Merge remote-tracking branch 'refs/remotes/raysan5/develop' into newaudio
This commit is contained in:
commit
847944e240
44 changed files with 619 additions and 388 deletions
|
@ -85,6 +85,8 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
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# add standard directories for GNU/Linux
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ifeq ($(PLATFORM_OS),LINUX)
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INCLUDES = -I. -I../src -I/usr/local/include/raylib/
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else ifeq ($(PLATFORM_OS),OSX)
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INCLUDES = -I. -I../src
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else
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INCLUDES = -I. -I../../src -IC:/raylib/raylib/src
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# external libraries headers
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||||
|
@ -103,6 +105,8 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
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# add standard directories for GNU/Linux
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ifeq ($(PLATFORM_OS),LINUX)
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LFLAGS = -L. -L../../src
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else ifeq ($(PLATFORM_OS),OSX)
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LFLAGS = -L. -L../src
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else
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LFLAGS = -L. -L../../src -LC:/raylib/raylib/src
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# external libraries to link with
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||||
|
@ -129,7 +133,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
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# libraries for OS X 10.9 desktop compiling
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# requires the following packages:
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# libglfw3-dev libopenal-dev libegl1-mesa-dev
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LIBS = -lraylib -lglfw -framework OpenGL -framework OpenAl -framework Cocoa
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LIBS = -lraylib -lglfw3 -framework OpenGL -framework OpenAl -framework Cocoa
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else
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# libraries for Windows desktop compiling
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# NOTE: GLFW3 and OpenAL Soft libraries should be installed
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@ -33,5 +33,5 @@ void main()
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else if (texelColor.r < 0.5) tc = sum*sum*0.009 + texelColor;
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else tc = sum*sum*0.0075 + texelColor;
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finalColor = tc;
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gl_FragColor = tc;
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}
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@ -20,7 +20,7 @@ float angle = 0.8;
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uniform vec2 center = vec2(200.0, 200.0);
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void main (void)
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void main()
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{
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vec2 texSize = vec2(renderWidth, renderHeight);
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vec2 tc = fragTexCoord*texSize;
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|
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@ -17,12 +17,12 @@ void main()
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{
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vec4 sum = vec4(0);
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vec4 tc = vec4(0);
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for (int i = -4; i < 4; i++)
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{
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for (int j = -3; j < 3; j++)
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{
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sum += texture2D(texture0, fragTexCoord + vec2(j, i)*0.004)*0.25;
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sum += texture(texture0, fragTexCoord + vec2(j, i)*0.004)*0.25;
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}
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}
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@ -29,6 +29,9 @@ uniform float matGlossiness = 50.0;
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uniform vec3 lightPosition;
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uniform vec3 cameraPosition;
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// Fragment shader output data
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out vec4 fragColor;
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// Calculate ambient lighting component
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vec3 AmbientLighting()
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{
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|
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@ -21,7 +21,7 @@ float angle = 0.8;
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uniform vec2 center = vec2(200.0, 200.0);
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void main (void)
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void main()
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{
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vec2 texSize = vec2(renderWidth, renderHeight);
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vec2 tc = fragTexCoord*texSize;
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@ -40,7 +40,7 @@ void main (void)
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}
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tc += center;
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vec3 color = texture2D(texture0, tc/texSize).rgb;
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vec3 color = texture(texture0, tc/texSize).rgb;
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finalColor = vec4(color, 1.0);;
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}
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@ -1,20 +1,26 @@
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#version 100
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// Input vertex attributes
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attribute vec3 vertexPosition;
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attribute vec2 vertexTexCoord;
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attribute vec3 vertexNormal;
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attribute vec4 vertexColor;
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varying vec2 fragTexCoord;
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||||
|
||||
// Input uniform values
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uniform mat4 mvpMatrix;
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||||
|
||||
// Output vertex attributes (to fragment shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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||||
// NOTE: Add here your custom variables
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||||
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void main()
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{
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vec3 normal = vertexNormal;
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||||
// Send vertex attributes to fragment shader
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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|
||||
// Calculate final vertex position
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gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
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}
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@ -2,8 +2,11 @@
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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||||
uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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|
@ -22,21 +25,13 @@ void main()
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}
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}
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if (texture2D(texture0, fragTexCoord).r < 0.3)
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{
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tc = sum*sum*0.012 + texture2D(texture0, fragTexCoord);
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}
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else
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{
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if (texture2D(texture0, fragTexCoord).r < 0.5)
|
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{
|
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tc = sum*sum*0.009 + texture2D(texture0, fragTexCoord);
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||||
}
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else
|
||||
{
|
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tc = sum*sum*0.0075 + texture2D(texture0, fragTexCoord);
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||||
}
|
||||
}
|
||||
// Texel color fetching from texture sampler
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vec4 texelColor = texture(texture0, fragTexCoord);
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|
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// Calculate final fragment color
|
||||
if (texelColor.r < 0.3) tc = sum*sum*0.012 + texelColor;
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else if (texelColor.r < 0.5) tc = sum*sum*0.009 + texelColor;
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else tc = sum*sum*0.0075 + texelColor;
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gl_FragColor = tc;
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}
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@ -2,7 +2,11 @@
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|||
|
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precision mediump float;
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||||
|
||||
// Input vertex attributes (from vertex shader)
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||||
varying vec2 fragTexCoord;
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||||
varying vec4 fragColor;
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||||
|
||||
// Input uniform values
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||||
uniform sampler2D texture0;
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||||
uniform vec4 fragTintColor;
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||||
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||||
|
@ -16,6 +20,7 @@ float weight[3] = float[]( 0.2270270270, 0.3162162162, 0.0702702703 );
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void main()
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{
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// Texel color fetching from texture sampler
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vec3 tc = texture2D(texture0, fragTexCoord).rgb*weight[0];
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||||
|
||||
for (int i = 1; i < 3; i++)
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|
|
|
@ -2,12 +2,15 @@
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|||
|
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precision mediump float;
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||||
|
||||
// Input vertex attributes (from vertex shader)
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||||
varying vec2 fragTexCoord;
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||||
varying vec4 fragColor;
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||||
|
||||
// Input uniform values
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||||
uniform sampler2D texture0;
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||||
uniform vec4 fragTintColor;
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||||
|
||||
// NOTE: Add here your custom variables
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
float hatchOffsetY = 5.0f;
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||||
float lumThreshold01 = 0.9f;
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||||
|
|
|
@ -2,8 +2,11 @@
|
|||
|
||||
precision mediump float;
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
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||||
varying vec4 fragColor;
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||||
|
||||
// Input uniform values
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||||
uniform sampler2D texture0;
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||||
uniform vec4 fragTintColor;
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||||
|
||||
|
@ -46,7 +49,7 @@ vec4 PostFX(sampler2D tex, vec2 uv)
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return c;
|
||||
}
|
||||
|
||||
void main(void)
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||||
void main()
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||||
{
|
||||
vec3 tc = PostFX(texture0, fragTexCoord).rgb;
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||||
|
||||
|
|
|
@ -2,8 +2,11 @@
|
|||
|
||||
precision mediump float;
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 fragTintColor;
|
||||
|
||||
|
|
|
@ -2,12 +2,15 @@
|
|||
|
||||
precision mediump float;
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 fragTintColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
const float PI = 3.1415926535;
|
||||
|
||||
|
|
|
@ -2,8 +2,11 @@
|
|||
|
||||
precision mediump float;
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 fragTintColor;
|
||||
|
||||
|
@ -11,10 +14,12 @@ uniform vec4 fragTintColor;
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|||
|
||||
void main()
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||||
{
|
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vec4 base = texture2D(texture0, fragTexCoord)*fragTintColor;
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||||
// Texel color fetching from texture sampler
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||||
vec4 texelColor = texture(texture0, fragTexCoord)*fragTintColor*fragColor;
|
||||
|
||||
// Convert to grayscale using NTSC conversion weights
|
||||
float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114));
|
||||
// Convert texel color to grayscale using NTSC conversion weights
|
||||
float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));
|
||||
|
||||
gl_FragColor = vec4(gray, gray, gray, fragTintColor.a);
|
||||
// Calculate final fragment color
|
||||
gl_FragColor = vec4(gray, gray, gray, texelColor.a);
|
||||
}
|
|
@ -2,8 +2,11 @@
|
|||
|
||||
precision mediump float;
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 fragTintColor;
|
||||
|
||||
|
|
|
@ -2,8 +2,11 @@
|
|||
|
||||
precision mediump float;
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 fragTintColor;
|
||||
|
||||
|
|
|
@ -2,8 +2,11 @@
|
|||
|
||||
precision mediump float;
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 fragTintColor;
|
||||
|
||||
|
|
|
@ -2,8 +2,11 @@
|
|||
|
||||
precision mediump float;
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 fragTintColor;
|
||||
|
||||
|
@ -14,7 +17,7 @@ float frequency = 720/3.0;
|
|||
|
||||
uniform float time;
|
||||
|
||||
void main (void)
|
||||
void main()
|
||||
{
|
||||
/*
|
||||
// Scanlines method 1
|
||||
|
|
|
@ -2,28 +2,32 @@
|
|||
|
||||
precision mediump float;
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 fragTintColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
const float renderWidth = 1280;
|
||||
const float renderHeight = 720;
|
||||
const float renderWidth = 800.0; // HARDCODED for example!
