diff --git a/src/raudio.c b/src/raudio.c index 79d53b565..15859a661 100644 --- a/src/raudio.c +++ b/src/raudio.c @@ -892,8 +892,8 @@ Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int return wave; } -// Checks if wave data is ready -bool IsWaveReady(Wave wave) +// Checks if wave data is valid (data loaded and parameters) +bool IsWaveValid(Wave wave) { bool result = false; @@ -993,8 +993,8 @@ Sound LoadSoundAlias(Sound source) } -// Checks if a sound is ready -bool IsSoundReady(Sound sound) +// Checks if a sound is valid (data loaded and buffers initialized) +bool IsSoundValid(Sound sound) { bool result = false; @@ -1726,8 +1726,8 @@ Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, return music; } -// Checks if a music stream is ready -bool IsMusicReady(Music music) +// Checks if a music stream is valid (context and buffers initialized) +bool IsMusicValid(Music music) { return ((music.ctxData != NULL) && // Validate context loaded (music.frameCount > 0) && // Validate audio frame count @@ -2119,8 +2119,8 @@ AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, un return stream; } -// Checks if an audio stream is ready -bool IsAudioStreamReady(AudioStream stream) +// Checks if an audio stream is valid (buffers initialized) +bool IsAudioStreamValid(AudioStream stream) { return ((stream.buffer != NULL) && // Validate stream buffer (stream.sampleRate > 0) && // Validate sample rate is supported diff --git a/src/raylib.h b/src/raylib.h index 0ac4b603c..12a9e9fd2 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -1044,7 +1044,7 @@ RLAPI void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR s // NOTE: Shader functionality is not available on OpenGL 1.1 RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations -RLAPI bool IsShaderReady(Shader shader); // Check if a shader is ready +RLAPI bool IsShaderValid(Shader shader); // Check if a shader is valid (loaded on GPU) RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value @@ -1319,7 +1319,7 @@ RLAPI Image LoadImageAnimFromMemory(const char *fileType, const unsigned char *f RLAPI Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png' RLAPI Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data RLAPI Image LoadImageFromScreen(void); // Load image from screen buffer and (screenshot) -RLAPI bool IsImageReady(Image image); // Check if an image is ready +RLAPI bool IsImageValid(Image image); // Check if an image is valid (data and parameters) RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM) RLAPI bool ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success RLAPI unsigned char *ExportImageToMemory(Image image, const char *fileType, int *fileSize); // Export image to memory buffer @@ -1405,9 +1405,9 @@ RLAPI Texture2D LoadTexture(const char *fileName); RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data RLAPI TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer) -RLAPI bool IsTextureReady(Texture2D texture); // Check if a texture is ready +RLAPI bool IsTextureValid(Texture2D texture); // Check if a texture is valid (loaded in GPU) RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM) -RLAPI bool IsRenderTextureReady(RenderTexture2D target); // Check if a render texture is ready +RLAPI bool IsRenderTextureValid(RenderTexture2D target); // Check if a render texture is valid (loaded in GPU) RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM) RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data @@ -1454,7 +1454,7 @@ RLAPI Font LoadFont(const char *fileName); RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *codepoints, int codepointCount); // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set, font size is provided in pixels height RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style) RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf' -RLAPI bool IsFontReady(Font font); // Check if a font is ready +RLAPI bool IsFontValid(Font font); // Check if a font is valid (font data loaded, WARNING: GPU texture not checked) RLAPI GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount, int type); // Load font data for further use RLAPI Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info RLAPI void UnloadFontData(GlyphInfo *glyphs, int glyphCount); // Unload font chars info data (RAM) @@ -1544,7 +1544,7 @@ RLAPI void DrawGrid(int slices, float spacing); // Model management functions RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials) RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material) -RLAPI bool IsModelReady(Model model); // Check if a model is ready +RLAPI bool IsModelValid(Model model); // Check if a model is valid (loaded in GPU, VAO/VBOs) RLAPI void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM) RLAPI BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes) @@ -1587,7 +1587,7 @@ RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Material loading/unloading functions RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps) -RLAPI bool