCATIONS } Shader; -// Material type +// Material texture map +typedef struct TextureMap { + Texture2D tex; + Color color; + float value; +} TextureMap; + +// Material type (generic) typedef struct Material { - Shader shader; // Standard shader (supports 3 map textures) - - Texture2D texDiffuse; // Diffuse texture (binded to shader mapTexture0Loc) - Texture2D texNormal; // Normal texture (binded to shader mapTexture1Loc) - Texture2D texSpecular; // Specular texture (binded to shader mapTexture2Loc) - - Color colDiffuse; // Diffuse color - Color colAmbient; // Ambient color - Color colSpecular; // Specular color - - float glossiness; // Glossiness level (Ranges from 0 to 1000) + Shader shader; + TextureMap maps[MAX_MATERIAL_TEXTURE_MAPS]; // Initialized on LoadMaterial*(), set to MAX_MATERIAL_TEXTURE_MAPS + float *params; // Initialized on LoadMaterial*(), set to MAX_MATERIAL_PARAMS } Material; // Model type @@ -540,6 +526,54 @@ typedef enum { LOG_OTHER } LogType; +typedef enum { + LOC_VERTEX_POSITION = 0, + LOC_VERTEX_TEXCOORD01, + LOC_VERTEX_TEXCOORD02, + LOC_VERTEX_NORMAL, + LOC_VERTEX_TANGENT, + LOC_VERTEX_COLOR, + LOC_MATRIX_MVP, + LOC_MATRIX_MODEL, + LOC_MATRIX_VIEW, + LOC_MATRIX_PROJECTION, + LOC_VECTOR_VIEW, + LOC_COLOR_DIFFUSE, + LOC_COLOR_SPECULAR, + LOC_COLOR_AMBIENT, + LOC_TEXMAP_ALBEDO, // LOC_TEXMAP_DIFFUSE + LOC_TEXMAP_METALNESS, // LOC_TEXMAP_SPECULAR + LOC_TEXMAP_NORMAL, + LOC_TEXMAP_ROUGHNESS, + LOC_TEXMAP_OCCUSION, + LOC_TEXMAP_EMISSION, + LOC_TEXMAP_HEIGHT, + LOC_TEXMAP_CUBEMAP, + LOC_TEXMAP_IRRADIANCE, + LOC_TEXMAP_PREFILTER, + LOC_TEXMAP_BRDF +} ShaderLocationIndex; + +#define LOC_TEXMAP_DIFFUSE LOC_TEXMAP_ALBEDO +#define LOC_TEXMAP_SPECULAR LOC_TEXMAP_METALNESS + +typedef enum { + TEXMAP_ALBEDO = 0, // TEXMAP_DIFFUSE + TEXMAP_METALNESS = 1, // TEXMAP_SPECULAR + TEXMAP_NORMAL = 2, + TEXMAP_ROUGHNESS = 3, + TEXMAP_OCCLUSION, + TEXMAP_EMISSION, + TEXMAP_HEIGHT, + TEXMAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP + TEXMAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP + TEXMAP_PREFILTER, // NOTE: Uses GL_TEXTURE_CUBE_MAP + TEXMAP_BRDF +} TexmapIndex; + +#define TEXMAP_DIFFUSE TEXMAP_ALBEDO +#define TEXMAP_SPECULAR TEXMAP_METALNESS + // Texture formats // NOTE: Support depends on OpenGL version and platform typedef enum { @@ -944,19 +978,26 @@ RLAPI void DrawGizmo(Vector3 position); //------------------------------------------------------------------------------------ // Model loading/unloading functions -RLAPI Mesh LoadMesh(const char *fileName); // Load mesh from file -RLAPI Mesh LoadMeshEx(int numVertex, float *vData, float *vtData, float *vnData, Color *cData); // Load mesh from vertex data -RLAPI Model LoadModel(const char *fileName); // Load model from file -RLAPI Model LoadModelFromMesh(Mesh data, bool dynamic); // Load model from mesh data -RLAPI Model LoadHeightmap(Image heightmap, Vector3 size); // Load heightmap model from image data -RLAPI Model LoadCubicmap(Image cubicmap); // Load cubes-based map model from image data -RLAPI void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM) +RLAPI Model LoadModel(const char *fileName); // Load model from files (mesh and material) +RLAPI Model LoadModelFromMesh(Mesh mesh, bool dynamic); // Load model from generated mesh RLAPI void UnloadModel(Model model); // Unload model from memory (RAM and/or VRAM) +// Mesh loading/unloading functions +RLAPI Mesh LoadMesh(const char *fileName); // Load mesh from file +//RLAPI void UpdateMesh(Mesh *mesh, int type, void *data); // Update mesh data (CPU and GPU) +RLAPI void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM) + +RLAPI Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh +RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data +RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data + // Material loading/unloading functions RLAPI Material LoadMaterial(const char *fileName); // Load material from file -RLAPI Material LoadDefaultMaterial(void); // Load default material (uses default models shader) +RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps) +RLAPI Material LoadMaterialPBR(Texture2D cubemap, Color albedo, float metalness, float roughness); // Load PBR material (Supports: ALBEDO, NORMAL, METALNESS, ROUGHNESS...) RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM) +RLAPI void SetMaterialTexture(Material *mat, int texmapType, Texture2D texture); // Set material texture +RLAPI void UnsetMaterialTexture(Material *mat, int texmapType); // Unset texture from material and unload it from GPU // Model drawing functions RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) @@ -993,8 +1034,10 @@ RLAPI char *LoadText(const char *fileName); // Loa RLAPI Shader LoadShader(char *vsFileName, char *fsFileName); // Load shader from files and bind default locations RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) -RLAPI Shader GetDefaultShader(void); // Get default shader -RLAPI Texture2D GetDefaultTexture(void); // Get default texture +RLAPI Shader GetShaderDefault(void); // Get default shader +RLAPI Texture2D GetTextureDefault(void); // Get default texture + +RLAPI Texture2D rlGenMapCubemap(Texture2D skyHDR, int size); // Generate cubemap texture map from HDR texture // Shader configuration functions RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location diff --git a/src/rlgl.c b/src/rlgl.c index e3576c304..7f3493479 100644 --- a/src/rlgl.c +++ b/src/rlgl.c @@ -333,18 +333,21 @@ static int screenHeight; // Default framebuffer height // Module specific Functions Declaration //---------------------------------------------------------------------------------- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) -static void LoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int compressedFormat); +static void LoadTextureCompressed(unsigned char *data, int width, int height, int compressedFormat, int mipmapCount); static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShaderStr); // Load custom shader strings and return program id -static Shader LoadDefaultShader(void); // Load default shader (just vertex positioning and texture coloring) -static void LoadDefaultShaderLocations(Shader *shader); // Bind default shader locations (attributes and uniforms) -static void UnloadDefaultShader(void); // Unload default shader +static Shader LoadShaderDefault(void); // Load default shader (just vertex positioning and texture coloring) +static void SetShaderDefaultLocations(Shader *shader); // Bind default shader locations (attributes and uniforms) +static void UnLoadShaderDefault(void); // Unload default shader static void LoadDefaultBuffers(void); // Load default internal buffers (lines, triangles, quads) static void UpdateDefaultBuffers(void); // Update default internal buffers (VAOs/VBOs) with vertex data static void DrawDefaultBuffers(void); // Draw default internal buffers vertex data static void UnloadDefaultBuffers(void); // Unload default internal buffers vertex data from CPU and GPU +static void RenderCube(void); +static void RenderQuad(void); + #if defined(SUPPORT_VR_SIMULATOR) static void SetStereoConfig(VrDeviceInfo info); // Configure stereo rendering (including distortion shader) with HMD device parameters static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView); // Set internal projection and modelview matrix depending on eye @@ -923,16 +926,16 @@ void rlDisableWireMode(void) // Unload texture from GPU memory void rlDeleteTextures(unsigned int id) { - if (id != 0) glDeleteTextures(1, &id); + if (id > 0) glDeleteTextures(1, &id); } // Unload render texture from GPU memory void rlDeleteRenderTextures(RenderTexture2D target) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - 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); + 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(LOG_INFO, "[FBO ID %i] Unloaded render texture data from VRAM (GPU)", target.id); #endif @@ -1003,6 +1006,29 @@ int rlGetVersion(void) #endif } +// Get world coordinates from screen coordinates +Vector3 rlUnproject(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; + result.z = quat.z/quat.w; + + return result; +} + //---------------------------------------------------------------------------------- // Module Functions Definition - rlgl Functions //---------------------------------------------------------------------------------- @@ -1183,13 +1209,13 @@ void rlglInit(int width, int height) // Init default white texture unsigned char pixels[4] = { 255, 255, 255, 255 }; // 1 pixel RGBA (4 bytes) - whiteTexture = rlglLoadTexture(pixels, 1, 1, UNCOMPRESSED_R8G8B8A8, 1); + whiteTexture = rlLoadTexture(pixels, 1, 1, UNCOMPRESSED_R8G8B8A8, 1); if (whiteTexture != 0) TraceLog(LOG_INFO, "[TEX ID %i] Base white texture loaded successfully", whiteTexture); else TraceLog(LOG_WARNING, "Base white texture could not be loaded"); // Init default Shader (customized for GL 3.3 and ES2) - defaultShader = LoadDefaultShader(); + defaultShader = LoadShaderDefault(); currentShader = defaultShader; // Init default vertex arrays buffers (lines, triangles, quads) @@ -1261,7 +1287,7 @@ void rlglInit(int width, int height) void rlglClose(void) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - UnloadDefaultShader(); + UnloadShaderDefault(); UnloadDefaultBuffers(); // Delete default white texture @@ -1277,7 +1303,7 @@ void rlglDraw(void) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) // NOTE: In a future version, models could be stored in a stack... - //for (int i = 0; i < modelsCount; i++) rlglDrawMesh(models[i]->mesh, models[i]->material, models[i]->transform); + //for (int i = 0; i < modelsCount; i++) rlDrawMesh(models[i]->mesh, models[i]->material, models[i]->transform); // NOTE: Default buffers upload and draw UpdateDefaultBuffers(); @@ -1308,31 +1334,8 @@ void rlglLoadExtensions(void *loader) #endif } -// Get world coordinates from screen coordinates -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; - result.z = quat.z/quat.w; - - return result; -} - // Convert image data to OpenGL texture (returns OpenGL valid Id) -unsigned int rlglLoadTexture(void *data, int width, int height, int format, int mipmapCount) +unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount) { glBindTexture(GL_TEXTURE_2D, 0); // Free any old binding @@ -1427,17 +1430,17 @@ unsigned int rlglLoadTexture(void *data, int width, int height, int format, int case