|
||||
const float renderHeight = 480.0; // Use uniforms instead...
|
||||
|
||||
float radius = 250.0;
|
||||
float angle = 0.8;
|
||||
|
||||
uniform vec2 center = vec2(200, 200);
|
||||
uniform vec2 center = vec2(200.0, 200.0);
|
||||
|
||||
void main (void)
|
||||
void main()
|
||||
{
|
||||
vec2 texSize = vec2(renderWidth, renderHeight);
|
||||
vec2 tc = fragTexCoord*texSize;
|
||||
tc -= center;
|
||||
float dist = length(tc);
|
||||
|
||||
float dist = length(tc);
|
||||
|
||||
if (dist < radius)
|
||||
{
|
||||
float percent = (radius - dist)/radius;
|
||||
|
@ -33,7 +37,7 @@ void main (void)
|
|||
|
||||
tc = vec2(dot(tc, vec2(c, -s)), dot(tc, vec2(s, c)));
|
||||
}
|
||||
|
||||
|
||||
tc += center;
|
||||
vec3 color = texture2D(texture0, tc/texSize).rgb;
|
||||
|
||||
|
|
|
@ -2,8 +2,11 @@
|
|||
|
||||
precision mediump float;
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 fragTintColor;
|
||||
|
||||
|
@ -11,6 +14,7 @@ uniform vec4 fragTintColor;
|
|||
|
||||
void main()
|
||||
{
|
||||
// Texel color fetching from texture sampler
|
||||
vec4 texelColor = texture2D(texture0, fragTexCoord);
|
||||
|
||||
// NOTE: Implement here your fragment shader code
|
||||
|
|
|
@ -1,18 +1,26 @@
|
|||
#version 330
|
||||
|
||||
// Input vertex attributes
|
||||
in vec3 vertexPosition;
|
||||
in vec2 vertexTexCoord;
|
||||
in vec3 vertexNormal;
|
||||
in vec4 vertexColor;
|
||||
|
||||
out vec2 fragTexCoord;
|
||||
|
||||
// Input uniform values
|
||||
uniform mat4 mvpMatrix;
|
||||
|
||||
// Output vertex attributes (to fragment shader)
|
||||
out vec2 fragTexCoord;
|
||||
out vec4 fragColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
void main()
|
||||
{
|
||||
// Send vertex attributes to fragment shader
|
||||
fragTexCoord = vertexTexCoord;
|
||||
fragColor = vertexColor;
|
||||
|
||||
// Calculate final vertex position
|
||||
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
|
||||
}
|
|
@ -1,12 +1,16 @@
|
|||
#version 330
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec2 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 fragTintColor;
|
||||
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
void main()
|
||||
|
@ -18,25 +22,17 @@ void main()
|
|||
{
|
||||
for (int j = -3; j < 3; j++)
|
||||
{
|
||||
sum += texture(texture0, fragTexCoord + vec2(j, i)*0.004) * 0.25;
|
||||
sum += texture(texture0, fragTexCoord + vec2(j, i)*0.004)*0.25;
|
||||
}
|
||||
}
|
||||
|
||||
if (texture(texture0, fragTexCoord).r < 0.3)
|
||||
{
|
||||
tc = sum*sum*0.012 + texture(texture0, fragTexCoord);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (texture(texture0, fragTexCoord).r < 0.5)
|
||||
{
|
||||
tc = sum*sum*0.009 + texture(texture0, fragTexCoord);
|
||||
}
|
||||
else
|
||||
{
|
||||
tc = sum*sum*0.0075 + texture(texture0, fragTexCoord);
|
||||
}
|
||||
}
|
||||
// Texel color fetching from texture sampler
|
||||
vec4 texelColor = texture(texture0, fragTexCoord);
|
||||
|
||||
fragColor = tc;
|
||||
// Calculate final fragment color
|
||||
if (texelColor.r < 0.3) tc = sum*sum*0.012 + texelColor;
|
||||
else if (texelColor.r < 0.5) tc = sum*sum*0.009 + texelColor;
|
||||
else tc = sum*sum*0.0075 + texelColor;
|
||||
|
||||
finalColor = tc;
|
||||
}
|
|
@ -1,12 +1,16 @@
|
|||
#version 330
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec2 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 fragTintColor;
|
||||
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
const float renderWidth = 1280.0;
|
||||
|
@ -17,13 +21,14 @@ float weight[3] = float[](0.2270270270, 0.3162162162, 0.0702702703);
|
|||
|
||||
void main()
|
||||
{
|
||||
vec3 tc = texture(texture0, fragTexCoord).rgb*weight[0];
|
||||
|
||||
// Texel color fetching from texture sampler
|
||||
vec3 texelColor = texture(texture0, fragTexCoord).rgb*weight[0];
|
||||
|
||||
for (int i = 1; i < 3; i++)
|
||||
{
|
||||
tc += texture(texture0, fragTexCoord + vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
|
||||
tc += texture(texture0, fragTexCoord - vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
|
||||
texelColor += texture(texture0, fragTexCoord + vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
|
||||
texelColor += texture(texture0, fragTexCoord - vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
|
||||
}
|
||||
|
||||
fragColor = vec4(tc, 1.0);
|
||||
finalColor = vec4(texelColor, 1.0);
|
||||
}
|
|
@ -1,13 +1,17 @@
|
|||
#version 330
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec2 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 fragTintColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
float hatchOffsetY = 5.0;
|
||||
float lumThreshold01 = 0.9;
|
||||
|
@ -27,18 +31,18 @@ void main()
|
|||
|
||||
if (lum < lumThreshold02)
|
||||
{
|
||||
if (mod(gl_FragCoord .x - gl_FragCoord .y, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
|
||||
if (mod(gl_FragCoord.x - gl_FragCoord.y, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
|
||||
}
|
||||
|
||||
if (lum < lumThreshold03)
|
||||
{
|
||||
if (mod(gl_FragCoord .x + gl_FragCoord .y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
|
||||
if (mod(gl_FragCoord.x + gl_FragCoord.y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
|
||||
}
|
||||
|
||||
if (lum < lumThreshold04)
|
||||
{
|
||||
if (mod(gl_FragCoord .x - gl_FragCoord .y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
|
||||
if (mod(gl_FragCoord.x - gl_FragCoord.y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
|
||||
}
|
||||
|
||||
fragColor = vec4(tc, 1.0);
|
||||
finalColor = vec4(tc, 1.0);
|
||||
}
|
|
@ -1,12 +1,16 @@
|
|||
#version 330
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec2 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 fragTintColor;
|
||||
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
const float renderWidth = 1280.0;
|
||||
|
@ -46,9 +50,9 @@ vec4 PostFX(sampler2D tex, vec2 uv)
|
|||
return c;
|
||||
}
|
||||
|
||||
void main(void)
|
||||
void main()
|
||||
{
|
||||