IsMaterialReady(Material material); // Check if a material is ready +RLAPI bool IsMaterialValid(Material material); // Check if a material is valid (shader assigned, map textures loaded in GPU) RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM) RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...) RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh @@ -1625,11 +1625,11 @@ RLAPI float GetMasterVolume(void); // Get mas // Wave/Sound loading/unloading functions RLAPI Wave LoadWave(const char *fileName); // Load wave data from file RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav' -RLAPI bool IsWaveReady(Wave wave); // Checks if wave data is ready +RLAPI bool IsWaveValid(Wave wave); // Checks if wave data is valid (data loaded and parameters) RLAPI Sound LoadSound(const char *fileName); // Load sound from file RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data RLAPI Sound LoadSoundAlias(Sound source); // Create a new sound that shares the same sample data as the source sound, does not own the sound data -RLAPI bool IsSoundReady(Sound sound); // Checks if a sound is ready +RLAPI bool IsSoundValid(Sound sound); // Checks if a sound is valid (data loaded and buffers initialized) RLAPI void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data RLAPI void UnloadWave(Wave wave); // Unload wave data RLAPI void UnloadSound(Sound sound); // Unload sound @@ -1655,7 +1655,7 @@ RLAPI void UnloadWaveSamples(float *samples); // Unload // Music management functions RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file RLAPI Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data -RLAPI bool IsMusicReady(Music music); // Checks if a music stream is ready +RLAPI bool IsMusicValid(Music music); // Checks if a music stream is valid (context and buffers initialized) RLAPI void UnloadMusicStream(Music music); // Unload music stream RLAPI void PlayMusicStream(Music music); // Start music playing RLAPI bool IsMusicStreamPlaying(Music music); // Check if music is playing @@ -1672,7 +1672,7 @@ RLAPI float GetMusicTimePlayed(Music music); // Get cur // AudioStream management functions RLAPI AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data) -RLAPI bool IsAudioStreamReady(AudioStream stream); // Checks if an audio stream is ready +RLAPI bool IsAudioStreamValid(AudioStream stream); // Checks if an audio stream is valid (buffers initialized) RLAPI void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int frameCount); // Update audio stream buffers with data RLAPI bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill diff --git a/src/rcore.c b/src/rcore.c index 8ba72f715..8fa4217fb 100644 --- a/src/rcore.c +++ b/src/rcore.c @@ -1342,10 +1342,10 @@ Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode) return shader; } -// Check if a shader is ready -bool IsShaderReady(Shader shader) +// Check if a shader is valid (loaded on GPU) +bool IsShaderValid(Shader shader) { - return ((shader.id > 0) && // Validate shader id (loaded successfully) + return ((shader.id > 0) && // Validate shader id (GPU loaded successfully) (shader.locs != NULL)); // Validate memory has been allocated for default shader locations // The following locations are tried to be set automatically (locs[i] >= 0), diff --git a/src/rlgl.h b/src/rlgl.h index 1695c2f56..e4e659ac9 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -347,7 +347,6 @@ #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES 6 #endif - #ifdef RL_SUPPORT_MESH_GPU_SKINNING #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS 7 diff --git a/src/rmodels.c b/src/rmodels.c index 92be04fca..9d9c47519 100644 --- a/src/rmodels.c +++ b/src/rmodels.c @@ -1155,8 +1155,8 @@ Model LoadModelFromMesh(Mesh mesh) return model; } -// Check if a model is ready -bool IsModelReady(Model model) +// Check if a model is valid (loaded in GPU, VAO/VBOs) +bool IsModelValid(Model model) { bool result = false; @@ -1165,8 +1165,24 @@ bool IsModelReady(Model model) (model.meshMaterial != NULL) && // Validate mesh-material linkage (model.meshCount > 0) && // Validate mesh count (model.materialCount > 0)) result = true; // Validate material count - - // NOTE: This is a very general model validation, many elements could be validated from a model... + + // NOTE: Many elements could be validated from a model, including every model mesh VAO/VBOs + // but some VBOs could not be used, it depends on Mesh vertex data + for (int i = 0; i < model.meshCount; i++) + { + if ((model.meshes[i].vertices != NULL) && (model.meshes[i].vboId[0] == 0)) { result = false; break; } // Vertex position buffer not uploaded to GPU + if ((model.meshes[i].texcoords != NULL) && (model.meshes[i].vboId[1] == 0)) { result = false; break; } // Vertex textcoords buffer not uploaded to GPU + if ((model.meshes[i].normals != NULL) && (model.meshes[i].vboId[2] == 0)) { result = false; break; } // Vertex normals buffer not uploaded to GPU + if ((model.meshes[i].colors != NULL) && (model.meshes[i].vboId[3] == 