UNCOMPRESSED_R4G4B4A4: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA4, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned short *)data); break; case UNCOMPRESSED_R8G8B8A8: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data); break; case UNCOMPRESSED_R32G32B32: if (texFloatSupported) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, width, height, 0, GL_RGB, GL_FLOAT, (float *)data); break; - case COMPRESSED_DXT1_RGB: if (texCompDXTSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGB_S3TC_DXT1_EXT); break; - case COMPRESSED_DXT1_RGBA: if (texCompDXTSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT); break; - case COMPRESSED_DXT3_RGBA: if (texCompDXTSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT); break; - case COMPRESSED_DXT5_RGBA: if (texCompDXTSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT); break; - case COMPRESSED_ETC1_RGB: if (texCompETC1Supported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_ETC1_RGB8_OES); break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3 - case COMPRESSED_ETC2_RGB: if (texCompETC2Supported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGB8_ETC2); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3 - case COMPRESSED_ETC2_EAC_RGBA: if (texCompETC2Supported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA8_ETC2_EAC); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3 - case COMPRESSED_PVRT_RGB: if (texCompPVRTSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG); break; // NOTE: Requires PowerVR GPU - case COMPRESSED_PVRT_RGBA: if (texCompPVRTSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG); break; // NOTE: Requires PowerVR GPU - case COMPRESSED_ASTC_4x4_RGBA: if (texCompASTCSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_ASTC_4x4_KHR); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3 - case COMPRESSED_ASTC_8x8_RGBA: if (texCompASTCSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_ASTC_8x8_KHR); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3 + case COMPRESSED_DXT1_RGB: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, mipmapCount); break; + case COMPRESSED_DXT1_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, mipmapCount); break; + case COMPRESSED_DXT3_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, mipmapCount); break; + case COMPRESSED_DXT5_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, mipmapCount); break; + case COMPRESSED_ETC1_RGB: if (texCompETC1Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_ETC1_RGB8_OES, mipmapCount); break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3 + case COMPRESSED_ETC2_RGB: if (texCompETC2Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB8_ETC2, mipmapCount); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3 + case COMPRESSED_ETC2_EAC_RGBA: if (texCompETC2Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA8_ETC2_EAC, mipmapCount); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3 + case COMPRESSED_PVRT_RGB: if (texCompPVRTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG, mipmapCount); break; // NOTE: Requires PowerVR GPU + case COMPRESSED_PVRT_RGBA: if (texCompPVRTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG, mipmapCount); break; // NOTE: Requires PowerVR GPU + case COMPRESSED_ASTC_4x4_RGBA: if (texCompASTCSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_ASTC_4x4_KHR, mipmapCount); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3 + case COMPRESSED_ASTC_8x8_RGBA: if (texCompASTCSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_ASTC_8x8_KHR, mipmapCount); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3 default: TraceLog(LOG_WARNING, "Texture format not recognized"); break; } #elif defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_ES2) @@ -1452,18 +1455,18 @@ unsigned int rlglLoadTexture(void *data, int width, int height, int format, int case UNCOMPRESSED_R4G4B4A4: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned short *)data); break; case UNCOMPRESSED_R8G8B8A8: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data); break; #if defined(GRAPHICS_API_OPENGL_ES2) - case UNCOMPRESSED_R32G32B32: if (texFloatSupported) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_FLOAT, (float *)data); break; // Requries extension OES_texture_float - case COMPRESSED_DXT1_RGB: if (texCompDXTSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGB_S3TC_DXT1_EXT); break; - case COMPRESSED_DXT1_RGBA: if (texCompDXTSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT); break; - case COMPRESSED_DXT3_RGBA: if (texCompDXTSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT); break; // NOTE: Not supported by WebGL - case COMPRESSED_DXT5_RGBA: if (texCompDXTSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT); break; // NOTE: Not supported by WebGL - case COMPRESSED_ETC1_RGB: if (texCompETC1Supported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_ETC1_RGB8_OES); break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3 - case COMPRESSED_ETC2_RGB: if (texCompETC2Supported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGB8_ETC2); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3 - case COMPRESSED_ETC2_EAC_RGBA: if (texCompETC2Supported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA8_ETC2_EAC); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3 - case COMPRESSED_PVRT_RGB: if (texCompPVRTSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG); break; // NOTE: Requires PowerVR GPU - case COMPRESSED_PVRT_RGBA: if (texCompPVRTSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG); break; // NOTE: Requires PowerVR GPU - case COMPRESSED_ASTC_4x4_RGBA: if (texCompASTCSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_ASTC_4x4_KHR); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3 - case COMPRESSED_ASTC_8x8_RGBA: if (texCompASTCSupported) LoadCompressedTexture((unsigned char *)data, width, height, mipmapCount, GL_COMPRESSED_RGBA_ASTC_8x8_KHR); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3 + case UNCOMPRESSED_R32G32B32: if (texFloatSupported) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_FLOAT, (float *)data); break; // NOTE: Requires extension OES_texture_float + case COMPRESSED_DXT1_RGB: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, mipmapCount); break; + case COMPRESSED_DXT1_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, mipmapCount); break; + case COMPRESSED_DXT3_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, mipmapCount); break; // NOTE: Not supported by WebGL + case COMPRESSED_DXT5_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, mipmapCount); break; // NOTE: Not supported by WebGL + case COMPRESSED_ETC1_RGB: if (texCompETC1Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_ETC1_RGB8_OES, mipmapCount); break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3 + case COMPRESSED_ETC2_RGB: if (texCompETC2Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB8_ETC2, mipmapCount); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3 + case COMPRESSED_ETC2_EAC_RGBA: if (texCompETC2Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA8_ETC2_EAC, mipmapCount); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3 + case COMPRESSED_PVRT_RGB: if (texCompPVRTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG, mipmapCount); break; // NOTE: Requires PowerVR GPU + case COMPRESSED_PVRT_RGBA: if (texCompPVRTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG, mipmapCount); break; // NOTE: Requires PowerVR GPU + case COMPRESSED_ASTC_4x4_RGBA: if (texCompASTCSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_ASTC_4x4_KHR, mipmapCount); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3 + case COMPRESSED_ASTC_8x8_RGBA: if (texCompASTCSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_ASTC_8x8_KHR, mipmapCount); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3 #endif default: TraceLog(LOG_WARNING, "Texture format not supported"); break; } @@ -1514,8 +1517,48 @@ unsigned int rlglLoadTexture(void *data, int width, int height, int format, int return id; } +// Update already loaded texture in GPU with new data +void rlUpdateTexture(unsigned int id, int width, int height, int format, const void *data) +{ + glBindTexture(GL_TEXTURE_2D, id); + +#if defined(GRAPHICS_API_OPENGL_33) + switch (format) + { + case UNCOMPRESSED_GRAYSCALE: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RED, GL_UNSIGNED_BYTE, (unsigned char *)data); break; + case UNCOMPRESSED_GRAY_ALPHA: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RG, GL_UNSIGNED_BYTE, (unsigned char *)data); break; + case UNCOMPRESSED_R5G6B5: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, (unsigned short *)data); break; + case UNCOMPRESSED_R8G8B8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, (unsigned char *)data); break; + case UNCOMPRESSED_R5G5B5A1: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, (unsigned short *)data); break; + case UNCOMPRESSED_R4G4B4A4: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned short *)data); break; + case UNCOMPRESSED_R8G8B8A8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data); break; + default: TraceLog(WARNING, "Texture format updating not supported"); break; + } +#elif defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_ES2) + // NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA + switch (format) + { + case UNCOMPRESSED_GRAYSCALE: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_LUMINANCE, GL_UNSIGNED_BYTE, (unsigned char *)data); break; + case UNCOMPRESSED_GRAY_ALPHA: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, (unsigned char *)data); break; + case UNCOMPRESSED_R5G6B5: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, (unsigned short *)data); break; + case UNCOMPRESSED_R8G8B8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, (unsigned char *)data); break; + case UNCOMPRESSED_R5G5B5A1: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, (unsigned short *)data); break; + case UNCOMPRESSED_R4G4B4A4: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned short *)data); break; + case UNCOMPRESSED_R8G8B8A8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data); break; + default: TraceLog(WARNING, "Texture format updating not supported"); break; + } +#endif +} + +// Unload texture from GPU memory +void rlUnloadTexture(unsigned int id) +{ + if (id > 0) glDeleteTextures(1, &id); +} + + // Load a texture