vec3 tc = PostFX(texture0, fragTexCoord).rgb;
|
||||
|
||||
fragColor = vec4(tc, 1.0);
|
||||
finalColor = vec4(tc, 1.0);
|
||||
}
|
27
shaders/glsl330/depth.fs
Normal file
27
shaders/glsl330/depth.fs
Normal file
|
@ -0,0 +1,27 @@
|
|||
#version 330
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec2 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0; // Depth texture
|
||||
uniform vec4 fragTintColor;
|
||||
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
void main()
|
||||
{
|
||||
float zNear = 0.01; // camera z near
|
||||
float zFar = 10.0; // camera z far
|
||||
float z = texture(texture0, fragTexCoord).x;
|
||||
|
||||
// Linearize depth value
|
||||
float depth = (2.0*zNear)/(zFar + zNear - z*(zFar - zNear));
|
||||
|
||||
// Calculate final fragment color
|
||||
finalColor = vec4(depth, depth, depth, 1.0f);
|
||||
}
|
|
@ -1,20 +1,26 @@
|
|||
#version 330
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec2 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 fragTintColor;
|
||||
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 base = texture(texture0, fragTexCoord)*fragTintColor;
|
||||
// Texel color fetching from texture sampler
|
||||
vec4 texelColor = texture(texture0, fragTexCoord)*fragTintColor*fragColor;
|
||||
|
||||
// Convert to grayscale using NTSC conversion weights
|
||||
float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114));
|
||||
// Convert texel color to grayscale using NTSC conversion weights
|
||||
float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));
|
||||
|
||||
fragColor = vec4(gray, gray, gray, fragTintColor.a);
|
||||
// Calculate final fragment color
|
||||
finalColor = vec4(gray, gray, gray, texelColor.a);
|
||||
}
|
|
@ -1,76 +1,85 @@
|
|||
#version 330
|
||||
|
||||
// Vertex shader input data
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec2 fragTexCoord;
|
||||
in vec3 fragNormal;
|
||||
|
||||
// Diffuse data
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 fragTintColor;
|
||||
|
||||
// Light attributes
|
||||
uniform vec3 light_ambientColor = vec3(0.6, 0.3, 0);
|
||||
uniform vec3 light_diffuseColor = vec3(1, 0.5, 0);
|
||||
uniform vec3 light_specularColor = vec3(0, 1, 0);
|
||||
uniform float light_intensity = 1;
|
||||
uniform float light_specIntensity = 1;
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// Material attributes
|
||||
uniform vec3 mat_ambientColor = vec3(1, 1, 1);
|
||||
uniform vec3 mat_specularColor = vec3(1, 1, 1);
|
||||
uniform float mat_glossiness = 50;
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
// World attributes
|
||||
uniform vec3 lightPos;
|
||||
uniform vec3 cameraPos;
|
||||
// Light uniform values
|
||||
uniform vec3 lightAmbientColor = vec3(0.6, 0.3, 0.0);
|
||||
uniform vec3 lightDiffuseColor = vec3(1.0, 0.5, 0.0);
|
||||
uniform vec3 lightSpecularColor = vec3(0.0, 1.0, 0.0);
|
||||
uniform float lightIntensity = 1.0;
|
||||
uniform float lightSpecIntensity = 1.0;
|
||||
|
||||
// Material uniform values
|
||||
uniform vec3 matAmbientColor = vec3(1.0, 1.0, 1.0);
|
||||
uniform vec3 matSpecularColor = vec3(1.0, 1.0, 1.0);
|
||||
uniform float matGlossiness = 50.0;
|
||||
|
||||
// World uniform values
|
||||
uniform vec3 lightPosition;
|
||||
uniform vec3 cameraPosition;
|
||||
|
||||
// Fragment shader output data
|
||||
out vec4 fragColor;
|
||||
|
||||
// Calculate ambient lighting component
|
||||
vec3 AmbientLighting()
|
||||
{
|
||||
return mat_ambientColor * light_ambientColor;
|
||||
return (matAmbientColor*lightAmbientColor);
|
||||
}
|
||||
|
||||
// Calculate diffuse lighting component
|
||||
vec3 DiffuseLighting(in vec3 N, in vec3 L)
|
||||
{
|
||||
// Lambertian reflection calculation
|
||||
float diffuse = clamp(dot(N, L), 0, 1);
|
||||
|
||||
return tintColor.xyz * light_diffuseColor * light_intensity * diffuse;
|
||||
// Lambertian reflection calculation
|
||||
float diffuse = clamp(dot(N, L), 0, 1);
|
||||
|
||||
return (fragTintColor.xyz*lightDiffuseColor*lightIntensity*diffuse);
|
||||
}
|
||||
|
||||
// Calculate specular lighting component
|
||||
vec3 SpecularLighting(in vec3 N, in vec3 L, in vec3 V)
|
||||
{
|
||||
float specular = 0;
|
||||
float specular = 0.0;
|
||||
|
||||
// Calculate specular reflection only if the surface is oriented to the light source
|
||||
if(dot(N, L) > 0)
|
||||
{
|
||||
// Calculate half vector
|
||||
vec3 H = normalize(L + V);
|
||||
|
||||
// Calculate specular intensity
|
||||
specular = pow(dot(N, H), 3 + mat_glossiness);
|
||||
}
|
||||
// Calculate specular reflection only if the surface is oriented to the light source
|
||||
if (dot(N, L) > 0)
|
||||
{
|
||||
// Calculate half vector
|
||||
vec3 H = normalize(L + V);
|
||||
|
||||
// Calculate specular intensity
|
||||
specular = pow(dot(N, H), 3 + matGlossiness);
|
||||
}
|
||||
|
||||
return mat_specularColor * light_specularColor * light_specIntensity * specular;
|
||||
return (matSpecularColor*lightSpecularColor*lightSpecIntensity*specular);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
// Normalize input vectors
|
||||
vec3 L = normalize(lightPos);
|
||||
vec3 V = normalize(cameraPos);
|
||||
vec3 L = normalize(lightPosition);
|
||||
vec3 V = normalize(cameraPosition);
|
||||
vec3 N = normalize(fragNormal);
|
||||
|
||||
// Calculate lighting components
|
||||
vec3 ambient = AmbientLighting();
|
||||
vec3 diffuse = DiffuseLighting(N, L);
|
||||
vec3 specular = SpecularLighting(N, L, V);
|
||||
|
||||
// Get base color from texture
|
||||
vec4 textureColor = texture(texture0, fragTexCoord);
|
||||
vec3 finalColor = textureColor.rgb;
|
||||
|
||||
fragColor = vec4(finalColor * (ambient + diffuse + specular), textureColor.a);
|
||||
// Texel color fetching from texture sampler
|
||||
vec4 texelColor = texture(texture0, fragTexCoord);
|
||||
|
||||
// Calculate final fragment color
|
||||
finalColor = vec4(texelColor.rgb*(ambient + diffuse + specular), texelColor.a);
|
||||
}
|
|
@ -1,23 +1,25 @@
|
|||
#version 330
|
||||
|
||||
