Merge remote-tracking branch 'refs/remotes/raysan5/develop' into newaudio

This commit is contained in:
Joshua Reisenauer 2016-05-19 15:31:56 -07:00
commit 847944e240
44 changed files with 619 additions and 388 deletions

View file

@ -85,6 +85,8 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# add standard directories for GNU/Linux
ifeq ($(PLATFORM_OS),LINUX)
INCLUDES = -I. -I../src -I/usr/local/include/raylib/
else ifeq ($(PLATFORM_OS),OSX)
INCLUDES = -I. -I../src
else
INCLUDES = -I. -I../../src -IC:/raylib/raylib/src
# external libraries headers
@ -103,6 +105,8 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# add standard directories for GNU/Linux
ifeq ($(PLATFORM_OS),LINUX)
LFLAGS = -L. -L../../src
else ifeq ($(PLATFORM_OS),OSX)
LFLAGS = -L. -L../src
else
LFLAGS = -L. -L../../src -LC:/raylib/raylib/src
# external libraries to link with
@ -129,7 +133,7 @@ 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

View file

@ -33,5 +33,5 @@ void main()
else if (texelColor.r < 0.5) tc = sum*sum*0.009 + texelColor;
else tc = sum*sum*0.0075 + texelColor;
finalColor = tc;
gl_FragColor = tc;
}

View file

@ -20,7 +20,7 @@ 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;

View file

@ -22,7 +22,7 @@ void main()
{
for (int j = -3; j < 3; j++)
{
sum += texture2D(texture0, fragTexCoord + vec2(j, i)*0.004)*0.25;
sum += texture(texture0, fragTexCoord + vec2(j, i)*0.004)*0.25;
}
}

View file

@ -29,6 +29,9 @@ uniform float matGlossiness = 50.0;
uniform vec3 lightPosition;
uniform vec3 cameraPosition;
// Fragment shader output data
out vec4 fragColor;
// Calculate ambient lighting component
vec3 AmbientLighting()
{

View file

@ -21,7 +21,7 @@ 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;
@ -40,7 +40,7 @@ void main (void)
}
tc += center;
vec3 color = texture2D(texture0, tc/texSize).rgb;
vec3 color = texture(texture0, tc/texSize).rgb;
finalColor = vec4(color, 1.0);;
}

View file

@ -1,20 +1,26 @@
#version 100
// Input vertex attributes
attribute vec3 vertexPosition;
attribute vec2 vertexTexCoord;
attribute vec3 vertexNormal;
attribute vec4 vertexColor;
varying vec2 fragTexCoord;
// Input uniform values
uniform mat4 mvpMatrix;
// Output vertex attributes (to fragment shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// NOTE: Add here your custom variables
void main()
{
vec3 normal = vertexNormal;
// Send vertex attributes to fragment shader
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
// Calculate final vertex position
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
}

View file

@ -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;
@ -22,21 +25,13 @@ void main()
}
}
if (texture2D(texture0, fragTexCoord).r < 0.3)
{
tc = sum*sum*0.012 + texture2D(texture0, fragTexCoord);
}
else
{
if (texture2D(texture0, fragTexCoord).r < 0.5)
{
tc = sum*sum*0.009 + texture2D(texture0, fragTexCoord);
}
else
{
tc = sum*sum*0.0075 + texture2D(texture0, fragTexCoord);
}
}
// Texel color fetching from texture sampler
vec4 texelColor = texture(texture0, fragTexCoord);
// 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;
gl_FragColor = tc;
}

View file

@ -2,7 +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;
@ -16,6 +20,7 @@ float weight[3] = float[]( 0.2270270270, 0.3162162162, 0.0702702703 );
void main()
{
// Texel color fetching from texture sampler
vec3 tc = texture2D(texture0, fragTexCoord).rgb*weight[0];
for (int i = 1; i < 3; i++)

View file

@ -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;

View file

@ -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;
@ -46,7 +49,7 @@ vec4 PostFX(sampler2D tex, vec2 uv)
return c;
}
void main(void)
void main()
{
vec3 tc = PostFX(texture0, fragTexCoord).rgb;

View file

@ -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;

View file

@ -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;

View file

@ -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;
void main()
{
vec4 base = texture2D(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));
gl_FragColor = vec4(gray, gray, gray, fragTintColor.a);
// Calculate final fragment color
gl_FragColor = vec4(gray, gray, gray, texelColor.a);
}

View file

@ -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;

View file

@ -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;

View file

@ -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;

View file

@ -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

View file

@ -2,26 +2,30 @@
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);
if (dist < radius)

View file

@ -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

View file

@ -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);
}

View file

@ -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()
@ -22,21 +26,13 @@ void main()
}
}
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;
}

View file

@ -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);
}

View file

@ -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 hatchOffsetY = 5.0;
@ -40,5 +44,5 @@ void main()
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);
}

View file

@ -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
View 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);
}

View file

@ -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);
}

View file

@ -1,48 +1,56 @@
#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;
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)
@ -51,26 +59,27 @@ vec3 SpecularLighting(in vec3 N, in vec3 L, in vec3 V)
vec3 H = normalize(L + V);
// Calculate specular intensity
specular = pow(dot(N, H), 3 + mat_glossiness);
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;
// Texel color fetching from texture sampler
vec4 texelColor = texture(texture0, fragTexCoord);
fragColor = vec4(finalColor * (ambient + diffuse + specular), textureColor.a);
// Calculate final fragment color
finalColor = vec4(texelColor.rgb*(ambient + diffuse + specular), texelColor.a);
}

View file

@ -1,21 +1,23 @@
#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

View file

@ -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;
@ -24,5 +28,5 @@ void main()
vec3 tc = texture(texture0, coord).rgb;
fragColor = vec4(tc, 1.0);
finalColor = vec4(tc, 1.0);
}

View file

@ -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);
}

View file

@ -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);
}

View file

@ -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);
}

View file

@ -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);;
}

View file

@ -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;
}

View file

@ -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);
}

View file

@ -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
rlDeleteVertexArrays(model.mesh.vaoId);
rlglUnloadMesh(&model.mesh);
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 };
rlEnableWireMode();
// 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);
DrawModel(model, position, scale, tint);
model.transform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation);
model.material.colDiffuse = 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

View file

@ -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);

View file

@ -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 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

View file

@ -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

View file

@ -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)

View file

@ -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

View file

@ -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

View file

@ -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