to be used for rendering (fbo with color and depth attachments) -RenderTexture2D rlglLoadRenderTexture(int width, int height) +RenderTexture2D rlLoadRenderTexture(int width, int height) { RenderTexture2D target; @@ -1609,41 +1652,8 @@ RenderTexture2D rlglLoadRenderTexture(int width, int height) return target; } -// Update already loaded texture in GPU with new data -void rlglUpdateTexture(unsigned int id, int width, int height, int format, const void *data) -{ - glBindTexture(GL_TEXTURE_2D, id); - -#if defined(GRAPHICS_API_OPENGL_33) - switch (format) - { - case UNCOMPRESSED_GRAYSCALE: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RED, GL_UNSIGNED_BYTE, (unsigned char *)data); break; - case UNCOMPRESSED_GRAY_ALPHA: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RG, GL_UNSIGNED_BYTE, (unsigned char *)data); break; - case UNCOMPRESSED_R5G6B5: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, (unsigned short *)data); break; - case UNCOMPRESSED_R8G8B8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, (unsigned char *)data); break; - case UNCOMPRESSED_R5G5B5A1: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, (unsigned short *)data); break; - case UNCOMPRESSED_R4G4B4A4: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned short *)data); break; - case UNCOMPRESSED_R8G8B8A8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data); break; - default: TraceLog(LOG_WARNING, "Texture format updating not supported"); break; - } -#elif defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_ES2) - // NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA - switch (format) - { - case UNCOMPRESSED_GRAYSCALE: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_LUMINANCE, GL_UNSIGNED_BYTE, (unsigned char *)data); break; - case UNCOMPRESSED_GRAY_ALPHA: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, (unsigned char *)data); break; - case UNCOMPRESSED_R5G6B5: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, (unsigned short *)data); break; - case UNCOMPRESSED_R8G8B8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, (unsigned char *)data); break; - case UNCOMPRESSED_R5G5B5A1: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, (unsigned short *)data); break; - case UNCOMPRESSED_R4G4B4A4: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned short *)data); break; - case UNCOMPRESSED_R8G8B8A8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data); break; - default: TraceLog(LOG_WARNING, "Texture format updating not supported"); break; - } -#endif -} - // Generate mipmap data for selected texture -void rlglGenerateMipmaps(Texture2D *texture) +void rlGenerateMipmaps(Texture2D *texture) { glBindTexture(GL_TEXTURE_2D, texture->id); @@ -1657,7 +1667,7 @@ void rlglGenerateMipmaps(Texture2D *texture) { #if defined(GRAPHICS_API_OPENGL_11) // Compute required mipmaps - void *data = rlglReadTexturePixels(*texture); + void *data = rlReadTexturePixels(*texture); // NOTE: data size is reallocated to fit mipmaps data // NOTE: CPU mipmap generation only supports RGBA 32bit data @@ -1708,8 +1718,425 @@ void rlglGenerateMipmaps(Texture2D *texture) glBindTexture(GL_TEXTURE_2D, 0); } +// Generated cubemap texture +Texture2D rlGenMapCubemap(Texture2D skyHDR, int size) +{ + Texture2D cubemap = { 0 }; + + #define PATH_CUBEMAP_VS "resources/shaders/cubemap.vs" // Path to equirectangular to cubemap vertex shader + #define PATH_CUBEMAP_FS "resources/shaders/cubemap.fs" // Path to equirectangular to cubemap fragment shader + + Shader shader = LoadShader(PATH_CUBEMAP_VS, PATH_CUBEMAP_FS); + + // Get cubemap shader locations + int projectionLoc = GetShaderLocation(shader, "projection"); + int viewLoc = GetShaderLocation(shader, "view"); + int texmapLoc = GetShaderLocation(shader, "equirectangularMap"); + + SetShaderValuei(shader, texmapLoc, (int[1]){ 0 }, 1); // Set default active texture to 0 + + // Set up depth face culling and cubemap seamless + glDisable(GL_CULL_FACE); + glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); + + // Setup framebuffer + unsigned int fbo, rbo; + glGenFramebuffers(1, &fbo); + glGenRenderbuffers(1, &rbo); + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + glBindRenderbuffer(GL_RENDERBUFFER, rbo); + glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size); + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo); + + // Set up cubemap to render and attach to framebuffer + // NOTE: faces are stored with 16 bit floating point values + glGenTextures(1, &cubemap.id); + glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id); + for (unsigned int i = 0; i < 6; i++) + glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, size, size, 0, GL_RGB, GL_FLOAT, NULL); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + + // Create projection (transposed) and different views for each face + Matrix fboProjection = MatrixPerspective(90.0, 1.0, 0.01, 1000.0); + MatrixTranspose(&fboProjection); + Matrix fboViews[6] = { + MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), + MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), + MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }), + MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }), + MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), + MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }) + }; + + // Convert HDR equirectangular environment map to cubemap equivalent + glUseProgram(shader.id); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, skyHDR.id); + SetShaderValueMatrix(shader, projectionLoc, fboProjection); + + // Note: don't forget to configure the viewport to the capture dimensions + glViewport(0, 0, size, size); + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + + for (unsigned int i = 0; i < 6; i++) + { + SetShaderValueMatrix(shader, viewLoc, fboViews[i]); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, cubemap.id, 0); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + RenderCube(); + } + + // Unbind framebuffer and textures + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + UnloadShader(shader); + + cubemap.width = size; + cubemap.height = size; + + // Reset viewport dimensions to default + glViewport(0, 0, GetScreenWidth(), GetScreenHeight()); + //glEnable(GL_CULL_FACE); + + return cubemap; +} + +Texture2D rlGenMapIrradiance(Texture2D cubemap, int size) +{ + Texture2D irradiance = { 0 }; + + #define PATH_SKYBOX_VS "resources/shaders/skybox.vs" // Path to skybox vertex shader + #define PATH_IRRADIANCE_FS "resources/shaders/irradiance.fs" // Path to irradiance (GI) calculation fragment shader + + Shader shader = LoadShader(PATH_SKYBOX_VS, PATH_IRRADIANCE_FS); + + // Get irradiance shader locations + int projectionLoc = GetShaderLocation(shader, "projection"); + int viewLoc = GetShaderLocation(shader, "view"); + int texmapLoc = GetShaderLocation(shader, "environmentMap"); + + // Set up shaders constant values + SetShaderValuei(shader, texmapLoc, (int[1]){ 0 }, 1); + + // Setup framebuffer + unsigned int fbo, rbo; + glGenFramebuffers(1, &fbo); + glGenRenderbuffers(1, &rbo); + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + glBindRenderbuffer(GL_RENDERBUFFER, rbo); + glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size); + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo); + + // Create an irradiance cubemap, and re-scale capture FBO to irradiance scale + glGenTextures(1, &irradiance.id); + glBindTexture(GL_TEXTURE_CUBE_MAP, irradiance.id); + for (unsigned int i = 0; i < 6; i++) + glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, size, size, 0, GL_RGB, GL_FLOAT, NULL); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + + // Create projection (transposed) and different views for each face + Matrix fboProjection = MatrixPerspective(90.0, 1.0, 0.01, 1000.0); + MatrixTranspose(&fboProjection); + Matrix fboViews[6] = { + MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), + MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), + MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }), + MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }), + MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), + MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }) + }; + + // Solve diffuse integral by convolution to create an irradiance cubemap + glUseProgram(shader.id); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id); + SetShaderValueMatrix(shader, projectionLoc, fboProjection); + + // Note: don't forget to configure the viewport to the capture dimensions + glViewport(0, 0, size, size); + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + + for (unsigned int i = 0; i < 6; i++) + { + SetShaderValueMatrix(shader, viewLoc, fboViews[i]); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, irradiance.id, 0); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + RenderCube(); + } + + // Unbind framebuffer and textures + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + UnloadShader(shader); + + irradiance.width = size; + irradiance.height = size; + + return irradiance; +} + +Texture2D rlGenMapPrefilter(Texture2D cubemap, int size) +{ + Texture2D prefilter = { 0 }; + + #define PATH_SKYBOX_VS "resources/shaders/skybox.vs" // Path to skybox vertex shader + #define PATH_PREFILTER_FS "resources/shaders/prefilter.fs" // Path to reflection prefilter calculation fragment shader + + Shader shader = LoadShader(PATH_SKYBOX_VS, PATH_PREFILTER_FS); + + // Get prefilter shader locations + int projectionLoc = GetShaderLocation(shader, "projection"); + int viewLoc = GetShaderLocation(shader, "view"); + int roughnessLoc = GetShaderLocation(shader, "roughness"); + int texmapLoc = GetShaderLocation(shader, "environmentMap"); + + SetShaderValuei(shader, texmapLoc, (int[1]){ 0 }, 1); + + // Setup framebuffer + unsigned int fbo, rbo; + glGenFramebuffers(1, &fbo); + glGenRenderbuffers(1, &rbo); + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + glBindRenderbuffer(GL_RENDERBUFFER, rbo); + glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size); + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo); + + // Create a prefiltered HDR environment map + glGenTextures(1, &prefilter.id); + glBindTexture(GL_TEXTURE_CUBE_MAP, prefilter.id); + for (unsigned int i = 0; i < 6; i++) + glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, size, size, 0, GL_RGB, GL_FLOAT, NULL); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + + // Generate mipmaps for the prefiltered HDR texture + glGenerateMipmap(GL_TEXTURE_CUBE_MAP); + + // Create projection (transposed) and different views for each face + Matrix fboProjection = MatrixPerspective(90.0, 1.0, 0.01, 1000.0); + MatrixTranspose(&fboProjection); + Matrix fboViews[6] = { + MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), + MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), + MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }), + MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }), + MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), + MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }) + }; + + // Prefilter HDR and store data into mipmap levels + glUseProgram(shader.id); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id); + SetShaderValueMatrix(shader, projectionLoc, fboProjection); + + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + + #define MAX_MIPMAP_LEVELS 5 // Max number of prefilter texture mipmaps + + for (unsigned int mip = 0; mip < MAX_MIPMAP_LEVELS; mip++) + { + // Resize framebuffer according to mip-level size. + unsigned int mipWidth = size*powf(0.5f, mip); + unsigned int mipHeight = size*powf(0.5f, mip); + + glBindRenderbuffer(GL_RENDERBUFFER, rbo); + glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, mipWidth, mipHeight); + glViewport(0, 0, mipWidth, mipHeight); + + float roughness = (float)mip/(float)(MAX_MIPMAP_LEVELS - 1); + glUniform1f(roughnessLoc, roughness); + + for (unsigned int i = 0; i < 6; ++i) + { + SetShaderValueMatrix(shader, viewLoc, fboViews[i]); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, prefilter.id, mip); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + RenderCube(); + } + } + + // Unbind framebuffer and textures + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + UnloadShader(shader); + + prefilter.width = size; + prefilter.height = size; + + return prefilter; +} + +Texture2D rlGenMapBRDF(Texture2D cubemap, int size) +{ + Texture2D brdf = { 0 }; + + #define PATH_BRDF_VS "resources/shaders/brdf.vs" // Path to bidirectional reflectance distribution function vertex shader + #define PATH_BRDF_FS "resources/shaders/brdf.fs" // Path to bidirectional reflectance distribution function fragment shader + + Shader shader = LoadShader(PATH_BRDF_VS, PATH_BRDF_FS); + + // Generate BRDF convolution texture + glGenTextures(1, &brdf.id); + glBindTexture(GL_TEXTURE_2D, brdf.id); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16F, size, size, 0, GL_RG, GL_FLOAT, 0); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + + // Render BRDF LUT into a quad using FBO + unsigned int fbo, rbo; + glGenFramebuffers(1, &fbo); + glGenRenderbuffers(1, &rbo); + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + glBindRenderbuffer(GL_RENDERBUFFER, rbo); + glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, brdf.id, 0); + + rlViewport(0, 0, size, size); + glUseProgram(shader.id); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + RenderQuad(); + + // Unbind framebuffer and textures + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + UnloadShader(shader); + + brdf.width = size; + brdf.height = size; + + return brdf; +} + +// Renders a 1x1 3D cube in NDC +GLuint cubeVAO = 0; +GLuint cubeVBO = 0; +static void RenderCube(void) +{ + // Initialize if it is not yet + if (cubeVAO == 0) + { + GLfloat vertices[] = { + -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, + 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, + 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, + 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, + -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, + -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, + -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, + 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, + 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, + 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, + -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, + -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, + -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, + -1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, + -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, + -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, + -1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, + -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, + 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, + 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, + 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, + 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, + 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, + 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, + -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, + 1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, + 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, + 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, + -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, + -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, + -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, + 1.0f, 1.0f , 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, + 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, + 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, + -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, + -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f + }; + + // Set up cube VAO + glGenVertexArrays(1, &cubeVAO); + glGenBuffers(1, &cubeVBO); + + // Fill buffer + glBindBuffer(GL_ARRAY_BUFFER, cubeVBO); + glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); + + // Link vertex attributes + glBindVertexArray(cubeVAO); + glEnableVertexAttribArray(0); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(GLfloat), (GLvoid*)0); + glEnableVertexAttribArray(1); + glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(GLfloat), (GLvoid*)(3*sizeof(GLfloat))); + glEnableVertexAttribArray(2); + glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(GLfloat), (GLvoid*)(6*sizeof(GLfloat))); + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindVertexArray(0); + } + + // Render cube + glBindVertexArray(cubeVAO); + glDrawArrays(GL_TRIANGLES, 0, 36); + glBindVertexArray(0); +} + +// Renders a 1x1 XY quad in NDC +GLuint quadVAO = 0; +GLuint quadVBO; +static void RenderQuad(void) +{ + // Initialize if it is not yet + if (quadVAO == 0) + { + GLfloat quadVertices[] = { + // Positions // Texture Coords + -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, + -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, + 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, + 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, + }; + + // Set up plane VAO + glGenVertexArrays(1, &quadVAO); + glGenBuffers(1, &quadVBO); + glBindVertexArray(quadVAO); + + // Fill buffer + glBindBuffer(GL_ARRAY_BUFFER, quadVBO); + glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW); + + // Link vertex attributes + glEnableVertexAttribArray(0); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(GLfloat), (GLvoid*)0); + glEnableVertexAttribArray(1); + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(GLfloat), (GLvoid*)(3*sizeof(GLfloat))); + } + + // Render quad + glBindVertexArray(quadVAO); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + glBindVertexArray(0); +} + + + // Upload vertex data into a VAO (if supported) and VBO -void rlglLoadMesh(Mesh *mesh, bool dynamic) +// TODO: Check if mesh has already been loaded in GPU +void rlLoadMesh(Mesh *mesh, bool dynamic) { mesh->vaoId = 0; // Vertex Array Object mesh->vboId[0] = 0; // Vertex positions VBO @@ -1846,7 +2273,7 @@ void rlglLoadMesh(Mesh *mesh, bool dynamic) } // Update vertex data on GPU (upload new data to one buffer) -void rlglUpdateMesh(Mesh mesh, int buffer, int numVertex) +void rlUpdateMesh(Mesh mesh, int buffer, int numVertex) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) // Activate mesh VAO @@ -1908,11 +2335,11 @@ void rlglUpdateMesh(Mesh mesh, int buffer, int numVertex) } // Draw a 3d mesh with material and transform -void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) +void rlDrawMesh(Mesh mesh, Material material, Matrix transform) { #if defined(GRAPHICS_API_OPENGL_11) glEnable(GL_TEXTURE_2D); - glBindTexture(GL_TEXTURE_2D, material.texDiffuse.id); + glBindTexture(GL_TEXTURE_2D, material.maps[TEXMAP_DIFFUSE].tex.id); // NOTE: On OpenGL 1.1 we use Vertex Arrays to draw model glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array @@ -1943,16 +2370,28 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) #endif #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glUseProgram(material.shader.id); + // Bind shader program + glUseProgram(material.shader.id); + + // Matrices and other values required by shader + //----------------------------------------------------- + + // Calculate and send to shader model matrix (used by PBR shader) + SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_MODEL], transform); + // 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); + glUniform4f(material.shader.locs[LOC_COLOR_DIFFUSE], (float)material.maps[TEXMAP_DIFFUSE].color.r/255, + (float)material.maps[TEXMAP_DIFFUSE].color.g/255, + (float)material.maps[TEXMAP_DIFFUSE].color.b/255, + (float)material.maps[TEXMAP_DIFFUSE].color.