// Vertex input data
|
||||
// Input vertex attributes
|
||||
in vec3 vertexPosition;
|
||||
in vec2 vertexTexCoord;
|
||||
in vec3 vertexNormal;
|
||||
|
||||
// Projection and model data
|
||||
// Input uniform values
|
||||
uniform mat4 mvpMatrix;
|
||||
uniform mat4 modelMatrix;
|
||||
|
||||
// Attributes to fragment shader
|
||||
// Output vertex attributes (to fragment shader)
|
||||
out vec2 fragTexCoord;
|
||||
out vec3 fragNormal;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
uniform mat4 modelMatrix;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Send texture coord to fragment shader
|
||||
// Send vertex attributes to fragment shader
|
||||
fragTexCoord = vertexTexCoord;
|
||||
|
||||
|
||||
// Calculate view vector normal from model
|
||||
mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
|
||||
fragNormal = normalize(normalMatrix*vertexNormal);
|
||||
|
|
|
@ -1,13 +1,17 @@
|
|||
#version 330
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec2 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 fragTintColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
const float renderWidth = 1280.0;
|
||||
const float renderHeight = 720.0;
|
||||
|
@ -24,5 +28,5 @@ void main()
|
|||
|
||||
vec3 tc = texture(texture0, coord).rgb;
|
||||
|
||||
fragColor = vec4(tc, 1.0);
|
||||
finalColor = vec4(tc, 1.0);
|
||||
}
|
|
@ -1,12 +1,16 @@
|
|||
#version 330
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec2 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 fragTintColor;
|
||||
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
float gamma = 0.6;
|
||||
|
@ -14,13 +18,14 @@ float numColors = 8.0;
|
|||
|
||||
void main()
|
||||
{
|
||||
vec3 color = texture(texture0, fragTexCoord.xy).rgb;
|
||||
// Texel color fetching from texture sampler
|
||||
vec3 texelColor = texture(texture0, fragTexCoord.xy).rgb;
|
||||
|
||||
color = pow(color, vec3(gamma, gamma, gamma));
|
||||
color = color*numColors;
|
||||
color = floor(color);
|
||||
color = color/numColors;
|
||||
color = pow(color, vec3(1.0/gamma));
|
||||
texelColor = pow(texelColor, vec3(gamma, gamma, gamma));
|
||||
texelColor = texelColor*numColors;
|
||||
texelColor = floor(texelColor);
|
||||
texelColor = texelColor/numColors;
|
||||
texelColor = pow(texelColor, vec3(1.0/gamma));
|
||||
|
||||
fragColor = vec4(color, 1.0);
|
||||
finalColor = vec4(texelColor, 1.0);
|
||||
}
|
|
@ -1,27 +1,32 @@
|
|||
#version 330
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec2 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 fragTintColor;
|
||||
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 color = texture(texture0, fragTexCoord).rgb;
|
||||
// Texel color fetching from texture sampler
|
||||
vec3 texelColor = texture(texture0, fragTexCoord).rgb;
|
||||
vec3 colors[3];
|
||||
colors[0] = vec3(0.0, 0.0, 1.0);
|
||||
colors[1] = vec3(1.0, 1.0, 0.0);
|
||||
colors[2] = vec3(1.0, 0.0, 0.0);
|
||||
|
||||
float lum = (color.r + color.g + color.b)/3.0;
|
||||
float lum = (texelColor.r + texelColor.g + texelColor.b)/3.0;
|
||||
|
||||
int ix = (lum < 0.5)? 0:1;
|
||||
|
||||
vec3 tc = mix(colors[ix], colors[ix + 1], (lum - float(ix)*0.5)/0.5);
|
||||
|
||||
fragColor = vec4(tc, 1.0);
|
||||
finalColor = vec4(tc, 1.0);
|
||||
}
|
|
@ -1,12 +1,16 @@
|
|||
#version 330
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec2 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 fragTintColor;
|
||||
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
float offset = 0.0;
|
||||
|
@ -14,7 +18,7 @@ float frequency = 720.0/3.0;
|
|||
|
||||
uniform float time;
|
||||
|
||||
void main (void)
|
||||
void main()
|
||||
{
|
||||
/*
|
||||
// Scanlines method 1
|
||||
|
@ -35,7 +39,8 @@ void main (void)
|
|||
float globalPos = (fragTexCoord.y + offset) * frequency;
|
||||
float wavePos = cos((fract(globalPos) - 0.5)*3.14);
|
||||
|
||||
vec4 color = texture(texture0, fragTexCoord);
|
||||
// Texel color fetching from texture sampler
|
||||
vec4 texelColor = texture(texture0, fragTexCoord);
|
||||
|
||||
fragColor = mix(vec4(0.0, 0.3, 0.0, 0.0), color, wavePos);
|
||||
finalColor = mix(vec4(0.0, 0.3, 0.0, 0.0), texelColor, wavePos);
|
||||
}
|
|
@ -1,27 +1,32 @@
|
|||
#version 330
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec2 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 fragTintColor;
|
||||
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
const float renderWidth = 1280.0;
|
||||
const float renderHeight = 720.0;
|
||||
const float renderWidth = 800.0; // HARDCODED for example!
|
||||
const float renderHeight = 480.0; // Use uniforms instead...
|
||||
|
||||
float radius = 250.0;
|
||||
float angle = 0.8;
|
||||
|
||||
uniform vec2 center = vec2(200.0, 200.0);
|
||||
|
||||
void main (void)
|
||||
void main()
|
||||
{
|
||||
vec2 texSize = vec2(renderWidth, renderHeight);
|
||||
vec2 tc = fragTexCoord*texSize;
|
||||
tc -= center;
|
||||
|
||||
float dist = length(tc);
|
||||
|
||||
if (dist < radius)
|
||||
|
@ -37,5 +42,5 @@ void main (void)
|
|||
tc += center;
|
||||
vec3 color = texture(texture0, tc/texSize).rgb;
|
||||
|
||||
fragColor = vec4(color, 1.0);;
|
||||
finalColor = vec4(color, 1.0);;
|
||||
}
|
|
@ -1,19 +1,24 @@
|
|||
#version 330
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec2 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 fragTintColor;
|
||||
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
void main()
|
||||
{
|
||||
// Texel color fetching from texture sampler
|
||||
vec4 texelColor = texture(texture0, fragTexCoord);
|
||||
|
||||
// NOTE: Implement here your fragment shader code
|
||||
|
||||
fragColor = texelColor*fragTintColor;
|
||||
finalColor = texelColor*fragTintColor;
|
||||
}
|
||||
|
|
|
@ -1447,7 +1447,11 @@ static void InitDisplay(int width, int height)
|
|||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // Choose OpenGL minor version (just hint)
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Profiles Hint: Only 3.3 and above!