0)) { result = false; break; } // Vertex colors buffer not uploaded to GPU + if ((model.meshes[i].tangents != NULL) && (model.meshes[i].vboId[4] == 0)) { result = false; break; } // Vertex tangents buffer not uploaded to GPU + if ((model.meshes[i].texcoords2 != NULL) && (model.meshes[i].vboId[5] == 0)) { result = false; break; } // Vertex texcoords2 buffer not uploaded to GPU + if ((model.meshes[i].indices != NULL) && (model.meshes[i].vboId[6] == 0)) { result = false; break; } // Vertex indices buffer not uploaded to GPU + if ((model.meshes[i].boneIds != NULL) && (model.meshes[i].vboId[7] == 0)) { result = false; break; } // Vertex boneIds buffer not uploaded to GPU + if ((model.meshes[i].boneWeights != NULL) && (model.meshes[i].vboId[8] == 0)) { result = false; break; } // Vertex boneWeights buffer not uploaded to GPU + + // NOTE: Some OpenGL versions do not support VAO, so we don't check it + //if (model.meshes[i].vaoId == 0) { result = false; break } + } return result; } @@ -2182,13 +2198,15 @@ Material LoadMaterialDefault(void) return material; } -// Check if a material is ready -bool IsMaterialReady(Material material) +// Check if a material is valid (map textures loaded in GPU) +bool IsMaterialValid(Material material) { bool result = false; if ((material.maps != NULL) && // Validate material contain some map (material.shader.id > 0)) result = true; // Validate material shader is valid + + // TODO: Check if available maps contain loaded textures return result; } diff --git a/src/rtext.c b/src/rtext.c index 0595e7fbe..86aeb0047 100644 --- a/src/rtext.c +++ b/src/rtext.c @@ -581,17 +581,16 @@ Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int return font; } -// Check if a font is ready -bool IsFontReady(Font font) +// Check if a font is valid (font data loaded) +// WARNING: GPU texture not checked +bool IsFontValid(Font font) { - return ((font.texture.id > 0) && // Validate OpenGL id for font texture atlas - (font.baseSize > 0) && // Validate font size + return ((font.baseSize > 0) && // Validate font size (font.glyphCount > 0) && // Validate font contains some glyph (font.recs != NULL) && // Validate font recs defining glyphs on texture atlas (font.glyphs != NULL)); // Validate glyph data is loaded - // NOTE: Further validations could be done to verify if recs count and glyphs count - // match glyphCount and to verify that data contained is valid (glyphs values, metrics...) + // NOTE: Further validations could be done to verify if recs and glyphs contain valid data (glyphs values, metrics...) } // Load font data for further use diff --git a/src/rtextures.c b/src/rtextures.c index 84264369d..294eeb6ad 100644 --- a/src/rtextures.c +++ b/src/rtextures.c @@ -600,15 +600,15 @@ Image LoadImageFromScreen(void) } // Check if an image is ready -bool IsImageReady(Image image) +bool IsImageValid(Image image) { bool result = false; if ((image.data != NULL) && // Validate pixel data available - (image.width > 0) && - (image.height > 0) && // Validate image size + (image.width > 0) && // Validate image width + (image.height > 0) && // Validate image height (image.format > 0) && // Validate image format - (image.mipmaps > 0)) result = true; // Validate image mipmaps (at least 1 for basic mipmap level) + (image.mipmaps > 0)) result = true; // Validate image mipmaps (at least 1 for basic mipmap level) return result; } @@ -4224,16 +4224,16 @@ RenderTexture2D LoadRenderTexture(int width, int height) return target; } -// Check if a texture is ready -bool IsTextureReady(Texture2D texture) +// Check if a texture is valid (loaded in GPU) +bool IsTextureValid(Texture2D texture) { bool result = false; - // TODO: Validate maximum texture size supported by GPU? + // TODO: Validate maximum texture size supported by GPU - if ((texture.id > 0) && // Validate OpenGL id - (texture.width > 0) && - (texture.height > 0) && // Validate texture size + if ((texture.id > 0) && // Validate OpenGL id (texture uplaoded to GPU) + (texture.width > 0) && // Validate texture width + (texture.height > 0) && // Validate texture height (texture.format > 0) && // Validate texture pixel format (texture.mipmaps > 0)) result = true; // Validate texture mipmaps (at least 1 for basic mipmap level) @@ -4251,14 +4251,14 @@ void UnloadTexture(Texture2D texture) } } -// Check if a render texture is ready -bool IsRenderTextureReady(RenderTexture2D target) +// Check if a render texture is valid (loaded in GPU) +bool IsRenderTextureValid(RenderTexture2D target) { bool result = false; - if ((target.id > 0) && // Validate OpenGL id - IsTextureReady(target.depth) && // Validate FBO depth texture/renderbuffer - IsTextureReady(target.texture)) result = true; // Validate FBO texture + if ((target.id > 0) && // Validate OpenGL id (loaded on GPU) + IsTextureValid(target.depth) && // Validate FBO depth texture/renderbuffer attachment + IsTextureValid(target.texture)) result = true; // Validate FBO texture attachment return result; }