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); + if (material.shader.locs[LOC_COLOR_SPECULAR] != -1) + glUniform4f(material.shader.locs[LOC_COLOR_SPECULAR], (float)material.maps[TEXMAP_SPECULAR].color.r/255, + (float)material.maps[TEXMAP_SPECULAR].color.g/255, + (float)material.maps[TEXMAP_SPECULAR].color.b/255, + (float)material.maps[TEXMAP_SPECULAR].color.a/255); // At this point the modelview matrix just contains the view matrix (camera) // That's because Begin3dMode() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix() @@ -1961,118 +2400,80 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) // Calculate model-view matrix combining matModel and matView Matrix matModelView = MatrixMultiply(transform, matView); // Transform to camera-space coordinates + //----------------------------------------------------- - // If not using default shader, we check for some additional location points - // NOTE: This method is quite inefficient... it's a temporal solution while looking for a better one - if (material.shader.id != defaultShader.id) + // Bind active texture maps (if available) + for (int i = 0; i < MAX_MATERIAL_TEXTURE_MAPS; i++) { - // Check if model matrix is located in shader and upload value - int modelMatrixLoc = glGetUniformLocation(material.shader.id, "modelMatrix"); - if (modelMatrixLoc != -1) + if (material.maps[i].tex.id > 0) { - // Transpose and inverse model transformations matrix for fragment normal calculations - Matrix transInvTransform = transform; - MatrixTranspose(&transInvTransform); - MatrixInvert(&transInvTransform); + glActiveTexture(GL_TEXTURE0 + i); + if ((i == TEXMAP_IRRADIANCE) || (i == TEXMAP_PREFILTER) || (i == TEXMAP_CUBEMAP)) glBindTexture(GL_TEXTURE_CUBE_MAP, material.maps[i].tex.id); + else glBindTexture(GL_TEXTURE_2D, material.maps[i].tex.id); - // Send model transformations matrix to shader - glUniformMatrix4fv(modelMatrixLoc, 1, false, MatrixToFloat(transInvTransform)); + glUniform1i(material.shader.locs[LOC_TEXMAP_DIFFUSE + i], i); } - - // Check if view direction is located in shader and upload value - // NOTE: View matrix values m8, m9 and m10 are view direction vector axis (target - position) - int viewDirLoc = glGetUniformLocation(material.shader.id, "viewDir"); - if (viewDirLoc != -1) glUniform3f(viewDirLoc, matView.m8, matView.m9, matView.m10); - - // 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); - glBindTexture(GL_TEXTURE_2D, material.texDiffuse.id); - glUniform1i(material.shader.mapTexture0Loc, 0); // Diffuse texture fits in active texture unit 0 - - if ((material.texNormal.id != 0) && (material.shader.mapTexture1Loc != -1)) - { - // 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); - } + // Bind vertex array objects (or VBOs) + if (vaoSupported) glBindVertexArray(mesh.vaoId); else { + // TODO: Simplify VBO binding into a for loop + // Bind mesh VBO data: vertex position (shader-location = 0) glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]); - glVertexAttribPointer(material.shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(material.shader.vertexLoc); + glVertexAttribPointer(material.shader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_POSITION]); // Bind mesh VBO data: vertex texcoords (shader-location = 1) glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]); - glVertexAttribPointer(material.shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(material.shader.texcoordLoc); + glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TEXCOORD01]); // Bind mesh VBO data: vertex normals (shader-location = 2, if available) - if (material.shader.normalLoc != -1) + if (material.shader.locs[LOC_VERTEX_NORMAL] != -1) { glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]); - glVertexAttribPointer(material.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(material.shader.normalLoc); + glVertexAttribPointer(material.shader.locs[LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_NORMAL]); } // Bind mesh VBO data: vertex colors (shader-location = 3, if available) - if (material.shader.colorLoc != -1) + if (material.shader.locs[LOC_VERTEX_COLOR] != -1) { if (mesh.vboId[3] != 0) { glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]); - glVertexAttribPointer(material.shader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); - glEnableVertexAttribArray(material.shader.colorLoc); + glVertexAttribPointer(material.shader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); + glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_COLOR]); } else { // Set default value for unused attribute // NOTE: Required when using default shader and no VAO support - glVertexAttrib4f(material.shader.colorLoc, 1.0f, 1.0f, 1.0f, 1.0f); - glDisableVertexAttribArray(material.shader.colorLoc); + glVertexAttrib4f(material.shader.locs[LOC_VERTEX_COLOR], 1.0f, 1.0f, 1.0f, 1.0f); + glDisableVertexAttribArray(material.shader.locs[LOC_VERTEX_COLOR]); } } // Bind mesh VBO data: vertex tangents (shader-location = 4, if available) - if (material.shader.tangentLoc != -1) + if (material.shader.locs[LOC_VERTEX_TANGENT] != -1) { glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]); - glVertexAttribPointer(material.shader.tangentLoc, 3, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(material.shader.tangentLoc); + glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TANGENT], 3, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TANGENT]); } // Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available) - if (material.shader.texcoord2Loc != -1) + if (material.shader.locs[LOC_VERTEX_TEXCOORD02] != -1) { glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]); - glVertexAttribPointer(material.shader.texcoord2Loc, 2, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(material.shader.texcoord2Loc); + glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TEXCOORD02], 2, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TEXCOORD02]); } - if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]); + if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.vboId[6]); } int eyesCount = 1; @@ -2091,45 +2492,41 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) Matrix matMVP = MatrixMultiply(modelview, projection); // Transform to screen-space coordinates // Send combined model-view-projection matrix to shader - glUniformMatrix4fv(material.shader.mvpLoc, 1, false, MatrixToFloat(matMVP)); + glUniformMatrix4fv(material.shader.locs[LOC_MATRIX_MVP], 1, false, MatrixToFloat(matMVP)); // Draw call! 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) + + // Unbind all binded texture maps + for (int i = 0; i < MAX_MATERIAL_TEXTURE_MAPS; i++) { - glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D, 0); + glActiveTexture(GL_TEXTURE0 + i); // Set shader active texture + if ((i == TEXMAP_IRRADIANCE) || (i == TEXMAP_PREFILTER) || (i == TEXMAP_CUBEMAP)) glBindTexture(GL_TEXTURE_CUBE_MAP, 0); + else glBindTexture(GL_TEXTURE_2D, 0); // Unbind current active texture } - if (material.texSpecular.id != 0) - { - glActiveTexture(GL_TEXTURE2); - glBindTexture(GL_TEXTURE_2D, 0); - } - - glActiveTexture(GL_TEXTURE0); // Set shader active texture to default 0 - glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures - - if (vaoSupported) glBindVertexArray(0); // Unbind VAO + // Unind vertex array objects (or VBOs) + if (vaoSupported) glBindVertexArray(0); else { - glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind VBOs + glBindBuffer(GL_ARRAY_BUFFER, 0); if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } - glUseProgram(0); // Unbind shader program + // Unbind shader program + glUseProgram(0); // Restore projection/modelview matrices + // NOTE: In stereo rendering matrices are being modified to fit every eye projection = matProjection; modelview = matView; #endif } // Unload mesh data from CPU and GPU -void rlglUnloadMesh(Mesh *mesh) +void rlUnloadMesh(Mesh *mesh) { if (mesh->vertices != NULL) free(mesh->vertices); if (mesh->texcoords != NULL) free(mesh->texcoords); @@ -2151,7 +2548,7 @@ void rlglUnloadMesh(Mesh *mesh) } // Read screen pixel data (color buffer) -unsigned char *rlglReadScreenPixels(int width, int height) +unsigned char *rlReadScreenPixels(int width, int height) { unsigned char *screenData = (unsigned char *)calloc(width*height*4, sizeof(unsigned char)); @@ -2182,7 +2579,7 @@ unsigned char *rlglReadScreenPixels(int width, int height) // Read texture pixel data // NOTE: glGetTexImage() is not available on OpenGL ES 2.0 // Texture2D width and height are required on OpenGL ES 2.0. There is no way to get it from texture id. -void *rlglReadTexturePixels(Texture2D texture) +void *rlReadTexturePixels(Texture2D texture) { void *pixels = NULL; @@ -2235,7 +2632,7 @@ void *rlglReadTexturePixels(Texture2D texture) #if defined(GRAPHICS_API_OPENGL_ES2) - RenderTexture2D fbo = rlglLoadRenderTexture(texture.width, texture.height); + RenderTexture2D fbo = rlLoadRenderTexture(texture.width, texture.height); // NOTE: Two possible Options: // 1 - Bind texture to color fbo attachment and glReadPixels() @@ -2306,7 +2703,7 @@ void *rlglReadTexturePixels(Texture2D texture) /* // TODO: Record draw calls to be processed in batch // NOTE: Global state must be kept -void rlglRecordDraw(void) +void rlRecordDraw(void) { // TODO: Before adding a new draw, check if anything changed from last stored draw #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) @@ -2328,7 +2725,7 @@ void rlglRecordDraw(void) //---------------------------------------------------------------------------------- // Get default internal texture (white texture) -Texture2D GetDefaultTexture(void) +Texture2D GetTextureDefault(void) { Texture2D texture; @@ -2389,8 +2786,8 @@ Shader LoadShader(char *vsFileName, char *fsFileName) { shader.id = LoadShaderProgram(vShaderStr, fShaderStr); - // After shader loading, we try to load default location names - if (shader.id != 0) LoadDefaultShaderLocations(&shader); + // After shader loading, we TRY to set default location names + if (shader.id > 0) SetShaderDefaultLocations(&shader); // Shader strings must be freed free(vShaderStr); @@ -2402,6 +2799,32 @@ Shader LoadShader(char *vsFileName, char *fsFileName) TraceLog(LOG_WARNING, "Custom shader could not be loaded"); shader = defaultShader; } + + + // Get available shader uniforms + // NOTE: This information is useful for debug... + int uniformCount = -1; + + glGetProgramiv(shader.id, GL_ACTIVE_UNIFORMS, &uniformCount); + + for(int i = 0; i < uniformCount; i++) + { + int namelen = -1; + int num = -1; + char name[256]; // Assume no variable names longer than 256 + GLenum type = GL_ZERO; + + // Get the name of the uniforms + glGetActiveUniform(shader.id, i,sizeof(name) - 1, &namelen, &num, &type, name); + + name[namelen] = 0; + + // Get the location of the named uniform + GLuint location = glGetUniformLocation(shader.id, name); + + TraceLog(LOG_INFO, "[SHDR ID %i] Active uniform [%s] set at location: %i", shader.id, name, location); + } + #endif return shader; @@ -2410,7 +2833,7 @@ Shader LoadShader(char *vsFileName, char *fsFileName) // Unload shader from GPU memory (VRAM) void UnloadShader(Shader shader) { - if (shader.id != 0) + if (shader.id > 0) { rlDeleteShader(shader.id); TraceLog(LOG_INFO, "[SHDR ID %i] Unloaded shader program data", shader.id); @@ -2438,7 +2861,7 @@ void EndShaderMode(void) } // Get default shader -Shader GetDefaultShader(void) +Shader