|
||||
// Other values: GLFW_OPENGL_ANY_PROFILE, GLFW_OPENGL_COMPAT_PROFILE
|
||||
#ifdef __APPLE__
|
||||
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // OSX Requires
|
||||
#else
|
||||
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_FALSE); // Fordward Compatibility Hint: Only 3.3 and above!
|
||||
#endif
|
||||
//glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
|
||||
}
|
||||
|
||||
|
|
52
src/models.c
52
src/models.c
|
@ -691,31 +691,14 @@ Model LoadCubicmap(Image cubicmap)
|
|||
return model;
|
||||
}
|
||||
|
||||
// Unload 3d model from memory
|
||||
// Unload 3d model from memory (mesh and material)
|
||||
void UnloadModel(Model model)
|
||||
{
|
||||
// Unload mesh data
|
||||
if (model.mesh.vertices != NULL) free(model.mesh.vertices);
|
||||
if (model.mesh.texcoords != NULL) free(model.mesh.texcoords);
|
||||
if (model.mesh.normals != NULL) free(model.mesh.normals);
|
||||
if (model.mesh.colors != NULL) free(model.mesh.colors);
|
||||
if (model.mesh.tangents != NULL) free(model.mesh.tangents);
|
||||
if (model.mesh.texcoords2 != NULL) free(model.mesh.texcoords2);
|
||||
if (model.mesh.indices != NULL) free(model.mesh.indices);
|
||||
|
||||
TraceLog(INFO, "Unloaded model data from RAM (CPU)");
|
||||
|
||||
rlDeleteBuffers(model.mesh.vboId[0]); // vertex
|
||||
rlDeleteBuffers(model.mesh.vboId[1]); // texcoords
|
||||
rlDeleteBuffers(model.mesh.vboId[2]); // normals
|
||||
rlDeleteBuffers(model.mesh.vboId[3]); // colors
|
||||
rlDeleteBuffers(model.mesh.vboId[4]); // tangents
|
||||
rlDeleteBuffers(model.mesh.vboId[5]); // texcoords2
|
||||
rlDeleteBuffers(model.mesh.vboId[6]); // indices
|
||||
rlglUnloadMesh(&model.mesh);
|
||||
|
||||
rlDeleteVertexArrays(model.mesh.vaoId);
|
||||
|
||||
UnloadMaterial(model.material);
|
||||
|
||||
TraceLog(INFO, "Unloaded model data from RAM and VRAM");
|
||||
}
|
||||
|
||||
// Load material data (from file)
|
||||
|
@ -1247,40 +1230,27 @@ void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rota
|
|||
model.transform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation);
|
||||
model.material.colDiffuse = tint;
|
||||
|
||||
rlglDrawEx(model.mesh, model.material, model.transform, false);
|
||||
rlglDrawMesh(model.mesh, model.material, model.transform);
|
||||
}
|
||||
|
||||
// Draw a model wires (with texture if set)
|
||||
void DrawModelWires(Model model, Vector3 position, float scale, Color tint)
|
||||
{
|
||||
Vector3 vScale = { scale, scale, scale };
|
||||
Vector3 rotationAxis = { 0.0f, 0.0f, 0.0f };
|
||||
|
||||
// Calculate transformation matrix from function parameters
|
||||
// Get transform matrix (rotation -> scale -> translation)
|
||||
Matrix matRotation = MatrixRotate(rotationAxis, 0.0f);
|
||||
Matrix matScale = MatrixScale(vScale.x, vScale.y, vScale.z);
|
||||
Matrix matTranslation = MatrixTranslate(position.x, position.y, position.z);
|
||||
rlEnableWireMode();
|
||||
|
||||
model.transform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation);
|
||||
model.material.colDiffuse = tint;
|
||||
DrawModel(model, position, scale, tint);
|
||||
|
||||
rlglDrawEx(model.mesh, model.material, model.transform, true);
|
||||
rlDisableWireMode();
|
||||
}
|
||||
|
||||
// Draw a model wires (with texture if set) with extended parameters
|
||||
void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint)
|
||||
{
|
||||
// Calculate transformation matrix from function parameters
|
||||
// Get transform matrix (rotation -> scale -> translation)
|
||||
Matrix matRotation = MatrixRotate(rotationAxis, rotationAngle*DEG2RAD);
|
||||
Matrix matScale = MatrixScale(scale.x, scale.y, scale.z);
|
||||
Matrix matTranslation = MatrixTranslate(position.x, position.y, position.z);
|
||||
rlEnableWireMode();
|
||||
|
||||
model.transform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation);
|
||||
model.material.colDiffuse = tint;
|
||||
DrawModelEx(model, position, rotationAxis, rotationAngle, scale, tint);
|
||||
|
||||
rlglDrawEx(model.mesh, model.material, model.transform, true);
|
||||
rlDisableWireMode();
|
||||
}
|
||||
|
||||
// Draw a billboard
|
||||
|
|
447
src/rlgl.c
447
src/rlgl.c
|
@ -740,6 +740,24 @@ void rlDisableDepthTest(void)
|
|||
glDisable(GL_DEPTH_TEST);
|
||||
}
|
||||
|
||||
// Enable wire mode
|
||||
void rlEnableWireMode(void)
|
||||
{
|
||||
#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
|
||||
// NOTE: glPolygonMode() not available on OpenGL ES
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||||
#endif
|
||||
}
|
||||
|
||||
// Disable wire mode
|
||||
void rlDisableWireMode(void)
|
||||
{
|
||||
#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
|
||||
// NOTE: glPolygonMode() not available on OpenGL ES
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
#endif
|
||||
}
|
||||
|
||||
// Unload texture from GPU memory
|
||||
void rlDeleteTextures(unsigned int id)
|
||||
{
|
||||
|
@ -1033,178 +1051,18 @@ void rlglClose(void)
|
|||
void rlglDraw(void)
|
||||
{
|
||||
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||
/*
|
||||
for (int i = 0; i < modelsCount; i++)
|
||||
{
|
||||
rlglDrawMesh(models[i]->mesh, models[i]->material, models[i]->transform);
|
||||
}
|
||||
*/
|
||||
// NOTE: Default buffers always drawn at the end
|
||||
UpdateDefaultBuffers();
|
||||
DrawDefaultBuffers();
|
||||
#endif
|
||||
}
|
||||
|
||||
// Draw a 3d mesh with material and transform
|
||||
void rlglDrawEx(Mesh mesh, Material material, Matrix transform, bool wires)
|
||||
{
|
||||
#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
|
||||
// NOTE: glPolygonMode() not available on OpenGL ES
|
||||
if (wires) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||||
#endif
|
||||
|
||||
#if defined(GRAPHICS_API_OPENGL_11)
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glBindTexture(GL_TEXTURE_2D, material.texDiffuse.id);
|
||||
|
||||
// NOTE: On OpenGL 1.1 we use Vertex Arrays to draw model
|
||||
glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable texture coords array
|
||||
if (mesh.normals != NULL) glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array
|
||||
if (mesh.colors != NULL) glEnableClientState(GL_COLOR_ARRAY); // Enable colors array
|
||||
|
||||
glVertexPointer(3, GL_FLOAT, 0, mesh.vertices); // Pointer to vertex coords array
|
||||
glTexCoordPointer(2, GL_FLOAT, 0, mesh.texcoords); // Pointer to texture coords array
|
||||
if (mesh.normals != NULL) glNormalPointer(GL_FLOAT, 0, mesh.normals); // Pointer to normals array
|
||||
if (mesh.colors != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh.colors); // Pointer to colors array
|
||||
|
||||
rlPushMatrix();
|
||||
rlMultMatrixf(MatrixToFloat(transform));
|
||||
rlColor4ub(material.colDiffuse.r, material.colDiffuse.g, material.colDiffuse.b, material.colDiffuse.a);
|
||||
|
||||
if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, mesh.indices);
|
||||
else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
|
||||
rlPopMatrix();
|
||||
|
||||
glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array
|
||||
if (mesh.normals != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array
|
||||
if (mesh.colors != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable colors array
|
||||
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
#endif
|
||||
|
||||
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||
glUseProgram(material.shader.id);
|
||||
|
||||
// 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()
|
||||
Matrix matView = modelview; // View matrix (camera)
|
||||
Matrix matProjection = projection; // Projection matrix (perspective)
|
||||
|
||||
// Calculate model-view matrix combining matModel and matView
|
||||
Matrix matModelView = MatrixMultiply(transform, matView); // Transform to camera-space coordinates
|
||||
|
||||
// Calculate model-view-projection matrix (MVP)
|
||||
Matrix matMVP = MatrixMultiply(matModelView, matProjection); // Transform to screen-space coordinates
|
||||
|
||||
// Send combined model-view-projection matrix to shader
|
||||
glUniformMatrix4fv(material.shader.mvpLoc, 1, false, MatrixToFloat(matMVP));
|
||||
|
||||
// Apply color tinting (material.colDiffuse)
|
||||
// NOTE: Just update one uniform on fragment shader
|
||||
float vColor[4] = { (float)material.colDiffuse.r/255, (float)material.colDiffuse.g/255, (float)material.colDiffuse.b/255, (float)material.colDiffuse.a/255 };
|
||||
glUniform4fv(material.shader.tintColorLoc, 1, vColor);
|
||||
|
||||
// Set shader textures (diffuse, normal, specular)
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, material.texDiffuse.id);
|
||||
glUniform1i(material.shader.mapDiffuseLoc, 0); // Texture fits in active texture unit 0
|
||||
|
||||
if ((material.texNormal.id != 0) && (material.shader.mapNormalLoc != -1))
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, material.texNormal.id);
|
||||
glUniform1i(material.shader.mapNormalLoc, 1); // Texture fits in active texture unit 1
|
||||
}
|
||||
|
||||
if ((material.texSpecular.id != 0) && (material.shader.mapSpecularLoc != -1))
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glBindTexture(GL_TEXTURE_2D, material.texSpecular.id);
|
||||
glUniform1i(material.shader.mapSpecularLoc, 2); // Texture fits in active texture unit 2
|
||||
}
|
||||
|
||||
if (vaoSupported)
|
||||
{
|
||||
glBindVertexArray(mesh.vaoId);
|
||||
}
|
||||
else
|
||||
{
|
||||
// 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);
|
||||
|
||||
// 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);
|
||||
|
||||
// Bind mesh VBO data: vertex normals (shader-location = 2, if available)
|
||||
if (material.shader.normalLoc != -1)
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]);
|
||||
glVertexAttribPointer(material.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
|
||||
glEnableVertexAttribArray(material.shader.normalLoc);
|
||||
}
|
||||
|
||||
// Bind mesh VBO data: vertex colors (shader-location = 3, if available) , tangents, texcoords2 (if available)
|
||||
if (material.shader.colorLoc != -1)
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]);
|
||||
glVertexAttribPointer(material.shader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
|
||||
glEnableVertexAttribArray(material.shader.colorLoc);
|
||||
}
|
||||
|
||||
// Bind mesh VBO data: vertex tangents (shader-location = 4, if available)
|
||||
if (material.shader.tangentLoc != -1)
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]);
|
||||
glVertexAttribPointer(material.shader.tangentLoc, 3, GL_FLOAT, 0, 0, 0);
|
||||
glEnableVertexAttribArray(material.shader.tangentLoc);
|
||||
}
|
||||
|
||||
// Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available)
|
||||
if (material.shader.texcoord2Loc != -1)
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]);
|
||||
glVertexAttribPointer(material.shader.texcoord2Loc, 2, GL_FLOAT, 0, 0, 0);
|
||||
glEnableVertexAttribArray(material.shader.texcoord2Loc);
|
||||
}
|
||||
|
||||
if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]);
|
||||
}
|
||||
|
||||
// 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)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
|
||||
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
|
||||
else
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind VBOs
|
||||
if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
}
|
||||
|
||||
glUseProgram(0); // Unbind shader program
|
||||
#endif
|
||||
|
||||
#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
|
||||
// NOTE: glPolygonMode() not available on OpenGL ES
|
||||
if (wires) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
#endif
|
||||
}
|
||||
|
||||
// Initialize Graphics Device (OpenGL stuff)
|
||||
// NOTE: Stores global variables screenWidth and screenHeight
|
||||
void rlglInitGraphics(int offsetX, int offsetY, int width, int height)
|
||||
|
@ -1776,6 +1634,245 @@ void rlglLoadMesh(Mesh *mesh)
|
|||
#endif
|
||||
}
|
||||
|
||||
// Update vertex data on GPU (upload new data to one buffer)
|
||||
void rlglUpdateMesh(Mesh mesh, int buffer, int numVertex)
|
||||
{
|
||||
// Activate mesh VAO
|
||||
if (vaoSupported) glBindVertexArray(mesh.vaoId);
|
||||
|
||||
switch (buffer)
|
||||
{
|
||||
case 0: // Update vertices (vertex position)
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
|
||||
if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.vertices, GL_DYNAMIC_DRAW);
|
||||
else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.vertices);
|
||||
|
||||
} break;
|
||||
case 1: // Update texcoords (vertex texture coordinates)
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]);
|
||||
if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*numVertex, mesh.texcoords, GL_DYNAMIC_DRAW);
|
||||
else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*numVertex, mesh.texcoords);
|
||||
|
||||
} break;
|
||||
case 2: // Update normals (vertex normals)
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
|
||||
if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.normals, GL_DYNAMIC_DRAW);
|
||||
else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.normals);
|
||||
|
||||
} break;
|
||||
case 3: // Update colors (vertex colors)
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]);
|
||||
if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*numVertex, mesh.colors, GL_DYNAMIC_DRAW);
|
||||
else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*numVertex, mesh.colors);
|
||||
|
||||
} break;
|
||||
case 4: // Update tangents (vertex tangents)
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
|
||||
if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.tangents, GL_DYNAMIC_DRAW);
|
||||
else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.tangents);
|
||||
} break;
|
||||
case 5: // Update texcoords2 (vertex second texture coordinates)
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]);
|
||||
if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*numVertex, mesh.texcoords2, GL_DYNAMIC_DRAW);
|
||||
else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*numVertex, mesh.texcoords2);
|
||||
} break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
// Unbind the current VAO
|
||||
if (vaoSupported) glBindVertexArray(0);
|
||||
|
||||
// Another option would be using buffer mapping...