GetShaderDefault(void) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) return defaultShader; @@ -2455,7 +2878,8 @@ int GetShaderLocation(Shader shader, const char *uniformName) #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) location = glGetUniformLocation(shader.id, uniformName); - if (location == -1) TraceLog(LOG_DEBUG, "[SHDR ID %i] Shader location for %s could not be found", shader.id, uniformName); + if (location == -1) TraceLog(LOG_WARNING, "[SHDR ID %i] Shader uniform [%s] COULD NOT BE FOUND", shader.id, uniformName); + else TraceLog(LOG_INFO, "[SHDR ID %i] Shader uniform [%s] set at location: %i", shader.id, uniformName, location); #endif return location; } @@ -2609,12 +3033,12 @@ void InitVrSimulator(int vrDevice) // Initialize framebuffer and textures for stereo rendering // NOTE: screen size should match HMD aspect ratio - vrConfig.stereoFbo = rlglLoadRenderTexture(screenWidth, screenHeight); + vrConfig.stereoFbo = rlLoadRenderTexture(screenWidth, screenHeight); #if defined(SUPPORT_DISTORTION_SHADER) // Load distortion shader (initialized by default with Oculus Rift CV1 parameters) vrConfig.distortionShader.id = LoadShaderProgram(vDistortionShaderStr, fDistortionShaderStr); - if (vrConfig.distortionShader.id != 0) LoadDefaultShaderLocations(&vrConfig.distortionShader); + if (vrConfig.distortionShader.id > 0) SetShaderDefaultLocations(&vrConfig.distortionShader); #endif SetStereoConfig(hmd); @@ -2727,7 +3151,7 @@ void EndVrDrawing(void) // Draw RenderTexture (stereoFbo) using distortion shader currentShader = vrConfig.distortionShader; #else - currentShader = GetDefaultShader(); + currentShader = GetShaderDefault(); #endif rlEnableTexture(vrConfig.stereoFbo.texture.id); @@ -2783,7 +3207,7 @@ void EndVrDrawing(void) #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) // Convert image data to OpenGL texture (returns OpenGL valid Id) // NOTE: Expected compressed image data and POT image -static void LoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int compressedFormat) +static void LoadTextureCompressed(unsigned char *data, int width, int height, int compressedFormat, int mipmapCount) { glPixelStorei(GL_UNPACK_ALIGNMENT, 1); @@ -2950,7 +3374,7 @@ static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShade // Load default shader (just vertex positioning and texture coloring) // NOTE: This shader program is used for batch buffers (lines, triangles, quads) -static Shader LoadDefaultShader(void) +static Shader LoadShaderDefault(void) { Shader shader; @@ -3015,17 +3439,29 @@ static Shader LoadDefaultShader(void) shader.id = LoadShaderProgram(vDefaultShaderStr, fDefaultShaderStr); - if (shader.id != 0) TraceLog(LOG_INFO, "[SHDR ID %i] Default shader loaded successfully", shader.id); - else TraceLog(LOG_WARNING, "[SHDR ID %i] Default shader could not be loaded", shader.id); + if (shader.id > 0) + { + TraceLog(LOG_INFO, "[SHDR ID %i] Default shader loaded successfully", shader.id); + + // Set default shader locations + // Get handles to GLSL input attibute locations + shader.locs[LOC_VERTEX_POSITION] = glGetAttribLocation(shader.id, "vertexPosition"); + shader.locs[LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(shader.id, "vertexTexCoord"); + shader.locs[LOC_VERTEX_COLOR] = glGetAttribLocation(shader.id, "vertexColor"); - if (shader.id != 0) LoadDefaultShaderLocations(&shader); + // Get handles to GLSL uniform locations + shader.locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader.id, "mvpMatrix"); + shader.locs[LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader.id, "colDiffuse"); + shader.locs[LOC_TEXMAP_DIFFUSE] = glGetUniformLocation(shader.id, "texture0"); + } + else TraceLog(WARNING, "[SHDR ID %i] Default shader could not be loaded", shader.id); return shader; } // Get location handlers to for shader attributes and uniforms // NOTE: If any location is not found, loc point becomes -1 -static void LoadDefaultShaderLocations(Shader *shader) +static void SetShaderDefaultLocations(Shader *shader) { // NOTE: Default shader attrib locations have been fixed before linking: // vertex position location = 0 @@ -3036,30 +3472,27 @@ static void LoadDefaultShaderLocations(Shader *shader) // 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); - shader->texcoord2Loc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD2_NAME); - shader->normalLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_NORMAL_NAME); - shader->tangentLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TANGENT_NAME); - shader->colorLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_COLOR_NAME); + shader->locs[LOC_VERTEX_POSITION] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_POSITION_NAME); + shader->locs[LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD_NAME); + shader->locs[LOC_VERTEX_TEXCOORD02] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD2_NAME); + shader->locs[LOC_VERTEX_NORMAL] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_NORMAL_NAME); + shader->locs[LOC_VERTEX_TANGENT] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TANGENT_NAME); + shader->locs[LOC_VERTEX_COLOR] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_COLOR_NAME); // Get handles to GLSL uniform locations (vertex shader) - shader->mvpLoc = glGetUniformLocation(shader->id, "mvpMatrix"); + shader->locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader->id, "mvpMatrix"); // Get handles to GLSL uniform locations (fragment 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"); + shader->locs[LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader->id, "colDiffuse"); + shader->locs[LOC_TEXMAP_DIFFUSE] = glGetUniformLocation(shader->id, "texture0"); + shader->locs[LOC_TEXMAP_NORMAL] = glGetUniformLocation(shader->id, "texture1"); + shader->locs[LOC_TEXMAP_SPECULAR] = glGetUniformLocation(shader->id, "texture2"); // TODO: Try to find all expected/recognized shader locations (predefined names, must be documented) } // Unload default shader -static void UnloadDefaultShader(void) +static void UnloadShaderDefault(void) { glUseProgram(0); @@ -3155,15 +3588,15 @@ static void LoadDefaultBuffers(void) glGenBuffers(2, &lines.vboId[0]); glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[0]); glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*2*MAX_LINES_BATCH, lines.vertices, GL_DYNAMIC_DRAW); - glEnableVertexAttribArray(currentShader.vertexLoc); - glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]); + glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0); // Vertex color buffer (shader-location = 3) glGenBuffers(2, &lines.vboId[1]); glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[1]); glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*2*MAX_LINES_BATCH, lines.colors, GL_DYNAMIC_DRAW); - glEnableVertexAttribArray(currentShader.colorLoc); - glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); + glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]); + glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); if (vaoSupported) TraceLog(LOG_INFO, "[VAO ID %i] Default buffers VAO initialized successfully (lines)", lines.vaoId); else TraceLog(LOG_INFO, "[VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully (lines)", lines.vboId[0], lines.vboId[1]); @@ -3181,15 +3614,15 @@ static void LoadDefaultBuffers(void) glGenBuffers(1, &triangles.vboId[0]); glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[0]); glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*3*MAX_TRIANGLES_BATCH, triangles.vertices, GL_DYNAMIC_DRAW); - glEnableVertexAttribArray(currentShader.vertexLoc); - glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]); + glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0); // Vertex color buffer (shader-location = 3) glGenBuffers(1, &triangles.vboId[1]); glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[1]); glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW); - glEnableVertexAttribArray(currentShader.colorLoc); - glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); + glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]); + glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); if (vaoSupported) TraceLog(LOG_INFO, "[VAO ID %i] Default buffers VAO initialized successfully (triangles)", triangles.vaoId); else TraceLog(LOG_INFO, "[VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully (triangles)", triangles.vboId[0], triangles.vboId[1]); @@ -3207,22 +3640,22 @@ static void LoadDefaultBuffers(void) glGenBuffers(1, &quads.vboId[0]); glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[0]); glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW); - glEnableVertexAttribArray(currentShader.vertexLoc); - glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]); + glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0); // Vertex texcoord buffer (shader-location = 1) glGenBuffers(1, &quads.vboId[1]); glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[1]); glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW); - glEnableVertexAttribArray(currentShader.texcoordLoc); - glVertexAttribPointer(currentShader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_TEXCOORD01]); + glVertexAttribPointer(currentShader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0); // Vertex color buffer (shader-location = 3) glGenBuffers(1, &quads.vboId[2]); glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[2]); glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW); - glEnableVertexAttribArray(currentShader.colorLoc); - glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); + glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]); + glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); // Fill index buffer glGenBuffers(1, &quads.vboId[3]); @@ -3338,9 +3771,9 @@ static void DrawDefaultBuffers() // 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); + glUniformMatrix4fv(currentShader.locs[LOC_MATRIX_MVP], 1, false, MatrixToFloat(matMVP)); + glUniform4f(currentShader.locs[LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f); + glUniform1i(currentShader.locs[LOC_TEXMAP_DIFFUSE], 0); // NOTE: Additional map textures not considered for default buffers drawing } @@ -3348,6 +3781,7 @@ static void DrawDefaultBuffers() // Draw lines buffers if (lines.vCounter > 0) { + glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, whiteTexture); if (vaoSupported) @@ -3358,13 +3792,13 @@ static void DrawDefaultBuffers() { // Bind vertex attrib: position (shader-location = 0) glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[0]); - glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(currentShader.vertexLoc); + glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]); // Bind vertex attrib: color (shader-location = 3) glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[1]); - glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); - glEnableVertexAttribArray(currentShader.colorLoc); + glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); + glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]); } glDrawArrays(GL_LINES, 0, lines.vCounter); @@ -3376,6 +3810,7 @@ static void DrawDefaultBuffers() // Draw triangles buffers if (triangles.vCounter > 0) { + glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, whiteTexture); if (vaoSupported) @@ -3386,13 +3821,13 @@ static void DrawDefaultBuffers() { // Bind vertex attrib: position (shader-location = 0) glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[0]); - glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(currentShader.vertexLoc); + glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]); // Bind vertex attrib: color (shader-location = 3) glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[1]); - glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); - glEnableVertexAttribArray(currentShader.colorLoc); + glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); + glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]); } glDrawArrays(GL_TRIANGLES, 0, triangles.vCounter); @@ -3416,18 +3851,18 @@ static void DrawDefaultBuffers() { // Bind vertex attrib: position (shader-location = 0) glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[0]); - glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(currentShader.vertexLoc); + glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]); // Bind vertex attrib: texcoord (shader-location = 1) glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[1]); - glVertexAttribPointer(currentShader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(currentShader.texcoordLoc); + glVertexAttribPointer(currentShader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_TEXCOORD01]); // Bind vertex attrib: color (shader-location = 3) glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[2]); - glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); - glEnableVertexAttribArray(currentShader.colorLoc); + glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); + glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]); } @@ -3441,6 +3876,7 @@ static void DrawDefaultBuffers() //TraceLog(LOG_DEBUG, "Quads to render: %i - Vertex Count: %i", quadsCount, draws[i].vertexCount); + glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, draws[i].textureId); // NOTE: The final parameter tells the GPU the offset in bytes from the start of the index buffer to the location of the first index to process diff --git a/src/rlgl.h b/src/rlgl.h index 36ff78899..3adf81a5e 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -145,6 +145,54 @@ typedef unsigned char byte; // Boolean type typedef enum { false, true } bool; #endif + + typedef enum { + LOC_VERTEX_POSITION = 0, + LOC_VERTEX_TEXCOORD01, + LOC_VERTEX_TEXCOORD02, + LOC_VERTEX_NORMAL, + LOC_VERTEX_TANGENT, + LOC_VERTEX_COLOR, + LOC_MATRIX_MVP, + LOC_MATRIX_MODEL, + LOC_MATRIX_VIEW, + LOC_MATRIX_PROJECTION, + LOC_VECTOR_VIEW, + LOC_COLOR_DIFFUSE, + LOC_COLOR_SPECULAR, + LOC_COLOR_AMBIENT, + LOC_TEXMAP_ALBEDO, // LOC_TEXMAP_DIFFUSE + LOC_TEXMAP_METALNESS, // LOC_TEXMAP_SPECULAR + LOC_TEXMAP_NORMAL, + LOC_TEXMAP_ROUGHNESS, + LOC_TEXMAP_OCCUSION, + LOC_TEXMAP_EMISSION, + LOC_TEXMAP_HEIGHT, + LOC_TEXMAP_CUBEMAP, + LOC_TEXMAP_IRRADIANCE, + LOC_TEXMAP_PREFILTER, + LOC_TEXMAP_BRDF + } ShaderLocationIndex; + + #define LOC_TEXMAP_DIFFUSE LOC_TEXMAP_ALBEDO + #define LOC_TEXMAP_SPECULAR LOC_TEXMAP_METALNESS + + typedef enum { + TEXMAP_ALBEDO = 0, // TEXMAP_DIFFUSE + TEXMAP_METALNESS = 1, // TEXMAP_SPECULAR + TEXMAP_NORMAL = 2, + TEXMAP_ROUGHNESS = 3, + TEXMAP_OCCLUSION, + TEXMAP_EMISSION, + TEXMAP_HEIGHT, + TEXMAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP + TEXMAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP + TEXMAP_PREFILTER, // NOTE: Uses GL_TEXTURE_CUBE_MAP + TEXMAP_BRDF + } TexmapIndex; + + #define TEXMAP_DIFFUSE TEXMAP_ALBEDO + #define TEXMAP_SPECULAR TEXMAP_METALNESS // Color type, RGBA (32bit) typedef struct Color { @@ -186,44 +234,30 @@ typedef unsigned char byte; unsigned int vaoId; // OpenGL Vertex Array Object id unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data) } Mesh; - - // Shader type (generic shader) + + // Shader and material limits + #define MAX_SHADER_LOCATIONS 32 + #define MAX_MATERIAL_TEXTURE_MAPS 12 + #define MAX_MATERIAL_PARAMS 8 + + // Shader type (generic) typedef struct Shader { unsigned int id; // Shader program id - - // Vertex attributes locations (default locations) - int vertexLoc; // Vertex attribute location point (default-location = 0) - int texcoordLoc; // Texcoord attribute location point (default-location = 1) - int normalLoc; // Normal attribute location point (default-location = 2) - int colorLoc; // Color attibute location point (default-location = 3) - int tangentLoc; // Tangent attribute location point (default-location = 4) - int texcoord2Loc; // Texcoord2 attribute location point (default-location = 5) - - // Uniform locations - int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader) - int colDiffuseLoc; // Color uniform location point (fragment shader) - int colAmbientLoc; // Ambient color uniform location point (fragment shader) - int colSpecularLoc; // Specular color uniform location point (fragment shader) - - // Texture map locations (generic for any kind of map) - int mapTexture0Loc; // Map texture uniform location point (default-texture-unit = 0) - int mapTexture1Loc; // Map texture uniform location point (default-texture-unit = 1) - int mapTexture2Loc; // Map texture uniform location point (default-texture-unit = 2) + int locs[MAX_SHADER_LOCATIONS]; // Initialized on LoadShader(), set to MAX_SHADER_LOCATIONS } Shader; - // Material type + // Material texture map + typedef struct TextureMap { + Texture2D tex; + Color color; + float value; + } TextureMap; + + // Material type (generic) typedef struct Material { - Shader shader; // Standard shader (supports 3 map types: diffuse, normal, specular) - - Texture2D texDiffuse; // Diffuse texture - Texture2D texNormal; // Normal texture - Texture2D texSpecular; // Specular texture - - Color colDiffuse; // Diffuse color - Color colAmbient; // Ambient color - Color colSpecular; // Specular color - - float glossiness; // Glossiness level (Ranges from 0 to 1000) + Shader shader; + TextureMap maps[MAX_TEXTURE_MAPS]; // Initialized on LoadMaterial*(), set to MAX_TEXTURE_MAPS + float *params; // Initialized on LoadMaterial*(), set to MAX_MATERIAL_PARAMS } Material; // Camera type, defines a camera position/orientation in 3d space @@ -343,23 +377,24 @@ void rlColor4f(float x, float y, float z, float w); // Define one vertex (color) // Functions Declaration - OpenGL equivalent functions (common to 1.1, 3.3+, ES2) // NOTE: This functions are used to completely abstract raylib code from OpenGL layer //------------------------------------------------------------------------------------ -void rlEnableTexture(unsigned int id); // Enable texture usage -void rlDisableTexture(void); // Disable texture usage +void rlEnableTexture(unsigned int id); // Enable texture usage +void rlDisableTexture(void); // Disable texture usage void rlTextureParameters(unsigned int id, int param, int value); // Set texture parameters (filter, wrap) -void rlEnableRenderTexture(unsigned int id); // Enable render texture (fbo) -void rlDisableRenderTexture(void); // Disable render texture (fbo), return to default framebuffer -void rlEnableDepthTest(void); // Enable depth test -void rlDisableDepthTest(void); // Disable depth test -void rlEnableWireMode(void); // Enable wire mode -void rlDisableWireMode(void); // Disable wire mode -void rlDeleteTextures(unsigned int id); // Delete OpenGL texture from GPU +void rlEnableRenderTexture(unsigned int id); // Enable render texture (fbo) +void rlDisableRenderTexture(void); // Disable render texture (fbo), return to default framebuffer +void rlEnableDepthTest(void); // Enable depth test +void rlDisableDepthTest(void); // Disable depth test +void rlEnableWireMode(void); // Enable wire mode +void rlDisableWireMode(void); // Disable wire mode +void rlDeleteTextures(unsigned int id); // Delete OpenGL texture from GPU void rlDeleteRenderTextures(RenderTexture2D target); // Delete render textures (fbo) from GPU -void rlDeleteShader(unsigned int id); // Delete OpenGL shader program from GPU -void rlDeleteVertexArrays(unsigned int id); // Unload vertex data (VAO) from GPU memory -void rlDeleteBuffers(unsigned int id); // Unload vertex data (VBO) from GPU memory -void rlClearColor(byte r, byte g, byte b, byte a); // Clear color buffer with color -void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth) -int rlGetVersion(void); // Returns current OpenGL version +void rlDeleteShader(unsigned int id); // Delete OpenGL shader program from GPU +void rlDeleteVertexArrays(unsigned int id); // Unload vertex data (VAO) from GPU memory +void rlDeleteBuffers(unsigned int id); // Unload vertex data (VBO) from GPU memory +void rlClearColor(byte r, byte g, byte b, byte a); // Clear color buffer with color +void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth) +int rlGetVersion(void); // Returns current OpenGL version +Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coordinates from screen coordinates //------------------------------------------------------------------------------------ // Functions Declaration - rlgl functionality @@ -369,24 +404,26 @@ void rlglClose(void); // De-init rlgl void rlglDraw(void); // Draw VAO/VBO void rlglLoadExtensions(void *loader); // Load OpenGL extensions -unsigned int rlglLoadTexture(void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU -RenderTexture2D rlglLoadRenderTexture(int width, int height); // Load a texture to be used for rendering (fbo with color and depth attachments) -void rlglUpdateTexture(unsigned int id, int width, int height, int format, const