|
||||
//mesh.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
|
||||
// Now we can modify vertices
|
||||
//glUnmapBuffer(GL_ARRAY_BUFFER);
|
||||
}
|
||||
|
||||
// Draw a 3d mesh with material and transform
|
||||
void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
|
||||
{
|
||||
#if defined(GRAPHICS_API_OPENGL_11)
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glBindTexture(GL_TEXTURE_2D, material.texDiffuse.id);
|
||||
|
||||
// NOTE: On OpenGL 1.1 we use Vertex Arrays to draw model
|
||||
glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable texture coords array
|
||||
if (mesh.normals != NULL) glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array
|
||||
if (mesh.colors != NULL) glEnableClientState(GL_COLOR_ARRAY); // Enable colors array
|
||||
|
||||
glVertexPointer(3, GL_FLOAT, 0, mesh.vertices); // Pointer to vertex coords array
|
||||
glTexCoordPointer(2, GL_FLOAT, 0, mesh.texcoords); // Pointer to texture coords array
|
||||
if (mesh.normals != NULL) glNormalPointer(GL_FLOAT, 0, mesh.normals); // Pointer to normals array
|
||||
if (mesh.colors != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh.colors); // Pointer to colors array
|
||||
|
||||
rlPushMatrix();
|
||||
rlMultMatrixf(MatrixToFloat(transform));
|
||||
rlColor4ub(material.colDiffuse.r, material.colDiffuse.g, material.colDiffuse.b, material.colDiffuse.a);
|
||||
|
||||
if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, mesh.indices);
|
||||
else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
|
||||
rlPopMatrix();
|
||||
|
||||
glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array
|
||||
if (mesh.normals != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array
|
||||
if (mesh.colors != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable colors array
|
||||
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
#endif
|
||||
|
||||
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||
glUseProgram(material.shader.id);
|
||||
|
||||
// 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()
|
||||
Matrix matView = modelview; // View matrix (camera)
|
||||
Matrix matProjection = projection; // Projection matrix (perspective)
|
||||
|
||||
// Calculate model-view matrix combining matModel and matView
|
||||
Matrix matModelView = MatrixMultiply(transform, matView); // Transform to camera-space coordinates
|
||||
|
||||
// Calculate model-view-projection matrix (MVP)
|
||||
Matrix matMVP = MatrixMultiply(matModelView, matProjection); // Transform to screen-space coordinates
|
||||
|
||||
// Send combined model-view-projection matrix to shader
|
||||
glUniformMatrix4fv(material.shader.mvpLoc, 1, false, MatrixToFloat(matMVP));
|
||||
|
||||
// Apply color tinting (material.colDiffuse)
|
||||
// NOTE: Just update one uniform on fragment shader
|
||||
float vColor[4] = { (float)material.colDiffuse.r/255, (float)material.colDiffuse.g/255, (float)material.colDiffuse.b/255, (float)material.colDiffuse.a/255 };
|
||||
glUniform4fv(material.shader.tintColorLoc, 1, vColor);
|
||||
|
||||
// Set shader textures (diffuse, normal, specular)
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, material.texDiffuse.id);
|
||||
glUniform1i(material.shader.mapDiffuseLoc, 0); // Texture fits in active texture unit 0
|
||||
|
||||
if ((material.texNormal.id != 0) && (material.shader.mapNormalLoc != -1))
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, material.texNormal.id);
|
||||
glUniform1i(material.shader.mapNormalLoc, 1); // Texture fits in active texture unit 1
|
||||
}
|
||||
|
||||
if ((material.texSpecular.id != 0) && (material.shader.mapSpecularLoc != -1))
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glBindTexture(GL_TEXTURE_2D, material.texSpecular.id);
|
||||
glUniform1i(material.shader.mapSpecularLoc, 2); // Texture fits in active texture unit 2
|
||||
}
|
||||
|
||||
if (vaoSupported)
|
||||
{
|
||||
glBindVertexArray(mesh.vaoId);
|
||||
}
|
||||
else
|
||||
{
|
||||
// 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);
|
||||
|
||||
// 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);
|
||||
|
||||
// Bind mesh VBO data: vertex normals (shader-location = 2, if available)
|
||||
if (material.shader.normalLoc != -1)
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]);
|
||||
glVertexAttribPointer(material.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
|
||||
glEnableVertexAttribArray(material.shader.normalLoc);
|
||||
}
|
||||
|
||||
// Bind mesh VBO data: vertex colors (shader-location = 3, if available) , tangents, texcoords2 (if available)
|
||||
if (material.shader.colorLoc != -1)
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]);
|
||||
glVertexAttribPointer(material.shader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
|
||||
glEnableVertexAttribArray(material.shader.colorLoc);
|
||||
}
|
||||
|
||||
// Bind mesh VBO data: vertex tangents (shader-location = 4, if available)
|
||||
if (material.shader.tangentLoc != -1)
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]);
|
||||
glVertexAttribPointer(material.shader.tangentLoc, 3, GL_FLOAT, 0, 0, 0);
|
||||
glEnableVertexAttribArray(material.shader.tangentLoc);
|
||||
}
|
||||
|
||||
// Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available)
|
||||
if (material.shader.texcoord2Loc != -1)
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]);
|
||||
glVertexAttribPointer(material.shader.texcoord2Loc, 2, GL_FLOAT, 0, 0, 0);
|
||||
glEnableVertexAttribArray(material.shader.texcoord2Loc);
|
||||
}
|
||||
|
||||
if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]);
|
||||
}
|
||||
|
||||
// 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)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
|
||||
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
|
||||
else
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind VBOs
|
||||
if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
}
|
||||
|
||||
glUseProgram(0); // Unbind shader program
|
||||
#endif
|
||||
}
|
||||
|
||||
// Unload mesh data from CPU and GPU
|
||||
void rlglUnloadMesh(Mesh *mesh)
|
||||
{
|
||||
if (mesh->vertices != NULL) free(mesh->vertices);
|
||||
if (mesh->texcoords != NULL) free(mesh->texcoords);
|
||||
if (mesh->normals != NULL) free(mesh->normals);
|
||||
if (mesh->colors != NULL) free(mesh->colors);
|
||||
if (mesh->tangents != NULL) free(mesh->tangents);
|
||||
if (mesh->texcoords2 != NULL) free(mesh->texcoords2);
|
||||
if (mesh->indices != NULL) free(mesh->indices);
|
||||
|
||||
rlDeleteBuffers(mesh->vboId[0]); // vertex
|
||||
rlDeleteBuffers(mesh->vboId[1]); // texcoords
|
||||
rlDeleteBuffers(mesh->vboId[2]); // normals
|
||||
rlDeleteBuffers(mesh->vboId[3]); // colors
|
||||
rlDeleteBuffers(mesh->vboId[4]); // tangents
|
||||
rlDeleteBuffers(mesh->vboId[5]); // texcoords2
|
||||
rlDeleteBuffers(mesh->vboId[6]); // indices
|
||||
|
||||
rlDeleteVertexArrays(mesh->vaoId);
|
||||
}
|
||||
|
||||
// Read screen pixel data (color buffer)
|
||||
unsigned char *rlglReadScreenPixels(int width, int height)
|
||||
{
|
||||
|
@ -2328,12 +2425,12 @@ static void LoadDefaultShaderLocations(Shader *shader)