void *data); // Update GPU texture with new data -void rlglGenerateMipmaps(Texture2D *texture); // Generate mipmap data for selected texture +// Textures data management +unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU +void rlUpdateTexture(unsigned int id, int width, int height, int format, const void *data); // Update GPU texture with new data +void rlUnloadTexture(unsigned int id); +void rlGenerateMipmaps(Texture2D *texture); // Generate mipmap data for selected texture +void *rlReadTexturePixels(Texture2D texture); // Read texture pixel data +unsigned char *rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer) +RenderTexture2D rlLoadRenderTexture(int width, int height); // Load a texture to be used for rendering (fbo with color and depth attachments) -void rlglLoadMesh(Mesh *mesh, bool dynamic); // Upload vertex data into GPU and provided VAO/VBO ids -void rlglUpdateMesh(Mesh mesh, int buffer, int numVertex); // Update vertex data on GPU (upload new data to one buffer) -void rlglDrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform -void rlglUnloadMesh(Mesh *mesh); // Unload mesh data from CPU and GPU +// Vertex data management +void rlLoadMesh(Mesh *mesh, bool dynamic); // Upload vertex data into GPU and provided VAO/VBO ids +void rlUpdateMesh(Mesh mesh, int buffer, int numVertex); // Update vertex data on GPU (upload new data to one buffer) +void rlDrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform +void rlUnloadMesh(Mesh *mesh); // Unload mesh data from CPU and GPU -Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coordinates from screen coordinates - -unsigned char *rlglReadScreenPixels(int width, int height); // Read screen pixel data (color buffer) -void *rlglReadTexturePixels(Texture2D texture); // Read texture pixel data - -// VR functions exposed to core module but not to raylib users -void BeginVrDrawing(void); // Begin VR drawing configuration -void EndVrDrawing(void); // End VR drawing process (and desktop mirror) +// Texture maps generation (PBR) +Texture2D rlGenMapCubemap(Texture2D skyHDR, int size); // Generate cubemap texture map from HDR texture +Texture2D rlGenMapIrradiance(Texture2D cubemap, int size); // Generate irradiance texture map +Texture2D rlGenMapPrefilter(Texture2D cubemap, int size); // Generate prefilter texture map +Texture2D rlGenMapBRDF(Texture2D cubemap, int size); // Generate BRDF texture map // NOTE: There is a set of shader related functions that are available to end user, // to avoid creating function wrappers through core module, they have been directly declared in raylib.h @@ -396,34 +433,34 @@ void EndVrDrawing(void); // End VR drawing process (and deskt // Shaders System Functions (Module: rlgl) // NOTE: This functions are useless when using OpenGL 1.1 //------------------------------------------------------------------------------------ -Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations -void UnloadShader(Shader shader); // Unload a custom shader from memory +Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations +void UnloadShader(Shader shader); // Unload a custom shader from memory -Shader GetDefaultShader(void); // Get default shader -Texture2D GetDefaultTexture(void); // Get default texture +Shader GetShaderDefault(void); // Get default shader +Texture2D GetTextureDefault(void); // Get default texture int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float) void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int) void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4) -void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix) -void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix) +void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix) +void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix) -void BeginShaderMode(Shader shader); // Begin custom shader drawing -void EndShaderMode(void); // End custom shader drawing (use default shader) -void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied) -void EndBlendMode(void); // End blending mode (reset to default: alpha blending) +void BeginShaderMode(Shader shader); // Begin custom shader drawing +void EndShaderMode(void); // End custom shader drawing (use default shader) +void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied) +void EndBlendMode(void); // End blending mode (reset to default: alpha blending) -void TraceLog(int msgType, const char *text, ...); // Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG) -float *MatrixToFloat(Matrix mat); // Get float array from Matrix data +void InitVrSimulator(int vrDevice); // Init VR simulator for selected device +void CloseVrSimulator(void); // Close VR simulator for current device +void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera +void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator) +void BeginVrDrawing(void); // Begin VR stereo rendering +void EndVrDrawing(void); // End VR stereo rendering -void InitVrSimulator(int vrDevice); // Init VR simulator for selected device -void CloseVrSimulator(void); // Close VR simulator for current device -void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera -void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator) -void BeginVrDrawing(void); // Begin VR stereo rendering -void EndVrDrawing(void); // End VR stereo rendering +void TraceLog(int msgType, const char *text, ...); // Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG) +float *MatrixToFloat(Matrix mat); // Converts Matrix to float array #endif #ifdef __cplusplus diff --git a/src/shapes.c b/src/shapes.c index 2a9244769..25ed93aaa 100644 --- a/src/shapes.c +++ b/src/shapes.c @@ -119,7 +119,7 @@ void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color) float d = sqrtf(dx*dx + dy*dy); float angle = asinf(dy/d); - rlEnableTexture(GetDefaultTexture().id); + rlEnableTexture(GetTextureDefault().id); rlPushMatrix(); rlTranslatef((float)startPos.x, (float)startPos.y, 0); @@ -203,7 +203,7 @@ void DrawCircleV(Vector2 center, float radius, Color color) } else if ((rlGetVersion() == OPENGL_21) || (rlGetVersion() == OPENGL_33) || (rlGetVersion() == OPENGL_ES_20)) { - rlEnableTexture(GetDefaultTexture().id); // Default white texture + rlEnableTexture(GetTextureDefault().id); // Default white texture rlBegin(RL_QUADS); for (int i = 0; i < 360; i += 20) @@ -253,7 +253,7 @@ void DrawRectangleRec(Rectangle rec, Color color) void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color) { - rlEnableTexture(GetDefaultTexture().id); + rlEnableTexture(GetTextureDefault().id); rlPushMatrix(); rlTranslatef((float)rec.x, (float)rec.y, 0); @@ -309,7 +309,7 @@ void DrawRectangleV(Vector2 position, Vector2 size, Color color) } else if ((rlGetVersion() == OPENGL_21) || (rlGetVersion() == OPENGL_33) || (rlGetVersion() == OPENGL_ES_20)) { - rlEnableTexture(GetDefaultTexture().id); // Default white texture + rlEnableTexture(GetTextureDefault().id); // Default white texture rlBegin(RL_QUADS); rlColor4ub(color.r, color.g, color.b, color.a); @@ -376,7 +376,7 @@ void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color) } else if ((rlGetVersion() == OPENGL_21) || (rlGetVersion() == OPENGL_33) || (rlGetVersion() == OPENGL_ES_20)) { - rlEnableTexture(GetDefaultTexture().id); // Default white texture + rlEnableTexture(GetTextureDefault().id); // Default white texture rlBegin(RL_QUADS); rlColor4ub(color.r, color.g, color.b, color.a); diff --git a/src/textures.c b/src/textures.c index 0a8d75918..1436111f3 100644 --- a/src/textures.c +++ b/src/textures.c @@ -63,8 +63,8 @@ #include // Required for: strcmp(), strrchr(), strncmp() #include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3 or ES2 - // Required for: rlglLoadTexture() rlDeleteTextures(), - // rlglGenerateMipmaps(), some funcs for DrawTexturePro() + // Required for: rlLoadTexture() rlDeleteTextures(), + // rlGenerateMipmaps(), some funcs for DrawTexturePro() #include "utils.h" // Required for: fopen() Android mapping @@ -384,7 +384,7 @@ Texture2D LoadTextureFromImage(Image image) { Texture2D texture = { 0 }; - texture.id = rlglLoadTexture(image.data, image.width, image.height, image.format, image.mipmaps); + texture.id = rlLoadTexture(image.data, image.width, image.height, image.format, image.mipmaps); texture.width = image.width; texture.height = image.height; @@ -399,7 +399,7 @@ Texture2D LoadTextureFromImage(Image image) // Load texture for rendering (framebuffer) RenderTexture2D LoadRenderTexture(int width, int height) { - RenderTexture2D target = rlglLoadRenderTexture(width, height); + RenderTexture2D target = rlLoadRenderTexture(width, height); return target; } @@ -416,7 +416,7 @@ void UnloadImage(Image image) // Unload texture from GPU memory (VRAM) void UnloadTexture(Texture2D texture) { - if (texture.id != 0) + if (texture.id > 0) { rlDeleteTextures(texture.id); @@ -427,7 +427,7 @@ void UnloadTexture(Texture2D texture) // Unload render texture from GPU memory (VRAM) void UnloadRenderTexture(RenderTexture2D target) { - if (target.id != 0) rlDeleteRenderTextures(target); + if (target.id > 0) rlDeleteRenderTextures(target); } // Get pixel data from image in the form of Color struct array @@ -525,7 +525,7 @@ Image GetTextureData(Texture2D texture) if (texture.format < 8) { - image.data = rlglReadTexturePixels(texture); + image.data = rlReadTexturePixels(texture); if (image.data != NULL) { @@ -553,7 +553,7 @@ Image GetTextureData(Texture2D texture) // NOTE: pixels data must match texture.format void UpdateTexture(Texture2D texture, const void *pixels) { - rlglUpdateTexture(texture.id, texture.width, texture.height, texture.format, pixels); + rlUpdateTexture(texture.id, texture.width, texture.height, texture.format, pixels); } // Save image to a PNG file @@ -1660,9 +1660,9 @@ void GenTextureMipmaps(Texture2D *texture) { TraceLog(LOG_WARNING, "Limited NPOT support, no mipmaps available for NPOT textures"); } - else rlglGenerateMipmaps(texture); + else rlGenerateMipmaps(texture); #else - rlglGenerateMipmaps(texture); + rlGenerateMipmaps(texture); #endif } @@ -1792,7 +1792,7 @@ void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Co void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint) { // Check if texture is valid - if (texture.id != 0) + if (texture.id > 0) { if (sourceRec.width < 0) sourceRec.x -= sourceRec.width; if (sourceRec.height < 0) sourceRec.y -= sourceRec.height;