|
|||
// vertex texcoord2 location = 5
|
||||
|
||||
// Get handles to GLSL input attibute locations
|
||||
shader->vertexLoc = glGetAttribLocation(shader->id, "vertexPosition");
|
||||
shader->texcoordLoc = glGetAttribLocation(shader->id, "vertexTexCoord");
|
||||
shader->normalLoc = glGetAttribLocation(shader->id, "vertexNormal");
|
||||
shader->colorLoc = glGetAttribLocation(shader->id, "vertexColor");
|
||||
shader->tangentLoc = glGetAttribLocation(shader->id, "vertexTangent");
|
||||
shader->texcoord2Loc = glGetAttribLocation(shader->id, "vertexTexCoord2");
|
||||
shader->vertexLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_POSITION_NAME);
|
||||
shader->texcoordLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD_NAME);
|
||||
shader->normalLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_NORMAL_NAME);
|
||||
shader->colorLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_COLOR_NAME);
|
||||
shader->tangentLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TANGENT_NAME);
|
||||
shader->texcoord2Loc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD2_NAME);
|
||||
|
||||
// Get handles to GLSL uniform locations (vertex shader)
|
||||
shader->mvpLoc = glGetUniformLocation(shader->id, "mvpMatrix");
|
||||
|
@ -2350,8 +2447,8 @@ static void UnloadDefaultShader(void)
|
|||
{
|
||||
glUseProgram(0);
|
||||
|
||||
//glDetachShader(defaultShaderProgram, vertexShader);
|
||||
//glDetachShader(defaultShaderProgram, fragmentShader);
|
||||
//glDetachShader(defaultShader, vertexShader);
|
||||
//glDetachShader(defaultShader, fragmentShader);
|
||||
//glDeleteShader(vertexShader); // Already deleted on shader compilation
|
||||
//glDeleteShader(fragmentShader); // Already deleted on sahder compilation
|
||||
glDeleteProgram(defaultShader.id);
|
||||
|
|
|
@ -256,6 +256,8 @@ 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
|
||||
|
@ -277,8 +279,11 @@ unsigned int rlglLoadTexture(void *data, int width, int height, int textureForma
|
|||
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, void *data); // Update GPU texture with new data
|
||||
void rlglGenerateMipmaps(Texture2D texture); // Generate mipmap data for selected texture
|
||||
void rlglLoadMesh(Mesh *mesh); // Upload vertex data into GPU and provided VAO/VBO ids
|
||||
void rlglDrawEx(Mesh mesh, Material material, Matrix transform, bool wires);
|
||||
|
||||
void rlglLoadMesh(Mesh *mesh); // 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
|
||||
|
||||
Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coordinates from screen coordinates
|
||||
|
||||
|
|
|
@ -109,7 +109,10 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
|||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
LFLAGS = -L. -L../../src
|
||||
else
|
||||
LFLAGS = -L. -L../../src -LC:/raylib/raylib/src
|
||||
LFLAGS = -L. -L../../src
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
LFLAGS += -LC:/raylib/raylib/src
|
||||
endif
|
||||
# external libraries to link with
|
||||
# GLFW3
|
||||
LFLAGS += -L../../external/glfw3/lib/$(LIBPATH)
|
||||
|
@ -134,7 +137,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
|||
# libraries for OS X 10.9 desktop compiling
|
||||
# requires the following packages:
|
||||
# libglfw3-dev libopenal-dev libegl1-mesa-dev
|
||||
LIBS = -lraylib -lglfw -framework OpenGL -framework OpenAl -framework Cocoa
|
||||
LIBS = -lraylib -lglfw3 -framework OpenGL -framework OpenAl -framework Cocoa
|
||||
else
|
||||
# libraries for Windows desktop compiling
|
||||
# NOTE: GLFW3 and OpenAL Soft libraries should be installed
|
||||
|
|
|
@ -109,7 +109,10 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
|||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
LFLAGS = -L. -L../../src
|
||||
else
|
||||
LFLAGS = -L. -L../../src -LC:/raylib/raylib/src
|
||||
LFLAGS = -L. -L../../src
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
LFLAGS += -LC:/raylib/raylib/src
|
||||
endif
|
||||
# external libraries to link with
|
||||
# GLFW3
|
||||
LFLAGS += -L../../external/glfw3/lib/$(LIBPATH)
|
||||
|
|
|
@ -108,7 +108,10 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
|||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
LFLAGS = -L. -L../../src
|
||||
else
|
||||
LFLAGS = -L. -L../../src -LC:/raylib/raylib/src
|
||||
LFLAGS = -L. -L../../src
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
LFLAGS += -LC:/raylib/raylib/src
|
||||
endif
|
||||
# external libraries to link with
|
||||
# GLFW3
|
||||
LFLAGS += -L../../external/glfw3/lib/$(LIBPATH)
|
||||
|
@ -133,7 +136,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
|||
# libraries for OS X 10.9 desktop compiling
|
||||
# requires the following packages:
|
||||
# libglfw3-dev libopenal-dev libegl1-mesa-dev
|
||||
LIBS = -lraylib -lglfw -framework OpenGL -framework OpenAl -framework Cocoa
|
||||
LIBS = -lraylib -lglfw3 -framework OpenGL -framework OpenAl -framework Cocoa
|
||||
else
|
||||
# libraries for Windows desktop compiling
|
||||
# NOTE: GLFW3 and OpenAL Soft libraries should be installed
|
||||
|
|
|
@ -109,7 +109,10 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
|||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
LFLAGS = -L. -L../../src
|
||||
else
|
||||
LFLAGS = -L. -L../../src -LC:/raylib/raylib/src
|
||||
LFLAGS = -L. -L../../src
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
LFLAGS += -LC:/raylib/raylib/src
|
||||
endif
|
||||
# external libraries to link with
|
||||
# GLFW3
|
||||
LFLAGS += -L../../external/glfw3/lib/$(LIBPATH)
|
||||
|
@ -134,7 +137,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
|||
# libraries for OS X 10.9 desktop compiling
|
||||
# requires the following packages:
|
||||
# libglfw3-dev libopenal-dev libegl1-mesa-dev
|
||||
LIBS = -lraylib -lglfw -framework OpenGL -framework OpenAl -framework Cocoa
|
||||
LIBS = -lraylib -lglfw3 -framework OpenGL -framework OpenAl -framework Cocoa
|
||||
else
|
||||
# libraries for Windows desktop compiling
|
||||
# NOTE: GLFW3 and OpenAL Soft libraries should be installed
|
||||
|
|
|
@ -109,7 +109,10 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
|||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
LFLAGS = -L. -L../../src
|
||||
else
|
||||
LFLAGS = -L. -L../../src -LC:/raylib/raylib/src
|
||||
LFLAGS = -L. -L../../src
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
LFLAGS += -LC:/raylib/raylib/src
|
||||
endif
|
||||
# external libraries to link with
|
||||
# GLFW3
|
||||
LFLAGS += -L../../external/glfw3/lib/$(LIBPATH)
|
||||
|
@ -134,7 +137,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
|||
# libraries for OS X 10.9 desktop compiling
|
||||
# requires the following packages:
|
||||
# libglfw3-dev libopenal-dev libegl1-mesa-dev
|
||||
LIBS = -lraylib -lglfw -framework OpenGL -framework OpenAl -framework Cocoa
|
||||
LIBS = -lraylib -lglfw3 -framework OpenGL -framework OpenAl -framework Cocoa
|
||||
else
|
||||
# libraries for Windows desktop compiling
|
||||
# NOTE: GLFW3 and OpenAL Soft libraries should be installed
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue