From f06a15ac8b3fe92d101ae795225fbf56fa670dba Mon Sep 17 00:00:00 2001 From: raysan5 Date: Sat, 19 Apr 2014 16:36:49 +0200 Subject: [PATCH] raylib 1.1 View CHANGELOG for a detailed list of changes --- CHANGELOG | 35 ++- HELPME.md | 4 +- README.md | 71 ++++-- ROADMAP.md | 12 +- src/audio.c | 662 ++++++++++++++++++++++++++---------------------- src/core.c | 15 +- src/models.c | 675 ++++++++++++++++++++++++++----------------------- src/raylib.h | 104 ++++---- src/raymath.c | 22 +- src/raymath.h | 1 + src/rlgl.c | 473 +++++++++++++++++++++++++--------- src/rlgl.h | 55 ++-- src/shapes.c | 39 ++- src/text.c | 43 ++-- src/textures.c | 343 +++++++++++++++---------- src/utils.c | 120 ++++----- src/utils.h | 13 +- 17 files changed, 1573 insertions(+), 1114 deletions(-) diff --git a/CHANGELOG b/CHANGELOG index cd4274d78..c8bd40122 100644 --- a/CHANGELOG +++ b/CHANGELOG @@ -1,11 +1,44 @@ changelog --------- -Current Release: raylib 1.0.6 (March 2014) +Current Release: raylib 1.1.0 (April 2014) NOTE: Only versions marked as 'Release' are available on release folder, updates are only available as source. NOTE: Current Release includes all previous updates. +----------------------------------------------- +Release: raylib 1.1.0 (19 April 2014) +----------------------------------------------- +NOTE: + This version supposed a complete internal redesign of the library to support OpenGL 3.3+ and OpenGL ES 2.0. + New module [rlgl] has been added to 'translate' immediate mode style functions (i.e. rlVertex3f()) to GL 1.1, 3.3+ or ES2. + Another new module [raymath] has also been added with lot of useful 3D math vector-matrix-quaternion functions. + +[rlgl] New module, abstracts OpenGL rendering (multiple versions support) +[raymath] New module, useful 3D math vector-matrix-quaternion functions +[core] Adapt all OpenGL code (initialization, drawing) to use [rlgl] +[shapes] Rewrite all shapes drawing functions to use [rlgl] +[textures] Adapt texture GPU loading to use [rlgl] +[textures] Added support for DDS images (compressed and uncompressed) +[textures] CreateTexture() - Redesigned to add mipmap automatic generation +[textures] DrawTexturePro() - Redesigned and corrected bugs +[models] Rewrite all 3d-shapes drawing functions to use [rlgl] +[models] Adapt model loading and drawing to use [rlgl] +[models] Model struct updated to include texture id +[models] SetModelTexture() - Added, link a texture to a model +[models] DrawModelEx() - Redesigned with extended parameters +[audio] Added music streaming support (OGG files) +[audio] Added support for OGG files as Sound +[audio] PlayMusicStream() - Added, open a new music stream and play it +[audio] StopMusicStream() - Added, stop music stream playing and close stream +[audio] PauseMusicStream() - Added, pause music stream playing +[audio] MusicIsPlaying() - Added, to check if music is playing +[audio] SetMusicVolume() - Added, set volume for music +[audio] GetMusicTimeLength() - Added, get current music time length (in seconds) +[audio] GetMusicTimePlayed() - Added, get current music time played (in seconds) +[utils] Added log tracing functionality - TraceLog(), TraceLogOpen(), TraceLogClose() +[*] Log tracing messages all around the code + ----------------------------------------------- Release: raylib 1.0.6 (16 March 2014) ----------------------------------------------- diff --git a/HELPME.md b/HELPME.md index 0eeda240a..12c932d4c 100644 --- a/HELPME.md +++ b/HELPME.md @@ -10,7 +10,7 @@ The following help is highly appreciated: - Translators / Localizators - Can you translate raylib to another language? - Documentation / Tutorials / Example writters - Can you write some tutorial / example? - Web Development - Can you help with the web? Can you setup a forum? - - Porting to Linux and OSX - Can you compile and test raylib on another OS? + - Porting to Linux, OSX... - Can you compile and test raylib on another OS? - Testers of current features and multiple systems - Can you find some bug on raylib? If you can not help on any of the above points but you still want to contribute in some way... please, consider helping @@ -34,4 +34,4 @@ contact * Facebook: [http://www.facebook.com/raylibgames](http://www.facebook.com/raylibgames) -[raysan5]: mailto:raysan@raysanweb.com "Ramon Santamaria - Ray San" +[raysan5]: mailto:raysan5@gmail.com "Ramon Santamaria - Ray San" diff --git a/README.md b/README.md index 9dcb2a66b..19c48612d 100644 --- a/README.md +++ b/README.md @@ -23,29 +23,51 @@ a simple PONG and some of them even a BREAKOUT! But WinBGI was not the clearer and most organized lib. There were a lot of things I found useless and confusing and some function names were not clear enough for most of the students; not to mention points -like no transparencies support or no hardware acceleration. +like no transparencies support or no hardware acceleration. So, I decided to create my own lib, hardware accelerated, clear function names, quite organized, well structured, plain C coding and, the most important, primarily intended to LEARN videogames programming. -I've coded quite a lot in C# and XNA and I really love it (in fact, my students learn C# with XNA after C), +I've coded quite a lot in C# and XNA and I really love it (in fact, my students learn C# after C), so, I decided to use C# language notation and XNA naming conventions. That way, students can jump from -raylib to XNA (or MonoGame) extremely easily. +raylib to XNA, MonoGame or similar libs extremely easily. -raylib started as a weekend project and after three months of hard work, here it is the first version. +raylib started as a weekend project and after three months of hard work, first version was published. + +Enjoy it. + +notes on raylib 1.1 +------------------- + +On April 2014, after 6 month of first raylib release, raybil 1.1 has been released. This new version presents a +complete internal redesign of the library to support OpenGL 1.1, OpenGL 3.3+ and OpenGL ES 2.0. + +A new module named [rlgl] (https://github.com/raysan5/raylib/blob/master/src/rlgl.h) has been added to the library. This new module translate raylib-OpenGL-style +immediate mode functions (i.e. rlVertex3f(), rlBegin(), ...) to different versions of OpenGL (1.1, 3.3+, ES2), selectable by one define. + +[rlgl] (https://github.com/raysan5/raylib/blob/master/src/rlgl.h) also comes with a second new module named [raymath] (https://github.com/raysan5/raylib/blob/master/src/raymath.h), which includes +a bunch of useful functions for 3d-math with vectors, matrices and quaternions. + +Some other big changes of this new version have been the support for OGG files loading and stream playing, and the +support of DDS texture files (compressed and uncompressed) along with mipmaps support. + +Lots of code changes and lot of testing have concluded in this amazing new raylib 1.1. Enjoy it. features -------- - - * Written in plain C code (C99) - * Uses C# PascalCase/camelCase notation - * Hardware accelerated using OpenGL 1.1 - * Transparencies support (RGBA Colors) - * Custom color palette for better use on white background - * Basic 3D Support (camera, basic models, OBJ models, etc) - * Powerful Text module with SpriteFonts support + + * Written in plain C code (C99) + * Uses C# PascalCase/camelCase notation + * Hardware accelerated with OpenGL (1.1, 3.3+ or ES2) + * Unique OpenGL abstraction layer [rlgl] + * Powerful fonts module with SpriteFonts support + * Multiple textures support, including DDS and mipmaps generation + * Basic 3d support for Shapes, Models, Heightmaps and Billboards + * Powerful math module for Vector and Matrix operations [raymath] + * Audio loading and playing with streaming support + * Custom color palette for fancy visuals on raywhite background raylib uses on its core module the outstanding [GLFW3] (http://www.glfw.org/) library. The best option by far I found for window/context and input management (clean, focused, great license, well documented, modern, ...). @@ -75,19 +97,30 @@ raylib could be build with the following command lines (Using GCC compiler): gcc -c core.c -std=c99 -Wall gcc -c shapes.c -std=c99 -Wall gcc -c textures.c -std=c99 -Wall - gcc -c stb_image.c -std=c99 -Wall gcc -c text.c -std=c99 -Wall gcc -c models.c -std=c99 -Wall - gcc -c vector3.c -std=c99 -Wall + gcc -c raymath.c -std=c99 -Wall + gcc -c rlgl.c -std=c99 -Wall gcc -c audio.c -std=c99 -Wall gcc -c utils.c -std=c99 -Wall - ar rcs raylib.a core.o shapes.o textures.o stb_image.o text.o models.o vector3.o utils.o audio.o + gcc -c stb_image.c -std=c99 -Wall + gcc -c stb_vorbis.c -std=c99 -Wall + + ar rcs libraylib.a core.o shapes.o textures.o stb_image.o text.o models.o raymath.o rlgl.o utils.o stb_vorbis.o audio.o -To compile examples, make sure raylib.h is placed in include path and libraries raylib (libraylib.a) and glfw3 (libglfw3.a) -are placed in the libraries path. It's also recommended to link with file icon.o for fancy raylib icon usage. +To compile examples, make sure raylib.h is placed in the include path and the following libraries are placed in the libraries path: + + libraylib.a - raylib + libglfw3.a - GLFW3 (static version) + libglew32.a - GLEW, OpenGL extension loading, only required if using OpenGL 3.3+ or ES2 + libopenal32.a - OpenAL, audio device management + +It's also recommended to link with file icon.o for fancy raylib icon usage. Linking command: cd raylib/examples - gcc -o test_code.exe test_code.c icon.o -lraylib -lglfw3 -lopengl32 -lgdi32 -std=c99 -Wl,--subsystem,windows + gcc -o test_code.exe test_code.c icon.o -lraylib -lglfw3 -lglew32 -lopenal32 -lopengl32 -lgdi32 -std=c99 -Wl,--subsystem,windows + +If you have any doubt, [let me know][raysan5]. contact ------- @@ -109,4 +142,4 @@ The following people have contributed in some way to make raylib project a reali - [Elendow](http://www.elendow.com) -[raysan5]: mailto:raysan@raysanweb.com "Ramon Santamaria - Ray San" +[raysan5]: mailto:raysan5@gmail.com "Ramon Santamaria - Ray San" diff --git a/ROADMAP.md b/ROADMAP.md index 790e568fb..d306c7ac4 100644 --- a/ROADMAP.md +++ b/ROADMAP.md @@ -1,7 +1,7 @@ roadmap ------- -First version of raylib is quite complete and functional but there is still a lot of things I would like to improve. +Current version of raylib is quite complete and functional but there is still a lot of things I would like to improve. Here it is a list of features I would like to add and functions to improve. Around the source code there are some TODO points with pending revisions/bugs and here it is a list of features I would like to add. @@ -10,13 +10,13 @@ raylib v1.x - [DONE] Review Billboard Drawing functions - [DONE] Review Heightmap Loading and Drawing functions - Load Heightmap directly as a Model - - Lighting support (only 3d mode) - CreateLight() + - Lighting support (only 3d mode) - [DONE] Simple Collision Detection functions - Default scene Camera controls (zoom, pan, rotate) - - Basic Procedural Texture / Image generation (Gradient, Checked, Spot, Noise, Cellular) - - Software mipmapping generation and POT conversion (custom implementation) - - Comments / Functions translation (?) + - Basic Procedural Image Generation (Gradient, Checked, Spot, Noise, Cellular) + - [DONE] Software mipmapping generation and POT conversion (custom implementation) + - TTF fonts support Any feature missing? Do you have a request? [Let me know!][raysan5] -[raysan5]: mailto:raysan@raysanweb.com "Ramon Santamaria - Ray San" +[raysan5]: mailto:raysan5@gmail.com "Ramon Santamaria - Ray San" diff --git a/src/audio.c b/src/audio.c index 35874b59c..c32b9f6e7 100644 --- a/src/audio.c +++ b/src/audio.c @@ -6,7 +6,7 @@ * * Uses external lib: * OpenAL - Audio device management lib -* TODO: stb_vorbis - Ogg audio files loading +* stb_vorbis - Ogg audio files loading * * Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com) * @@ -32,50 +32,45 @@ #include // OpenAL basic header #include // OpenAL context header (like OpenGL, OpenAL requires a context to work) -#include // To use exit() function +#include // Declares malloc() and free() for memory management +#include // Required for strcmp() #include // Used for .WAV loading #include "utils.h" // rRES data decompression utility function -//#include "stb_vorbis.h" // OGG loading functions +#include "stb_vorbis.h" // OGG loading functions //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- -// Nop... +#define MUSIC_STREAM_BUFFERS 2 +#define MUSIC_BUFFER_SIZE 4096*8 //4096*32 //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- -// Sound source type (all file loaded in memory) -/* -struct Sound { - unsigned int source; - unsigned int buffer; -}; -// Music type (file streamming from memory) -// NOTE: Anything longer than ~10 seconds should be Music... -struct Music { - stb_vorbis* stream; - stb_vorbis_info info; +// Music type (file streaming from memory) +// NOTE: Anything longer than ~10 seconds should be streamed... +typedef struct Music { + stb_vorbis *stream; - ALuint id; - ALuint buffers[2]; + ALuint buffers[MUSIC_STREAM_BUFFERS]; ALuint source; ALenum format; - int bufferSize; + int channels; + int sampleRate; int totalSamplesLeft; bool loop; -}; -*/ + +} Music; // Wave file data typedef struct Wave { - unsigned char *data; // Buffer data pointer + void *data; // Buffer data pointer + unsigned int dataSize; // Data size in bytes unsigned int sampleRate; - unsigned int dataSize; short bitsPerSample; short channels; } Wave; @@ -83,22 +78,23 @@ typedef struct Wave { //---------------------------------------------------------------------------------- // Global Variables Definition //---------------------------------------------------------------------------------- -static bool musicIsPlaying; -static Music *currentMusic; +bool musicEnabled = false; +static Music currentMusic; // Current music loaded + // NOTE: Only one music file playing at a time //---------------------------------------------------------------------------------- // Module specific Functions Declaration //---------------------------------------------------------------------------------- -static Wave LoadWAV(char *fileName); -static void UnloadWAV(Wave wave); -//static Ogg LoadOGG(char *fileName); -static bool MusicStream(Music music, ALuint buffer); +static Wave LoadWAV(const char *fileName); +static Wave LoadOGG(char *fileName); +static void UnloadWave(Wave wave); -extern bool MusicStreamUpdate(); -extern void PlayCurrentMusic(); +static bool BufferMusicStream(ALuint buffer); // Fill music buffers with data +static void EmptyMusicStream(); // Empty music buffers +extern void UpdateMusicStream(); // Updates buffers (refill) for music streaming //---------------------------------------------------------------------------------- -// Module Functions Definition - Window and OpenGL Context Functions +// Module Functions Definition - Audio Device initialization and Closing //---------------------------------------------------------------------------------- // Initialize audio device and context @@ -126,13 +122,13 @@ void InitAudioDevice() alListener3f(AL_POSITION, 0, 0, 0); alListener3f(AL_VELOCITY, 0, 0, 0); alListener3f(AL_ORIENTATION, 0, 0, -1); - - musicIsPlaying = false; } // Close the audio device for the current context, and destroys the context void CloseAudioDevice() { + StopMusicStream(); // Stop music streaming and close current stream + ALCdevice *device; ALCcontext *context = alcGetCurrentContext(); @@ -145,61 +141,71 @@ void CloseAudioDevice() alcCloseDevice(device); } +//---------------------------------------------------------------------------------- +// Module Functions Definition - Sounds loading and playing (.WAV) +//---------------------------------------------------------------------------------- + // Load sound to memory Sound LoadSound(char *fileName) { Sound sound; + Wave wave; // NOTE: The entire file is loaded to memory to play it all at once (no-streaming) - // WAV file loading - // NOTE: Buffer space is allocated inside LoadWAV, Wave must be freed - Wave wave = LoadWAV(fileName); + // Audio file loading + // NOTE: Buffer space is allocated inside function, Wave must be freed - ALenum format = 0; - // The OpenAL format is worked out by looking at the number of channels and the bits per sample - if (wave.channels == 1) + if (strcmp(GetExtension(fileName),"wav") == 0) wave = LoadWAV(fileName); + else if (strcmp(GetExtension(fileName),"ogg") == 0) wave = LoadOGG(fileName); + else TraceLog(WARNING, "[%s] Sound extension not recognized, it can't be loaded", fileName); + + if (wave.data != NULL) { - if (wave.bitsPerSample == 8 ) format = AL_FORMAT_MONO8; - else if (wave.bitsPerSample == 16) format = AL_FORMAT_MONO16; - } - else if (wave.channels == 2) - { - if (wave.bitsPerSample == 8 ) format = AL_FORMAT_STEREO8; - else if (wave.bitsPerSample == 16) format = AL_FORMAT_STEREO16; + ALenum format = 0; + // The OpenAL format is worked out by looking at the number of channels and the bits per sample + if (wave.channels == 1) + { + if (wave.bitsPerSample == 8 ) format = AL_FORMAT_MONO8; + else if (wave.bitsPerSample == 16) format = AL_FORMAT_MONO16; + } + else if (wave.channels == 2) + { + if (wave.bitsPerSample == 8 ) format = AL_FORMAT_STEREO8; + else if (wave.bitsPerSample == 16) format = AL_FORMAT_STEREO16; + } + + // Create an audio source + ALuint source; + alGenSources(1, &source); // Generate pointer to audio source + + alSourcef(source, AL_PITCH, 1); + alSourcef(source, AL_GAIN, 1); + alSource3f(source, AL_POSITION, 0, 0, 0); + alSource3f(source, AL_VELOCITY, 0, 0, 0); + alSourcei(source, AL_LOOPING, AL_FALSE); + + // Convert loaded data to OpenAL buffer + //---------------------------------------- + ALuint buffer; + alGenBuffers(1, &buffer); // Generate pointer to buffer + + // Upload sound data to buffer + alBufferData(buffer, format, wave.data, wave.dataSize, wave.sampleRate); + + // Attach sound buffer to source + alSourcei(source, AL_BUFFER, buffer); + + // Unallocate WAV data + UnloadWave(wave); + + TraceLog(INFO, "[%s] Sound file loaded successfully", fileName); + TraceLog(INFO, "[%s] Sample rate: %i - Channels: %i", fileName, wave.sampleRate, wave.channels); + + sound.source = source; + sound.buffer = buffer; } - - // Create an audio source - ALuint source; - alGenSources(1, &source); // Generate pointer to audio source - - alSourcef(source, AL_PITCH, 1); - alSourcef(source, AL_GAIN, 1); - alSource3f(source, AL_POSITION, 0, 0, 0); - alSource3f(source, AL_VELOCITY, 0, 0, 0); - alSourcei(source, AL_LOOPING, AL_FALSE); - - // Convert loaded data to OpenAL buffer - //---------------------------------------- - ALuint buffer; - alGenBuffers(1, &buffer); // Generate pointer to buffer - - // Upload sound data to buffer - alBufferData(buffer, format, (void*)wave.data, wave.dataSize, wave.sampleRate); - - // Attach sound buffer to source - alSourcei(source, AL_BUFFER, buffer); - - // Unallocate WAV data - UnloadWAV(wave); - - TraceLog(INFO, "[%s] Sound file loaded successfully", fileName); - TraceLog(INFO, "[%s] Sample rate: %i - Channels: %i", fileName, wave.sampleRate, wave.channels); - - sound.source = source; - sound.buffer = buffer; - return sound; } @@ -314,7 +320,7 @@ Sound LoadSoundFromRES(const char *rresName, int resId) alSourcei(source, AL_BUFFER, buffer); // Unallocate WAV data - UnloadWAV(wave); + UnloadWave(wave); TraceLog(INFO, "[%s] Sound loaded successfully from resource, sample rate: %i", rresName, (int)sampleRate); @@ -381,22 +387,6 @@ void PlaySound(Sound sound) //alGetSourcef(sound.source, AL_SEC_OFFSET, &result); // AL_SAMPLE_OFFSET } -// Play a sound with extended options -// TODO: This function should be reviewed... -void PlaySoundEx(Sound sound, float timePosition, bool loop) -{ - // TODO: Review - - // Change the current position (e.g. skip some part of the sound) - // NOTE: Only work when the entire file is in a single buffer - //alSourcei(sound.source, AL_BYTE_OFFSET, int(position * sampleRate)); - - alSourcePlay(sound.source); // Play the sound - - if (loop) alSourcei(sound.source, AL_LOOPING, AL_TRUE); - else alSourcei(sound.source, AL_LOOPING, AL_FALSE); -} - // Pause a sound void PauseSound(Sound sound) { @@ -421,30 +411,250 @@ bool SoundIsPlaying(Sound sound) return playing; } -// Check if music is playing -bool MusicIsPlaying(Music music) -{ - ALenum state; - - alGetSourcei(music.source, AL_SOURCE_STATE, &state); - - return (state == AL_PLAYING); -} - // Set volume for a sound -void SetVolume(Sound sound, float volume) +void SetSoundVolume(Sound sound, float volume) { alSourcef(sound.source, AL_GAIN, volume); } // Set pitch for a sound -void SetPitch(Sound sound, float pitch) +void SetSoundPitch(Sound sound, float pitch) { alSourcef(sound.source, AL_PITCH, pitch); } +//---------------------------------------------------------------------------------- +// Module Functions Definition - Music loading and stream playing (.OGG) +//---------------------------------------------------------------------------------- + +// Start music playing (open stream) +void PlayMusicStream(char *fileName) +{ + if (strcmp(GetExtension(fileName),"ogg") == 0) + { + // Stop current music, clean buffers, unload current stream + StopMusicStream(); + + // Open audio stream + currentMusic.stream = stb_vorbis_open_filename(fileName, NULL, NULL); + + if (currentMusic.stream == NULL) TraceLog(WARNING, "[%s] Could not open ogg audio file", fileName); + else + { + // Get file info + stb_vorbis_info info = stb_vorbis_get_info(currentMusic.stream); + + currentMusic.channels = info.channels; + currentMusic.sampleRate = info.sample_rate; + + TraceLog(INFO, "[%s] Ogg sample rate: %i", fileName, info.sample_rate); + TraceLog(INFO, "[%s] Ogg channels: %i", fileName, info.channels); + TraceLog(INFO, "[%s] Temp memory required: %i", fileName, info.temp_memory_required); + + if (info.channels == 2) currentMusic.format = AL_FORMAT_STEREO16; + else currentMusic.format = AL_FORMAT_MONO16; + + currentMusic.loop = true; // We loop by default + musicEnabled = true; + + // Create an audio source + alGenSources(1, ¤tMusic.source); // Generate pointer to audio source + + alSourcef(currentMusic.source, AL_PITCH, 1); + alSourcef(currentMusic.source, AL_GAIN, 1); + alSource3f(currentMusic.source, AL_POSITION, 0, 0, 0); + alSource3f(currentMusic.source, AL_VELOCITY, 0, 0, 0); + //alSourcei(currentMusic.source, AL_LOOPING, AL_TRUE); // ERROR: Buffers do not queue! + + // Generate two OpenAL buffers + alGenBuffers(2, currentMusic.buffers); + + // Fill buffers with music... + BufferMusicStream(currentMusic.buffers[0]); + BufferMusicStream(currentMusic.buffers[1]); + + // Queue buffers and start playing + alSourceQueueBuffers(currentMusic.source, 2, currentMusic.buffers); + alSourcePlay(currentMusic.source); + + // NOTE: Regularly, we must check if a buffer has been processed and refill it: MusicStreamUpdate() + + currentMusic.totalSamplesLeft = stb_vorbis_stream_length_in_samples(currentMusic.stream) * currentMusic.channels; + } + } + else TraceLog(WARNING, "[%s] Music extension not recognized, it can't be loaded", fileName); +} + +// Stop music playing (close stream) +void StopMusicStream() +{ + if (musicEnabled) + { + alSourceStop(currentMusic.source); + + EmptyMusicStream(); // Empty music buffers + + alDeleteSources(1, ¤tMusic.source); + alDeleteBuffers(2, currentMusic.buffers); + + stb_vorbis_close(currentMusic.stream); + } + + musicEnabled = false; +} + +// Pause music playing +void PauseMusicStream() +{ + // TODO: Record music is paused or check if music available! + alSourcePause(currentMusic.source); +} + +// Check if music is playing +bool MusicIsPlaying() +{ + ALenum state; + + alGetSourcei(currentMusic.source, AL_SOURCE_STATE, &state); + + return (state == AL_PLAYING); +} + +// Set volume for music +void SetMusicVolume(float volume) +{ + alSourcef(currentMusic.source, AL_GAIN, volume); +} + +// Get current music time length (in seconds) +float GetMusicTimeLength() +{ + float totalSeconds = stb_vorbis_stream_length_in_seconds(currentMusic.stream); + + return totalSeconds; +} + +// Get current music time played (in seconds) +float GetMusicTimePlayed() +{ + int totalSamples = stb_vorbis_stream_length_in_samples(currentMusic.stream) * currentMusic.channels; + + int samplesPlayed = totalSamples - currentMusic.totalSamplesLeft; + + float secondsPlayed = (float)samplesPlayed / (currentMusic.sampleRate * currentMusic.channels); + + return secondsPlayed; +} + +//---------------------------------------------------------------------------------- +// Module specific Functions Definition +//---------------------------------------------------------------------------------- + +// Fill music buffers with new data from music stream +static bool BufferMusicStream(ALuint buffer) +{ + short pcm[MUSIC_BUFFER_SIZE]; + + int size = 0; // Total size of data steamed (in bytes) + int streamedBytes = 0; // Bytes of data obtained in one samples get + + bool active = true; // We can get more data from stream (not finished) + + if (musicEnabled) + { + while (size < MUSIC_BUFFER_SIZE) + { + streamedBytes = stb_vorbis_get_samples_short_interleaved(currentMusic.stream, currentMusic.channels, pcm + size, MUSIC_BUFFER_SIZE - size); + + if (streamedBytes > 0) size += (streamedBytes*currentMusic.channels); + else break; + } + + TraceLog(DEBUG, "Streaming music data to buffer. Bytes streamed: %i", size); + } + + if (size > 0) + { + alBufferData(buffer, currentMusic.format, pcm, size*sizeof(short), currentMusic.sampleRate); + + currentMusic.totalSamplesLeft -= size; + } + else + { + active = false; + TraceLog(WARNING, "No more data obtained from stream"); + } + + return active; +} + +// Empty music buffers +static void EmptyMusicStream() +{ + ALuint buffer = 0; + int queued = 0; + + alGetSourcei(currentMusic.source, AL_BUFFERS_QUEUED, &queued); + + while(queued > 0) + { + alSourceUnqueueBuffers(currentMusic.source, 1, &buffer); + + queued--; + } +} + +// Update (re-fill) music buffers if data already processed +extern void UpdateMusicStream() +{ + ALuint buffer = 0; + ALint processed = 0; + bool active = true; + + if (musicEnabled) + { + // Get the number of already processed buffers (if any) + alGetSourcei(currentMusic.source, AL_BUFFERS_PROCESSED, &processed); + + while (processed > 0) + { + // Recover processed buffer for refill + alSourceUnqueueBuffers(currentMusic.source, 1, &buffer); + + // Refill buffer + active = BufferMusicStream(buffer); + + // If no more data to stream, restart music (if loop) + if ((!active) && (currentMusic.loop)) + { + if (currentMusic.loop) + { + stb_vorbis_seek_start(currentMusic.stream); + currentMusic.totalSamplesLeft = stb_vorbis_stream_length_in_samples(currentMusic.stream) * currentMusic.channels; + + active = BufferMusicStream(buffer); + } + } + + // Add refilled buffer to queue again... don't let the music stop! + alSourceQueueBuffers(currentMusic.source, 1, &buffer); + + if(alGetError() != AL_NO_ERROR) TraceLog(WARNING, "Ogg playing, error buffering data..."); + + processed--; + } + + ALenum state; + alGetSourcei(currentMusic.source, AL_SOURCE_STATE, &state); + + if ((state != AL_PLAYING) && active) alSourcePlay(currentMusic.source); + + if (!active) StopMusicStream(); + } +} + // Load WAV file into Wave structure -static Wave LoadWAV(char *fileName) +static Wave LoadWAV(const char *fileName) { // Basic WAV headers structs typedef struct { @@ -543,199 +753,51 @@ static Wave LoadWAV(char *fileName) return wave; } -// Unload WAV file data -static void UnloadWAV(Wave wave) +// Load OGG file into Wave structure +static Wave LoadOGG(char *fileName) +{ + Wave wave; + + stb_vorbis *oggFile = stb_vorbis_open_filename(fileName, NULL, NULL); + stb_vorbis_info info = stb_vorbis_get_info(oggFile); + + wave.sampleRate = info.sample_rate; + wave.bitsPerSample = 16; + wave.channels = info.channels; + + TraceLog(DEBUG, "[%s] Ogg sample rate: %i", fileName, info.sample_rate); + TraceLog(DEBUG, "[%s] Ogg channels: %i", fileName, info.channels); + + int totalSamplesLength = (stb_vorbis_stream_length_in_samples(oggFile) * info.channels); + + wave.dataSize = totalSamplesLength*sizeof(short); // Size must be in bytes + + TraceLog(DEBUG, "[%s] Samples length: %i", fileName, totalSamplesLength); + + float totalSeconds = stb_vorbis_stream_length_in_seconds(oggFile); + + TraceLog(DEBUG, "[%s] Total seconds: %f", fileName, totalSeconds); + + if (totalSeconds > 10) TraceLog(WARNING, "[%s] Ogg audio lenght is larger than 10 seconds (%f), that's a big file in memory, consider music streaming", fileName, totalSeconds); + + int totalSamples = totalSeconds*info.sample_rate*info.channels; + + TraceLog(DEBUG, "[%s] Total samples calculated: %i", fileName, totalSamples); + + //short *data + wave.data = malloc(sizeof(short)*totalSamplesLength); + + int samplesObtained = stb_vorbis_get_samples_short_interleaved(oggFile, info.channels, wave.data, totalSamplesLength); + + TraceLog(DEBUG, "[%s] Samples obtained: %i", fileName, samplesObtained); + + stb_vorbis_close(oggFile); + + return wave; +} + +// Unload Wave data +static void UnloadWave(Wave wave) { free(wave.data); -} - -// TODO: Ogg data loading -Music LoadMusic(char *fileName) -{ - Music music; - - // Open audio stream - music.stream = stb_vorbis_open_filename(fileName, NULL, NULL); - - if (music.stream == NULL) TraceLog(WARNING, "Could not open ogg audio file"); - else - { - // Get file info - music.info = stb_vorbis_get_info(music.stream); - - printf("Ogg sample rate: %i\n", music.info.sample_rate); - printf("Ogg channels: %i\n", music.info.channels); - printf("Temp memory required: %i\n", music.info.temp_memory_required); - - if (music.info.channels == 2) music.format = AL_FORMAT_STEREO16; - else music.format = AL_FORMAT_MONO16; - - music.bufferSize = 4096*8; - music.loop = true; // We loop by default - - // Create an audio source - alGenSources(1, &music.source); // Generate pointer to audio source - - alSourcef(music.source, AL_PITCH, 1); - alSourcef(music.source, AL_GAIN, 1); - alSource3f(music.source, AL_POSITION, 0, 0, 0); - alSource3f(music.source, AL_VELOCITY, 0, 0, 0); - alSourcei(music.source, AL_LOOPING, AL_TRUE); // We loop by default - - // Convert loaded data to OpenAL buffers - alGenBuffers(2, music.buffers); - /* - if (!MusicStream(music, music.buffers[0])) exit(1); - if (!MusicStream(music, music.buffers[1])) exit(1); - - alSourceQueueBuffers(music.source, 2, music.buffers); - - PlayMusic(music); - */ - music.totalSamplesLeft = stb_vorbis_stream_length_in_samples(music.stream) * music.info.channels; - - currentMusic = &music; - } - - return music; -} - -void UnloadMusic(Music music) -{ - StopMusic(music); - - alDeleteSources(1, &music.source); - alDeleteBuffers(2, music.buffers); - - stb_vorbis_close(music.stream); -} - -void PlayMusic(Music music) -{ - //if (MusicIsPlaying(music)) return true; - - if (!MusicStream(music, music.buffers[0])) TraceLog(WARNING, "MusicStream returned 0"); - if (!MusicStream(music, music.buffers[1])) TraceLog(WARNING, "MusicStream returned 0"); - - alSourceQueueBuffers(music.source, 2, music.buffers); - alSourcePlay(music.source); - - TraceLog(INFO, "Playing music"); -} - -extern void PlayCurrentMusic() -{ - if (!MusicStream(*currentMusic, currentMusic->buffers[0])) TraceLog(WARNING, "MusicStream returned 0"); - if (!MusicStream(*currentMusic, currentMusic->buffers[1])) TraceLog(WARNING, "MusicStream returned 0"); - - alSourceQueueBuffers(currentMusic->source, 2, currentMusic->buffers); - alSourcePlay(currentMusic->source); -} - -// Stop reproducing music -void StopMusic(Music music) -{ - alSourceStop(music.source); - - musicIsPlaying = false; -} - -static bool MusicStream(Music music, ALuint buffer) -{ - //Uncomment this to avoid VLAs - //#define BUFFER_SIZE 4096*32 - #ifndef BUFFER_SIZE//VLAs ftw - #define BUFFER_SIZE (music.bufferSize) - #endif - ALshort pcm[BUFFER_SIZE]; - - int size = 0; - int result = 0; - - while (size < BUFFER_SIZE) - { - result = stb_vorbis_get_samples_short_interleaved(music.stream, music.info.channels, pcm+size, BUFFER_SIZE-size); - - if (result > 0) size += (result*music.info.channels); - else break; - } - - if (size == 0) return false; - - alBufferData(buffer, music.format, pcm, size*sizeof(ALshort), music.info.sample_rate); - - music.totalSamplesLeft -= size; - - #undef BUFFER_SIZE - - return true; -} -/* -extern bool MusicStreamUpdate() -{ - ALint processed = 0; - - alGetSourcei(currentMusic->source, AL_BUFFERS_PROCESSED, &processed); - - while (processed--) - { - ALuint buffer = 0; - - alSourceUnqueueBuffers(currentMusic->source, 1, &buffer); - - if (!MusicStream(*currentMusic, buffer)) - { - bool shouldExit = true; - - if (currentMusic->loop) - { - stb_vorbis_seek_start(currentMusic->stream); - currentMusic->totalSamplesLeft = stb_vorbis_stream_length_in_samples(currentMusic->stream) * currentMusic->info.channels; - - shouldExit = !MusicStream(*currentMusic, buffer); - } - - if (shouldExit) return false; - } - - alSourceQueueBuffers(currentMusic->source, 1, &buffer); - } - - return true; -} -*/ -extern bool MusicStreamUpdate() -{ - int processed; - bool active = true; - - alGetSourcei(currentMusic->source, AL_BUFFERS_PROCESSED, &processed); - - printf("Data processed: %i\n", processed); - - while (processed--) - { - ALuint buffer = 0; - - alSourceUnqueueBuffers(currentMusic->source, 1, &buffer); - - active = MusicStream(*currentMusic, buffer); - - alSourceQueueBuffers(currentMusic->source, 1, &buffer); - } - - return active; -} - -void MusicStreamEmpty() -{ - int queued; - - alGetSourcei(currentMusic->source, AL_BUFFERS_QUEUED, &queued); - - while(queued--) - { - ALuint buffer; - alSourceUnqueueBuffers(currentMusic->source, 1, &buffer); - } } \ No newline at end of file diff --git a/src/core.c b/src/core.c index 79866a2f3..c61a77bf4 100644 --- a/src/core.c +++ b/src/core.c @@ -89,11 +89,10 @@ static Color background = { 0, 0, 0, 0 }; // Screen background color //---------------------------------------------------------------------------------- // Other Modules Functions Declaration (required by core) //---------------------------------------------------------------------------------- -extern void LoadDefaultFont(); // [Module: text] Loads default font on InitWindow() -extern void UnloadDefaultFont(); // [Module: text] Unloads default font from GPU memory +extern void LoadDefaultFont(); // [Module: text] Loads default font on InitWindow() +extern void UnloadDefaultFont(); // [Module: text] Unloads default font from GPU memory -extern bool MusicStreamUpdate(); // [Module: audio] Updates buffers for music streamming -extern void PlayCurrentMusic(); // [Module: audio] Plays current music stream +extern void UpdateMusicStream(); // [Module: audio] Updates buffers for music streaming //---------------------------------------------------------------------------------- // Module specific Functions Declaration @@ -103,7 +102,7 @@ static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, i static void ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); // GLFW3 Srolling Callback, runs on mouse wheel static void CursorEnterCallback(GLFWwindow* window, int enter); // GLFW3 Cursor Enter Callback, cursor enters client area static void WindowSizeCallback(GLFWwindow* window, int width, int height); // GLFW3 WindowSize Callback, runs when window is resized -static void TakeScreenshot(); // Takes a bitmap (BMP) screenshot and saves it in the same folder as executable +static void TakeScreenshot(); // Takes a screenshot and saves it in the same folder as executable //---------------------------------------------------------------------------------- // Module Functions Definition - Window and OpenGL Context Functions @@ -304,9 +303,7 @@ void EndDrawing() glfwSwapBuffers(window); // Swap back and front buffers glfwPollEvents(); // Register keyboard/mouse events - //MusicStreamUpdate(); - //if (!MusicIsPlaying()) - //PlayCurrentMusic(); + UpdateMusicStream(); // NOTE: Function checks if music is enabled currentTime = glfwGetTime(); drawTime = currentTime - previousTime; @@ -748,4 +745,6 @@ static void TakeScreenshot() free(imgData); shotNum++; + + TraceLog(INFO, "[%s] Screenshot taken!", buffer); } \ No newline at end of file diff --git a/src/models.c b/src/models.c index 84ef43fa8..5eb5d1074 100644 --- a/src/models.c +++ b/src/models.c @@ -25,9 +25,9 @@ #include "raylib.h" -#include // OpenGL functions #include // Standard input/output functions, used to read model files data #include // Declares malloc() and free() for memory management +#include // Required for strcmp() #include // Used for sin, cos, tan #include "raymath.h" // Required for data type Matrix and Matrix functions @@ -52,6 +52,7 @@ // Module specific Functions Declaration //---------------------------------------------------------------------------------- static float GetHeightValue(Color pixel); +static VertexData LoadOBJ(const char *fileName); //---------------------------------------------------------------------------------- // Module Functions Definition @@ -67,9 +68,9 @@ void DrawCube(Vector3 position, float width, float height, float lenght, Color c rlPushMatrix(); - // NOTE: Be careful! Function order matters (scale, translate, rotate) - //rlScalef(2.0f, 2.0f, 2.0f); + // NOTE: Be careful! Function order matters (rotate -> scale -> translate) //rlTranslatef(0.0f, 0.0f, 0.0f); + //rlScalef(2.0f, 2.0f, 2.0f); //rlRotatef(45, 0, 1, 0); rlBegin(RL_TRIANGLES); @@ -215,9 +216,9 @@ void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float hei float y = position.y; float z = position.z; - rlEnableTexture(texture.glId); + rlEnableTexture(texture.id); - rlPushMatrix(); + //rlPushMatrix(); // NOTE: Be careful! Function order matters (scale, translate, rotate) //rlScalef(2.0f, 2.0f, 2.0f); //rlTranslatef(2.0f, 0.0f, 0.0f); @@ -262,7 +263,7 @@ void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float hei rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Right Of The Texture and Quad rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left Of The Texture and Quad rlEnd(); - rlPopMatrix(); + //rlPopMatrix(); rlDisableTexture(); } @@ -278,13 +279,13 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color { rlPushMatrix(); rlTranslatef(centerPos.x, centerPos.y, centerPos.z); - //rlRotatef(rotation, 0, 1, 0); rlScalef(radius, radius, radius); + //rlRotatef(rotation, 0, 1, 0); rlBegin(RL_TRIANGLES); rlColor4ub(color.r, color.g, color.b, color.a); - for(int i = 0; i < 2 * rings + 1; i ++) + for(int i = 0; i < 2 * rings + 1; i++) { for(int j = 0; j < slices; j++) { @@ -317,14 +318,14 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color) { rlPushMatrix(); - rlTranslatef(centerPos.x, centerPos.y, centerPos.z); - //rlRotatef(rotation, 0, 1, 0); + //rlTranslatef(centerPos.x, centerPos.y, centerPos.z); rlScalef(radius, radius, radius); + //rlRotatef(rotation, 0, 1, 0); rlBegin(RL_LINES); rlColor4ub(color.r, color.g, color.b, color.a); - for(int i = 0; i < 2 * rings + 1; i ++) + for(int i = 0; i < 2 * rings + 1; i++) { for(int j = 0; j < slices; j++) { @@ -447,12 +448,12 @@ void DrawPlane(Vector3 centerPos, Vector2 size, Vector3 rotation, Color color) // NOTE: Plane is always created on XZ ground and then rotated rlPushMatrix(); rlTranslatef(centerPos.x, centerPos.y, centerPos.z); + rlScalef(size.x, 1.0f, size.y); // TODO: Review multiples rotations Gimbal-Lock... use matrix or quaternions... rlRotatef(rotation.x, 1, 0, 0); rlRotatef(rotation.y, 0, 1, 0); rlRotatef(rotation.z, 0, 0, 1); - rlScalef(size.x, 1.0f, size.y); rlBegin(RL_QUADS); rlColor4ub(color.r, color.g, color.b, color.a); @@ -568,14 +569,13 @@ void DrawGizmo(Vector3 position) rlPopMatrix(); } -void DrawGizmoEx(Vector3 position, Vector3 rot, float scale, bool orbits) -{ - static float rotation = 0; +void DrawGizmoEx(Vector3 position, Vector3 rotation, float scale) +{ // NOTE: RGB = XYZ rlPushMatrix(); rlTranslatef(position.x, position.y, position.z); - rlRotatef(rotation, 0, 1, 0); rlScalef(scale, scale, scale); + rlRotatef(rotation.y, 0, 1, 0); rlBegin(RL_LINES); // X Axis @@ -612,43 +612,327 @@ void DrawGizmoEx(Vector3 position, Vector3 rot, float scale, bool orbits) rlColor4ub(0, 0, 200, 255); rlVertex3f(position.x - .1, position.y, position.z - .9); // Extra - if(orbits) + int n = 3; + + // X Axis + for (int i=0; i < 360; i += 6) { - int n = 3; - - // X Axis - for (int i=0; i < 360; i += 6) - { - rlColor4ub(200, 0, 0, 255); rlVertex3f(0, position.x + sin(DEG2RAD*i) * scale/n, position.y + cos(DEG2RAD*i) * scale/n); - rlColor4ub(200, 0, 0, 255); rlVertex3f(0, position.x + sin(DEG2RAD*(i+6)) * scale/n, position.y + cos(DEG2RAD*(i+6)) * scale/n); - } - - // Y Axis - for (int i=0; i < 360; i += 6) - { - rlColor4ub(0, 200, 0, 255); rlVertex3f(position.x + sin(DEG2RAD*i) * scale/n, 0, position.y + cos(DEG2RAD*i) * scale/n); - rlColor4ub(0, 200, 0, 255); rlVertex3f(position.x + sin(DEG2RAD*(i+6)) * scale/n, 0, position.y + cos(DEG2RAD*(i+6)) * scale/n); - } - - // Z Axis - for (int i=0; i < 360; i += 6) - { - rlColor4ub(0, 0, 200, 255); rlVertex3f(position.x + sin(DEG2RAD*i) * scale/n, position.y + cos(DEG2RAD*i) * scale/n, 0); - rlColor4ub(0, 0, 200, 255); rlVertex3f(position.x + sin(DEG2RAD*(i+6)) * scale/n, position.y + cos(DEG2RAD*(i+6)) * scale/n, 0); - } + rlColor4ub(200, 0, 0, 255); rlVertex3f(0, position.x + sin(DEG2RAD*i) * scale/n, position.y + cos(DEG2RAD*i) * scale/n); + rlColor4ub(200, 0, 0, 255); rlVertex3f(0, position.x + sin(DEG2RAD*(i+6)) * scale/n, position.y + cos(DEG2RAD*(i+6)) * scale/n); + } + + // Y Axis + for (int i=0; i < 360; i += 6) + { + rlColor4ub(0, 200, 0, 255); rlVertex3f(position.x + sin(DEG2RAD*i) * scale/n, 0, position.y + cos(DEG2RAD*i) * scale/n); + rlColor4ub(0, 200, 0, 255); rlVertex3f(position.x + sin(DEG2RAD*(i+6)) * scale/n, 0, position.y + cos(DEG2RAD*(i+6)) * scale/n); + } + + // Z Axis + for (int i=0; i < 360; i += 6) + { + rlColor4ub(0, 0, 200, 255); rlVertex3f(position.x + sin(DEG2RAD*i) * scale/n, position.y + cos(DEG2RAD*i) * scale/n, 0); + rlColor4ub(0, 0, 200, 255); rlVertex3f(position.x + sin(DEG2RAD*(i+6)) * scale/n, position.y + cos(DEG2RAD*(i+6)) * scale/n, 0); } rlEnd(); rlPopMatrix(); - - rotation += 0.1f; } -// Load a 3d model (.OBJ) -// TODO: Add comments explaining this function process +// Load a 3d model Model LoadModel(const char *fileName) { VertexData vData; + if (strcmp(GetExtension(fileName),"obj") == 0) vData = LoadOBJ(fileName); + else TraceLog(WARNING, "[%s] Model extension not recognized, it can't be loaded", fileName); + + Model model; + + model.mesh = vData; // Model mesh is vertex data + model.textureId = 0; + +#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2) + model.vaoId = rlglLoadModel(vData); // Use loaded data to generate VAO + model.textureId = 1; // Default whiteTexture + + // Now that vertex data is uploaded to GPU, we can free arrays + //free(vData.vertices); + //free(vData.texcoords); + //free(vData.normals); +#endif + + return model; +} + +// Load a heightmap image as a 3d model +Model LoadHeightmap(Image heightmap, float maxHeight) +{ + VertexData vData; + + int mapX = heightmap.width; + int mapZ = heightmap.height; + + // NOTE: One vertex per pixel + // TODO: Consider resolution when generating model data? + int numTriangles = (mapX-1)*(mapZ-1)*2; // One quad every four pixels + + vData.vertexCount = numTriangles*3; + + vData.vertices = (float *)malloc(vData.vertexCount * 3 * sizeof(float)); + vData.normals = (float *)malloc(vData.vertexCount * 3 * sizeof(float)); + vData.texcoords = (float *)malloc(vData.vertexCount * 2 * sizeof(float)); + + int vCounter = 0; // Used to count vertices float by float + int tcCounter = 0; // Used to count texcoords float by float + int nCounter = 0; // Used to count normals float by float + + int trisCounter = 0; + + float scaleFactor = maxHeight/255; // TODO: Review scaleFactor calculation + + for(int z = 0; z < mapZ-1; z++) + { + for(int x = 0; x < mapX-1; x++) + { + // Fill vertices array with data + //---------------------------------------------------------- + + // one triangle - 3 vertex + vData.vertices[vCounter] = x; + vData.vertices[vCounter + 1] = GetHeightValue(heightmap.pixels[x + z*mapX])*scaleFactor; + vData.vertices[vCounter + 2] = z; + + vData.vertices[vCounter + 3] = x; + vData.vertices[vCounter + 4] = GetHeightValue(heightmap.pixels[x + (z+1)*mapX])*scaleFactor; + vData.vertices[vCounter + 5] = z+1; + + vData.vertices[vCounter + 6] = x+1; + vData.vertices[vCounter + 7] = GetHeightValue(heightmap.pixels[(x+1) + z*mapX])*scaleFactor; + vData.vertices[vCounter + 8] = z; + + // another triangle - 3 vertex + vData.vertices[vCounter + 9] = vData.vertices[vCounter + 6]; + vData.vertices[vCounter + 10] = vData.vertices[vCounter + 7]; + vData.vertices[vCounter + 11] = vData.vertices[vCounter + 8]; + + vData.vertices[vCounter + 12] = vData.vertices[vCounter + 3]; + vData.vertices[vCounter + 13] = vData.vertices[vCounter + 4]; + vData.vertices[vCounter + 14] = vData.vertices[vCounter + 5]; + + vData.vertices[vCounter + 15] = x+1; + vData.vertices[vCounter + 16] = GetHeightValue(heightmap.pixels[(x+1) + (z+1)*mapX])*scaleFactor; + vData.vertices[vCounter + 17] = z+1; + vCounter += 18; // 6 vertex, 18 floats + + // Fill texcoords array with data + //-------------------------------------------------------------- + vData.texcoords[tcCounter] = (float)x / (mapX-1); + vData.texcoords[tcCounter + 1] = (float)z / (mapZ-1); + + vData.texcoords[tcCounter + 2] = (float)x / (mapX-1); + vData.texcoords[tcCounter + 3] = (float)(z+1) / (mapZ-1); + + vData.texcoords[tcCounter + 4] = (float)(x+1) / (mapX-1); + vData.texcoords[tcCounter + 5] = (float)z / (mapZ-1); + + vData.texcoords[tcCounter + 6] = vData.texcoords[tcCounter + 4]; + vData.texcoords[tcCounter + 7] = vData.texcoords[tcCounter + 5]; + + vData.texcoords[tcCounter + 8] = vData.texcoords[tcCounter + 2]; + vData.texcoords[tcCounter + 9] = vData.texcoords[tcCounter + 1]; + + vData.texcoords[tcCounter + 10] = (float)(x+1) / (mapX-1); + vData.texcoords[tcCounter + 11] = (float)(z+1) / (mapZ-1); + tcCounter += 12; // 6 texcoords, 12 floats + + // Fill normals array with data + //-------------------------------------------------------------- + // NOTE: Current Model implementation doe not use normals! + for (int i = 0; i < 18; i += 3) + { + vData.normals[nCounter + i] = 0.0f; + vData.normals[nCounter + i + 1] = 1.0f; + vData.normals[nCounter + i + 2] = 0.0f; + } + + // TODO: Calculate normals in an efficient way + + nCounter += 18; // 6 vertex, 18 floats + + trisCounter += 2; + } + } + + // NOTE: At this point we have all vertex, texcoord, normal data for the model in vData struct + + Model model; + + model.mesh = vData; // Model mesh is vertex data + model.textureId = 0; + +#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2) + model.vaoId = rlglLoadModel(vData); // Use loaded data to generate VAO + model.textureId = 1; // Default whiteTexture + + // Now that vertex data is uploaded to GPU, we can free arrays + //free(vData.vertices); + //free(vData.texcoords); + //free(vData.normals); +#endif + + return model; +} + +// Unload 3d model from memory +void UnloadModel(Model model) +{ + free(model.mesh.vertices); + free(model.mesh.texcoords); + free(model.mesh.normals); + +#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2) + rlDeleteVertexArrays(model.vaoId); +#endif +} + +void SetModelTexture(Model *model, Texture2D texture) +{ + if (texture.id <= 0) model->textureId = 1; // Default white texture (use mesh color) + else model->textureId = texture.id; +} + +// Draw a model (with texture if set) +void DrawModel(Model model, Vector3 position, float scale, Color tint) +{ + Vector3 vScale = { scale, scale, scale }; + Vector3 rotation = { 0, 0, 0 }; + + rlglDrawModel(model, position, rotation, vScale, tint, false); +} + +// Draw a model with extended parameters +void DrawModelEx(Model model, Vector3 position, Vector3 rotation, Vector3 scale, Color tint) +{ + rlglDrawModel(model, position, rotation, scale, tint, false); +} + +// Draw a model wires (with texture if set) +void DrawModelWires(Model model, Vector3 position, float scale, Color color) +{ + Vector3 vScale = { scale, scale, scale }; + Vector3 rotation = { 0, 0, 0 }; + + rlglDrawModel(model, position, rotation, vScale, color, true); +} + +// Draw a billboard +void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint) +{ + // NOTE: Billboard size will maintain texture aspect ratio, size will be billboard width + Vector2 sizeRatio = { size, size * (float)texture.height/texture.width }; + + Matrix viewMatrix = MatrixLookAt(camera.position, camera.target, camera.up); + MatrixTranspose(&viewMatrix); + + Vector3 right = { viewMatrix.m0, viewMatrix.m4, viewMatrix.m8 }; + Vector3 up = { viewMatrix.m1, viewMatrix.m5, viewMatrix.m9 }; +/* + d-------c + | | + | * | + | | + a-------b +*/ + VectorScale(&right, sizeRatio.x/2); + VectorScale(&up, sizeRatio.y/2); + + Vector3 p1 = VectorAdd(right, up); + Vector3 p2 = VectorSubtract(right, up); + + Vector3 a = VectorSubtract(center, p2); + Vector3 b = VectorAdd(center, p1); + Vector3 c = VectorAdd(center, p2); + Vector3 d = VectorSubtract(center, p1); + + rlEnableTexture(texture.id); + + rlBegin(RL_QUADS); + rlColor4ub(tint.r, tint.g, tint.b, tint.a); + rlNormal3f(0.0f, 1.0f, 0.0f); + rlTexCoord2f(0.0f, 0.0f); rlVertex3f(a.x, a.y, a.z); + rlTexCoord2f(1.0f, 0.0f); rlVertex3f(b.x, b.y, b.z); + rlTexCoord2f(1.0f, 1.0f); rlVertex3f(c.x, c.y, c.z); + rlTexCoord2f(0.0f, 1.0f); rlVertex3f(d.x, d.y, d.z); + rlEnd(); + + rlDisableTexture(); +} + +// Draw a billboard (part of a texture defined by a rectangle) +void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint) +{ + // NOTE: Billboard size will maintain sourceRec aspect ratio, size will represent billboard width + Vector2 sizeRatio = { size, size * (float)sourceRec.height/sourceRec.width }; + + Matrix viewMatrix = MatrixLookAt(camera.position, camera.target, camera.up); + MatrixTranspose(&viewMatrix); + + Vector3 right = { viewMatrix.m0, viewMatrix.m4, viewMatrix.m8 }; + Vector3 up = { viewMatrix.m1, viewMatrix.m5, viewMatrix.m9 }; +/* + d-------c + | | + | * | + | | + a-------b +*/ + VectorScale(&right, sizeRatio.x/2); + VectorScale(&up, sizeRatio.y/2); + + Vector3 p1 = VectorAdd(right, up); + Vector3 p2 = VectorSubtract(right, up); + + Vector3 a = VectorSubtract(center, p2); + Vector3 b = VectorAdd(center, p1); + Vector3 c = VectorAdd(center, p2); + Vector3 d = VectorSubtract(center, p1); + + rlEnableTexture(texture.id); + + rlBegin(RL_QUADS); + rlColor4ub(tint.r, tint.g, tint.b, tint.a); + + // Bottom-left corner for texture and quad + rlTexCoord2f((float)sourceRec.x / texture.width, (float)sourceRec.y / texture.height); + rlVertex3f(a.x, a.y, a.z); + + // Bottom-right corner for texture and quad + rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)sourceRec.y / texture.height); + rlVertex3f(b.x, b.y, b.z); + + // Top-right corner for texture and quad + rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height); + rlVertex3f(c.x, c.y, c.z); + + // Top-left corner for texture and quad + rlTexCoord2f((float)sourceRec.x / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height); + rlVertex3f(d.x, d.y, d.z); + rlEnd(); + + rlDisableTexture(); +} + +// Get current vertex y altitude (proportional to pixel colors in grayscale) +static float GetHeightValue(Color pixel) +{ + return (((float)pixel.r + (float)pixel.g + (float)pixel.b)/3); +} + +// Load OBJ mesh data +static VertexData LoadOBJ(const char *fileName) +{ + VertexData vData; + char dataType; char comments[200]; @@ -661,6 +945,8 @@ Model LoadModel(const char *fileName) objFile = fopen(fileName, "rt"); + // First pass over all file to get numVertex, numNormals, numTexCoords, numTriangles + // NOTE: vertex, texcoords and normals could be optimized (to be used indexed on faces definition) while(!feof(objFile)) { fscanf(objFile, "%c", &dataType); @@ -671,7 +957,14 @@ Model LoadModel(const char *fileName) { fgets(comments, 200, objFile); } break; - case 'v': + case 'o': // New object + { + // TODO: Read multiple objects, we need to know numMeshes + verticesPerMesh + + // NOTE: One OBJ file can contain multible meshes defined, one after every 'o' + + } break; + case 'v': { fscanf(objFile, "%c", &dataType); @@ -753,15 +1046,18 @@ Model LoadModel(const char *fileName) } } - Vector3 midVertices[numVertex]; - Vector3 midNormals[numNormals]; - Vector2 midTexCoords[numTexCoords]; + // Once we know the number of vertices to store, we create required arrays + Vector3 *midVertices = (Vector3 *)malloc(numVertex*sizeof(Vector3)); + Vector3 *midNormals = (Vector3 *)malloc(numNormals*sizeof(Vector3)); + Vector2 *midTexCoords = (Vector2 *)malloc(numTexCoords*sizeof(Vector2)); - vData.numVertices = numTriangles*3; + vData.vertexCount = numTriangles*3; - vData.vertices = (float *)malloc(vData.numVertices * 3 * sizeof(float)); - vData.texcoords = (float *)malloc(vData.numVertices * 2 * sizeof(float)); - vData.normals = (float *)malloc(vData.numVertices * 3 * sizeof(float)); + // Additional arrays to store vertex data as floats + vData.vertices = (float *)malloc(vData.vertexCount * 3 * sizeof(float)); + vData.texcoords = (float *)malloc(vData.vertexCount * 2 * sizeof(float)); + vData.normals = (float *)malloc(vData.vertexCount * 3 * sizeof(float)); + vData.colors = (float *)malloc(vData.vertexCount * 4 * sizeof(float)); int countVertex = 0; int countNormals = 0; @@ -771,8 +1067,9 @@ Model LoadModel(const char *fileName) int tcCounter = 0; // Used to count texcoords float by float int nCounter = 0; // Used to count normals float by float - rewind(objFile); + rewind(objFile); // Return to the beginning of the file, to read again + // Reading again file to get vertex data while(!feof(objFile)) { fscanf(objFile, "%c", &dataType); @@ -872,274 +1169,16 @@ Model LoadModel(const char *fileName) fclose(objFile); - // NOTE: At this point we have all vertex, texcoord, normal data for the model in vData struct - - Model model; - -#ifdef USE_OPENGL_11 - model.data = vData; // model data is vertex data -#else - model.vaoId = rlglLoadModel(vData); // Use loaded data to generate VAO + // NOTE: We set all vertex colors to white + for (int i = 0; i < (4*vData.vertexCount); i++) vData.colors[i] = 1.0f; - // Now that vertex data is uploaded to GPU, we can free arrays - free(vData.vertices); - free(vData.texcoords); - free(vData.normals); -#endif - - return model; -} - -// Load a heightmap image as a 3d model -Model LoadHeightmap(Image heightmap, float maxHeight) -{ - VertexData vData; - - int mapX = heightmap.width; - int mapZ = heightmap.height; - - // NOTE: One vertex per pixel - // TODO: Consider resolution when generating model data? - int numTriangles = (mapX-1)*(mapZ-1)*2; // One quad every four pixels - - vData.numVertices = numTriangles*3; - - vData.vertices = (float *)malloc(vData.numVertices * 3 * sizeof(float)); - vData.normals = (float *)malloc(vData.numVertices * 3 * sizeof(float)); - vData.texcoords = (float *)malloc(vData.numVertices * 2 * sizeof(float)); - - int vCounter = 0; // Used to count vertices float by float - int tcCounter = 0; // Used to count texcoords float by float - int nCounter = 0; // Used to count normals float by float - - int trisCounter = 0; - - float scaleFactor = maxHeight/255; // TODO: Review scaleFactor calculation - - for(int z = 0; z < mapZ-1; z++) - { - for(int x = 0; x < mapX-1; x++) - { - // Fill vertices array with data - //---------------------------------------------------------- - - // one triangle - 3 vertex - vData.vertices[vCounter] = x; - vData.vertices[vCounter + 1] = GetHeightValue(heightmap.pixels[x + z*mapX])*scaleFactor; - vData.vertices[vCounter + 2] = z; - - vData.vertices[vCounter + 3] = x; - vData.vertices[vCounter + 4] = GetHeightValue(heightmap.pixels[x + (z+1)*mapX])*scaleFactor; - vData.vertices[vCounter + 5] = z+1; - - vData.vertices[vCounter + 6] = x+1; - vData.vertices[vCounter + 7] = GetHeightValue(heightmap.pixels[(x+1) + z*mapX])*scaleFactor; - vData.vertices[vCounter + 8] = z; - - // another triangle - 3 vertex - vData.vertices[vCounter + 9] = vData.vertices[vCounter + 6]; - vData.vertices[vCounter + 10] = vData.vertices[vCounter + 7]; - vData.vertices[vCounter + 11] = vData.vertices[vCounter + 8]; - - vData.vertices[vCounter + 12] = vData.vertices[vCounter + 3]; - vData.vertices[vCounter + 13] = vData.vertices[vCounter + 4]; - vData.vertices[vCounter + 14] = vData.vertices[vCounter + 5]; - - vData.vertices[vCounter + 15] = x+1; - vData.vertices[vCounter + 16] = GetHeightValue(heightmap.pixels[(x+1) + (z+1)*mapX])*scaleFactor; - vData.vertices[vCounter + 17] = z+1; - vCounter += 18; // 6 vertex, 18 floats - - // Fill texcoords array with data - //-------------------------------------------------------------- - vData.texcoords[tcCounter] = (float)x / (mapX-1); - vData.texcoords[tcCounter + 1] = (float)z / (mapZ-1); - - vData.texcoords[tcCounter + 2] = (float)x / (mapX-1); - vData.texcoords[tcCounter + 3] = (float)(z+1) / (mapZ-1); - - vData.texcoords[tcCounter + 4] = (float)(x+1) / (mapX-1); - vData.texcoords[tcCounter + 5] = (float)z / (mapZ-1); - - vData.texcoords[tcCounter + 6] = vData.texcoords[tcCounter + 4]; - vData.texcoords[tcCounter + 7] = vData.texcoords[tcCounter + 5]; - - vData.texcoords[tcCounter + 8] = vData.texcoords[tcCounter + 2]; - vData.texcoords[tcCounter + 9] = vData.texcoords[tcCounter + 1]; - - vData.texcoords[tcCounter + 10] = (float)(x+1) / (mapX-1); - vData.texcoords[tcCounter + 11] = (float)(z+1) / (mapZ-1); - tcCounter += 12; // 6 texcoords, 12 floats - - // Fill normals array with data - //-------------------------------------------------------------- - // TODO: Review normals calculation - for (int i = 0; i < 18; i += 3) - { - vData.normals[nCounter + i] = 0.0f; - vData.normals[nCounter + i + 1] = 1.0f; - vData.normals[nCounter + i + 2] = 0.0f; - } - - nCounter += 18; // 6 vertex, 18 floats - - trisCounter += 2; - } - } + // Now we can free temp mid* arrays + free(midVertices); + free(midNormals); + free(midTexCoords); // NOTE: At this point we have all vertex, texcoord, normal data for the model in vData struct - - Model model; - -#ifdef USE_OPENGL_11 - model.data = vData; // model data is vertex data -#else - model.vaoId = rlglLoadModel(vData); // Use loaded data to generate VAO - - // Now that vertex data is uploaded to GPU, we can free arrays - free(vData.vertices); - free(vData.texcoords); - free(vData.normals); -#endif - - return model; -} - -// Unload 3d model from memory -void UnloadModel(Model model) -{ -#ifdef USE_OPENGL_11 - free(model.data.vertices); - free(model.data.texcoords); - free(model.data.normals); -#endif - -#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2) - rlDeleteVertexArrays(model.vaoId); -#endif -} - -// Draw a model -void DrawModel(Model model, Vector3 position, float scale, Color color) -{ - rlglDrawModel(model, position, scale, false); -} - -// Draw a textured model -void DrawModelEx(Model model, Texture2D texture, Vector3 position, float scale, Color tint) -{ - rlEnableTexture(texture.glId); + TraceLog(INFO, "[%s] Model loaded successfully in RAM (CPU)", fileName); - DrawModel(model, position, scale, tint); - - rlDisableTexture(); -} - -// Draw a model wires -void DrawModelWires(Model model, Vector3 position, float scale, Color color) -{ - rlglDrawModel(model, position, scale, true); -} - -// Draw a billboard -void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint) -{ - // NOTE: Billboard size will maintain texture aspect ratio, size will be billboard width - Vector2 sizeRatio = { size, size * (float)texture.height/texture.width }; - - Matrix viewMatrix = MatrixLookAt(camera.position, camera.target, camera.up); - MatrixTranspose(&viewMatrix); - - Vector3 right = { viewMatrix.m0, viewMatrix.m4, viewMatrix.m8 }; - Vector3 up = { viewMatrix.m1, viewMatrix.m5, viewMatrix.m9 }; -/* - d-------c - | | - | * | - | | - a-------b -*/ - VectorScale(&right, sizeRatio.x/2); - VectorScale(&up, sizeRatio.y/2); - - Vector3 p1 = VectorAdd(right, up); - Vector3 p2 = VectorSubtract(right, up); - - Vector3 a = VectorSubtract(center, p2); - Vector3 b = VectorAdd(center, p1); - Vector3 c = VectorAdd(center, p2); - Vector3 d = VectorSubtract(center, p1); - - rlEnableTexture(texture.glId); - - rlBegin(RL_QUADS); - rlColor4ub(tint.r, tint.g, tint.b, tint.a); - rlNormal3f(0.0f, 1.0f, 0.0f); - rlTexCoord2f(0.0f, 0.0f); rlVertex3f(a.x, a.y, a.z); - rlTexCoord2f(1.0f, 0.0f); rlVertex3f(b.x, b.y, b.z); - rlTexCoord2f(1.0f, 1.0f); rlVertex3f(c.x, c.y, c.z); - rlTexCoord2f(0.0f, 1.0f); rlVertex3f(d.x, d.y, d.z); - rlEnd(); - - rlDisableTexture(); -} - -// Draw a billboard (part of a texture defined by a rectangle) -void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint) -{ - // NOTE: Billboard size will maintain sourceRec aspect ratio, size will represent billboard width - Vector2 sizeRatio = { size, size * (float)sourceRec.height/sourceRec.width }; - - Matrix viewMatrix = MatrixLookAt(camera.position, camera.target, camera.up); - MatrixTranspose(&viewMatrix); - - Vector3 right = { viewMatrix.m0, viewMatrix.m4, viewMatrix.m8 }; - Vector3 up = { viewMatrix.m1, viewMatrix.m5, viewMatrix.m9 }; -/* - d-------c - | | - | * | - | | - a-------b -*/ - VectorScale(&right, sizeRatio.x/2); - VectorScale(&up, sizeRatio.y/2); - - Vector3 p1 = VectorAdd(right, up); - Vector3 p2 = VectorSubtract(right, up); - - Vector3 a = VectorSubtract(center, p2); - Vector3 b = VectorAdd(center, p1); - Vector3 c = VectorAdd(center, p2); - Vector3 d = VectorSubtract(center, p1); - - rlEnableTexture(texture.glId); - - rlBegin(RL_QUADS); - rlColor4ub(tint.r, tint.g, tint.b, tint.a); - - // Bottom-left corner for texture and quad - rlTexCoord2f((float)sourceRec.x / texture.width, (float)sourceRec.y / texture.height); - rlVertex3f(a.x, a.y, a.z); - - // Bottom-right corner for texture and quad - rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)sourceRec.y / texture.height); - rlVertex3f(b.x, b.y, b.z); - - // Top-right corner for texture and quad - rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height); - rlVertex3f(c.x, c.y, c.z); - - // Top-left corner for texture and quad - rlTexCoord2f((float)sourceRec.x / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height); - rlVertex3f(d.x, d.y, d.z); - rlEnd(); - - rlDisableTexture(); -} - -// Get current vertex y altitude (proportional to pixel colors in grayscale) -static float GetHeightValue(Color pixel) -{ - return (((float)pixel.r + (float)pixel.g + (float)pixel.b)/3); + return vData; } \ No newline at end of file diff --git a/src/raylib.h b/src/raylib.h index 237f635da..21d22122e 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -10,13 +10,17 @@ * Hardware accelerated with OpenGL (1.1, 3.3+ or ES2) * Unique OpenGL abstraction layer [rlgl] * Powerful fonts module with SpriteFonts support +* Multiple textures support, including DDS and mipmaps generation * Basic 3d support for Shapes, Models, Heightmaps and Billboards * Powerful math module for Vector and Matrix operations [raymath] -* Audio loading and playing +* Audio loading and playing with streaming support * * Used external libs: * GLFW3 (www.glfw.org) for window/context management and input +* GLEW for OpenGL extensions loading (3.3+ and ES2) * stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA, PSD, GIF, HDR, PIC) +* stb_image_write (Sean Barret) for image writting (PNG) +* stb_vorbis (Sean Barret) for ogg audio loading * OpenAL Soft for audio device/context management * tinfl for data decompression (DEFLATE algorithm) * @@ -25,9 +29,9 @@ * 32bit Textures - All loaded images are converted automatically to RGBA textures * SpriteFonts - All loaded sprite-font images are converted to RGBA and POT textures * One custom default font is loaded automatically when InitWindow() -* If using OpenGL 3.3+, one default shader is loaded automatically (internally defined) +* If using OpenGL 3.3+ or ES2, one default shader is loaded automatically (internally defined) * -* -- LICENSE (raylib v1.1, March 2014) -- +* -- LICENSE (raylib v1.1, April 2014) -- * * raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software: @@ -52,9 +56,7 @@ **********************************************************************************************/ #ifndef RAYLIB_H -#define RAYLIB_H - -#include "stb_vorbis.h" +#define RAYLIB_H //---------------------------------------------------------------------------------- // Some basic Defines @@ -195,11 +197,22 @@ typedef struct Image { // Texture2D type, bpp always RGBA (32bit) // NOTE: Data stored in GPU memory typedef struct Texture2D { - unsigned int glId; + unsigned int id; // OpenGL id int width; int height; } Texture2D; +// Character type (one font glyph) +// NOTE: Defined in module: text +typedef struct Character Character; + +// SpriteFont type, includes texture and charSet array data +typedef struct SpriteFont { + Texture2D texture; + int numChars; + Character *charSet; +} SpriteFont; + // Camera type, defines a camera position/orientation in 3d space typedef struct Camera { Vector3 position; @@ -207,18 +220,23 @@ typedef struct Camera { Vector3 up; } Camera; -typedef struct Character Character; - -// SpriteFont type -typedef struct SpriteFont { - Texture2D texture; - int numChars; - Character *charSet; -} SpriteFont; +// Vertex data definning a mesh +typedef struct { + int vertexCount; + float *vertices; // 3 components per vertex + float *texcoords; // 2 components per vertex + float *normals; // 3 components per vertex + float *colors; // 4 components per vertex +} VertexData; // 3d Model type -// NOTE: If using OpenGL 1.1 loaded in CPU; if OpenGL 3.3+ loaded in GPU -typedef struct Model Model; // Defined in module: rlgl +// NOTE: If using OpenGL 1.1 loaded in CPU (mesh); if OpenGL 3.3+ loaded in GPU (vaoId) +typedef struct Model { + VertexData mesh; + unsigned int vaoId; + unsigned int textureId; + //Matrix transform; +} Model; // Sound source type typedef struct Sound { @@ -226,23 +244,6 @@ typedef struct Sound { unsigned int buffer; } Sound; -typedef struct OggStream OggStream; - -// Music type (streamming) -typedef struct Music { - stb_vorbis *stream; - stb_vorbis_info info; - - unsigned int source; - unsigned int buffers[2]; - - int format; - - int bufferSize; - int totalSamplesLeft; - bool loop; -} Music; - #ifdef __cplusplus extern "C" { // Prevents name mangling of functions #endif @@ -342,7 +343,7 @@ Image LoadImage(const char *fileName); Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource) Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource) -Texture2D CreateTexture(Image image); // Create a Texture2D from Image data +Texture2D CreateTexture(Image image, bool genMipmaps); // Create a Texture2D from Image data (and generate mipmaps) void UnloadImage(Image image); // Unload image from CPU memory (RAM) void UnloadTexture(Texture2D texture); // Unload texture from GPU memory @@ -359,6 +360,7 @@ void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, V SpriteFont GetDefaultFont(); // Get the default SpriteFont SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory + void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters int fontSize, int spacing, Color tint); @@ -384,7 +386,7 @@ void DrawPlane(Vector3 centerPos, Vector2 size, Vector3 rotation, Color color); void DrawPlaneEx(Vector3 centerPos, Vector2 size, Vector3 rotation, int slicesX, int slicesZ, Color color); // Draw a plane with divisions void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) void DrawGizmo(Vector3 position); // Draw simple gizmo -void DrawGizmoEx(Vector3 position, Vector3 rot, float scale, bool orbits); // Draw gizmo with extended parameters +void DrawGizmoEx(Vector3 position, Vector3 rotation, float scale); // Draw gizmo with extended parameters //DrawTorus(), DrawTeapot() are useless... //------------------------------------------------------------------------------------ @@ -394,9 +396,12 @@ Model LoadModel(const char *fileName); //Model LoadModelFromRES(const char *rresName, int resId); // TODO: Load a 3d model from rRES file (raylib Resource) Model LoadHeightmap(Image heightmap, float maxHeight); // Load a heightmap image as a 3d model void UnloadModel(Model model); // Unload 3d model from memory -void DrawModel(Model model, Vector3 position, float scale, Color color); // Draw a model -void DrawModelEx(Model model, Texture2D texture, Vector3 position, float scale, Color tint); // Draw a textured model -void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires +void SetModelTexture(Model *model, Texture2D texture); // Link a texture to a model + +void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) +void DrawModelEx(Model model, Vector3 position, Vector3 rotation, Vector3 scale, Color tint); // Draw a model with extended parameters +void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires (with texture if set) + void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec @@ -404,22 +409,25 @@ void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vec // Audio Loading and Playing Functions (Module: audio) //------------------------------------------------------------------------------------ void InitAudioDevice(); // Initialize audio device and context -void CloseAudioDevice(); // Close the audio device and context +void CloseAudioDevice(); // Close the audio device and context (and music stream) + Sound LoadSound(char *fileName); // Load sound to memory Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource) void UnloadSound(Sound sound); // Unload sound -Music LoadMusic(char *fileName); -void UnloadMusic(Music music); - void PlaySound(Sound sound); // Play a sound void PauseSound(Sound sound); // Pause a sound void StopSound(Sound sound); // Stop playing a sound bool SoundIsPlaying(Sound sound); // Check if a sound is currently playing -void SetVolume(Sound sound, float volume); // Set volume for a sound (1.0 is base level) -void SetPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level) -void PlayMusic(Music music); -void StopMusic(Music music); -bool MusicIsPlaying(); +void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level) +void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level) + +void PlayMusicStream(char *fileName); // Start music playing (open stream) +void StopMusicStream(); // Stop music playing (close stream) +void PauseMusicStream(); // Pause music playing +bool MusicIsPlaying(); // Check if music is playing +void SetMusicVolume(float volume); // Set volume for music (1.0 is max level) +float GetMusicTimeLength(); // Get current music time length (in seconds) +float GetMusicTimePlayed(); // Get current music time played (in seconds) #ifdef __cplusplus } diff --git a/src/raymath.c b/src/raymath.c index fa4bac900..af39da345 100644 --- a/src/raymath.c +++ b/src/raymath.c @@ -435,7 +435,7 @@ Matrix MatrixSubstract(Matrix left, Matrix right) } // Returns translation matrix -// TODO: REVIEW +// TODO: Review this function Matrix MatrixTranslate(float x, float y, float z) { /* @@ -478,6 +478,7 @@ Matrix MatrixTranslate(float x, float y, float z) } // Returns rotation matrix +// TODO: Review this function Matrix MatrixRotate(float angleX, float angleY, float angleZ) { Matrix result; @@ -492,6 +493,7 @@ Matrix MatrixRotate(float angleX, float angleY, float angleZ) } // Create rotation matrix from axis and angle +// TODO: Test this function Matrix MatrixFromAxisAngle(Vector3 axis, float angle) { Matrix result; @@ -545,7 +547,8 @@ Matrix MatrixFromAxisAngle(Vector3 axis, float angle) return result; }; -// Create rotation matrix from axis and angle +// Create rotation matrix from axis and angle (version 2) +// TODO: Test this function Matrix MatrixFromAxisAngle2(Vector3 axis, float angle) { Matrix result; @@ -661,6 +664,21 @@ Matrix MatrixScale(float x, float y, float z) return result; } +// Returns transformation matrix for a given translation, rotation and scale +// NOTE: Transformation order is rotation -> scale -> translation +Matrix MatrixTransform(Vector3 translation, Vector3 rotation, Vector3 scale) +{ + Matrix result = MatrixIdentity(); + + Matrix mRotation = MatrixRotate(rotation.x, rotation.y, rotation.z); + Matrix mScale = MatrixScale(scale.x, scale.y, scale.z); + Matrix mTranslate = MatrixTranslate(translation.x, translation.y, translation.z); + + result = MatrixMultiply(MatrixMultiply(mRotation, mScale), mTranslate); + + return result; +} + // Returns two matrix multiplication // NOTE: When multiplying matrices... the order matters! Matrix MatrixMultiply(Matrix left, Matrix right) diff --git a/src/raymath.h b/src/raymath.h index 69a6a582b..ec7aede38 100644 --- a/src/raymath.h +++ b/src/raymath.h @@ -115,6 +115,7 @@ Matrix MatrixRotateX(float angle); // Returns x-rotation ma Matrix MatrixRotateY(float angle); // Returns y-rotation matrix (angle in radians) Matrix MatrixRotateZ(float angle); // Returns z-rotation matrix (angle in radians) Matrix MatrixScale(float x, float y, float z); // Returns scaling matrix +Matrix MatrixTransform(Vector3 translation, Vector3 rotation, Vector3 scale); // Returns transformation matrix for a given translation, rotation and scale Matrix MatrixMultiply(Matrix left, Matrix right); // Returns two matrix multiplication Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far); // Returns perspective projection matrix Matrix MatrixPerspective(double fovy, double aspect, double near, double far); // Returns perspective projection matrix diff --git a/src/rlgl.c b/src/rlgl.c index 8a758a220..34b45ba27 100644 --- a/src/rlgl.c +++ b/src/rlgl.c @@ -31,10 +31,24 @@ #include // Standard input / output lib #include // Declares malloc() and free() for memory management, rand() -// TODO: Security check in case multiple USE_OPENGL_* defined +// Security check in case no USE_OPENGL_* defined +#if !defined(USE_OPENGL_11) && !defined(USE_OPENGL_33) && !defined(USE_OPENGL_ES2) + #define USE_OPENGL_11 +#endif + +// Security check in case multiple USE_OPENGL_* defined +#ifdef USE_OPENGL_11 + #ifdef USE_OPENGL_33 + #undef USE_OPENGL_33 + #endif + + #ifdef USE_OPENGL_ES2 + #undef USE_OPENGL_ES2 + #endif +#endif #ifdef USE_OPENGL_11 - #include // Extensions loading lib + #include // Basic OpenGL include #endif #ifdef USE_OPENGL_33 @@ -42,7 +56,7 @@ #include // Extensions loading lib #endif -//#include "glad.h" // Extensions loading lib? --> REVIEW +//#include "glad.h" // Other extensions loading lib? --> REVIEW #define USE_VBO_DOUBLE_BUFFERS // Enable VBO double buffers usage --> REVIEW! @@ -56,18 +70,18 @@ //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- -typedef struct { - int numQuads; - int texId; -} QuadsByTexture; +// Vertex buffer (position + color arrays) +// NOTE: Used for lines and triangles VAOs typedef struct { int vCounter; int cCounter; float *vertices; // 3 components per vertex float *colors; // 4 components per vertex } VertexPositionColorBuffer; -/* + +// Vertex buffer (position + texcoords + color arrays) +// NOTE: Not used typedef struct { int vCounter; int tcCounter; @@ -76,8 +90,9 @@ typedef struct { float *texcoords; // 2 components per vertex float *colors; // 4 components per vertex } VertexPositionColorTextureBuffer; -*/ -/* + +// Vertex buffer (position + texcoords + normals arrays) +// NOTE: Not used typedef struct { int vCounter; int tcCounter; @@ -86,7 +101,9 @@ typedef struct { float *texcoords; // 2 components per vertex float *normals; // 3 components per vertex } VertexPositionTextureNormalBuffer; -*/ + +// Vertex buffer (position + texcoords + colors + indices arrays) +// NOTE: Used for quads VAO typedef struct { int vCounter; int tcCounter; @@ -97,12 +114,22 @@ typedef struct { unsigned int *indices; // 6 indices per quad } VertexPositionColorTextureIndexBuffer; +// Draw call type +// NOTE: Used to track required draw-calls, organized by texture typedef struct { - GLuint texId; - int firstVertex; // Actually, when using glDrawElements, this parameter is useless.. - int vCount; + GLuint textureId; + int vertexCount; } DrawCall; +// pixel type (same as Color type) +// NOTE: Used exclusively in mipmap generation functions +typedef struct { + unsigned char r; + unsigned char g; + unsigned char b; + unsigned char a; +} pixel; + //---------------------------------------------------------------------------------- // Global Variables Definition //---------------------------------------------------------------------------------- @@ -140,7 +167,6 @@ static GLuint quadsBuffer[4]; #ifdef USE_VBO_DOUBLE_BUFFERS // Double buffering -// TODO: REVIEW -> Not getting any performance improvement... why? static GLuint vaoQuadsB; static GLuint quadsBufferB[4]; static bool useBufferB = false; @@ -172,6 +198,11 @@ static GLuint LoadShaders(char *vertexFileName, char *fragmentFileName); static char *TextFileRead(char *fn); #endif +#ifdef USE_OPENGL_11 +static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight); +static pixel *GenNextMipmap(pixel *srcData, int srcWidth, int srcHeight); +#endif + //---------------------------------------------------------------------------------- // Module Functions Definition - Matrix operations //---------------------------------------------------------------------------------- @@ -216,7 +247,7 @@ void rlMatrixMode(int mode) { if (mode == RL_PROJECTION) currentMatrix = &projection; else if (mode == RL_MODELVIEW) currentMatrix = &modelview; - //else if (mode == GL_TEXTURE) TODO: NEVER USED! + //else if (mode == RL_TEXTURE) // Not supported currentMatrixMode = mode; } @@ -257,6 +288,7 @@ void rlLoadIdentity() void rlTranslatef(float x, float y, float z) { Matrix mat = MatrixTranslate(x, y, z); + MatrixTranspose(&mat); *currentMatrix = MatrixMultiply(*currentMatrix, mat); } @@ -264,13 +296,15 @@ void rlTranslatef(float x, float y, float z) // Multiply the current matrix by a rotation matrix void rlRotatef(float angleDeg, float x, float y, float z) { - // TODO: Rotation matrix --> REVIEW! + // TODO: Support rotation in multiple axes Matrix rot = MatrixIdentity(); if (x == 1) rot = MatrixRotateX(angleDeg*DEG2RAD); else if (y == 1) rot = MatrixRotateY(angleDeg*DEG2RAD); else if (z == 1) rot = MatrixRotateZ(angleDeg*DEG2RAD); + MatrixTranspose(&rot); + *currentMatrix = MatrixMultiply(*currentMatrix, rot); } @@ -278,6 +312,7 @@ void rlRotatef(float angleDeg, float x, float y, float z) void rlScalef(float x, float y, float z) { Matrix mat = MatrixScale(x, y, z); + MatrixTranspose(&mat); *currentMatrix = MatrixMultiply(*currentMatrix, mat); } @@ -356,12 +391,12 @@ void rlEnd() { if (useTempBuffer) { - // IT WORKS!!! --> Refactor... - Matrix mat = *currentMatrix; - MatrixTranspose(&mat); + // NOTE: In this case, *currentMatrix is already transposed because transposing has been applied + // independently to translation-scale-rotation matrices -> t(M1 x M2) = t(M2) x t(M1) + // This way, rlTranslatef(), rlRotatef()... behaviour is the same than OpenGL 1.1 // Apply transformation matrix to all temp vertices - for (int i = 0; i < tempBufferCount; i++) VectorTransform(&tempBuffer[i], mat); + for (int i = 0; i < tempBufferCount; i++) VectorTransform(&tempBuffer[i], *currentMatrix); // Deactivate tempBuffer usage to allow rlVertex3f do its job useTempBuffer = false; @@ -373,7 +408,7 @@ void rlEnd() tempBufferCount = 0; } - // Make sure vertexCounter is the same for vertices-texcoords-normals-colors + // Make sure vertexCount is the same for vertices-texcoords-normals-colors // NOTE: In OpenGL 1.1, one glColor call can be made for all the subsequent glVertex calls. switch (currentDrawMode) { @@ -490,7 +525,7 @@ void rlVertex3f(float x, float y, float z) quads.vCounter++; - draws[drawsCounter - 1].vCount++; + draws[drawsCounter - 1].vertexCount++; } break; default: break; @@ -596,13 +631,12 @@ void rlEnableTexture(unsigned int id) #endif #if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2) - if (draws[drawsCounter - 1].texId != id) + if (draws[drawsCounter - 1].textureId != id) { - if (draws[drawsCounter - 1].vCount > 0) drawsCounter++; + if (draws[drawsCounter - 1].vertexCount > 0) drawsCounter++; - draws[drawsCounter - 1].texId = id; - draws[drawsCounter - 1].firstVertex = draws[drawsCounter - 2].vCount; - draws[drawsCounter - 1].vCount = 0; + draws[drawsCounter - 1].textureId = id; + draws[drawsCounter - 1].vertexCount = 0; } #endif } @@ -708,9 +742,7 @@ void rlglInit() projectionMatrixLoc = glGetUniformLocation(shaderProgram, "projectionMatrix"); // Get handles to GLSL uniform vars locations (fragment-shader) - textureLoc = glGetUniformLocation(shaderProgram, "texture0"); - - TraceLog(INFO, "Default shader loaded"); + textureLoc = glGetUniformLocation(shaderProgram, "texture0"); InitializeBuffers(); // Init vertex arrays InitializeVAOs(); // Init VBO and VAO @@ -723,9 +755,9 @@ void rlglInit() // Create default white texture for plain colors (required by shader) unsigned char pixels[4] = { 255, 255, 255, 255 }; // 1 pixel RGBA (4 bytes) - whiteTexture = rlglLoadTexture(1, 1, pixels); + whiteTexture = rlglLoadTexture(pixels, 1, 1, false); - if (whiteTexture != 0) TraceLog(INFO, "Base white texture successfully created, id: %i", whiteTexture); + if (whiteTexture != 0) TraceLog(INFO, "[ID %i] Base white texture created successfully", whiteTexture); else TraceLog(WARNING, "Base white texture could not be created"); // Init draw calls tracking system @@ -733,13 +765,12 @@ void rlglInit() for (int i = 0; i < MAX_DRAWS_BY_TEXTURE; i++) { - draws[i].texId = 0; - draws[i].firstVertex = 0; - draws[i].vCount = 0; + draws[i].textureId = 0; + draws[i].vertexCount = 0; } drawsCounter = 1; - draws[drawsCounter - 1].texId = whiteTexture; + draws[drawsCounter - 1].textureId = whiteTexture; } // Vertex Buffer Object deinitialization (memory free) @@ -789,6 +820,8 @@ void rlglClose() // Free GPU texture glDeleteTextures(1, &whiteTexture); + + free(draws); } void rlglDraw() @@ -823,7 +856,7 @@ void rlglDraw() if (quads.vCounter > 0) { - int numQuads = 0; + int quadsCount = 0; int numIndicesToProcess = 0; int indicesOffset = 0; @@ -836,21 +869,21 @@ void rlglDraw() glBindVertexArray(vaoQuads); } - //TraceLog(INFO, "Draws required per frame: %i", drawsCounter); + //TraceLog(DEBUG, "Draws required per frame: %i", drawsCounter); for (int i = 0; i < drawsCounter; i++) { - numQuads = draws[i].vCount/4; - numIndicesToProcess = numQuads*6; // Get number of Quads * 6 index by Quad + quadsCount = draws[i].vertexCount/4; + numIndicesToProcess = quadsCount*6; // Get number of Quads * 6 index by Quad - //TraceLog(INFO, "Quads to render: %i - Vertex Count: %i", numQuads, draws[i].vCount); + //TraceLog(DEBUG, "Quads to render: %i - Vertex Count: %i", quadsCount, draws[i].vertexCount); - glBindTexture(GL_TEXTURE_2D, draws[i].texId); + glBindTexture(GL_TEXTURE_2D, draws[i].textureId); // NOTE: The final parameter tells the GPU the offset in bytes from the start of the index buffer to the location of the first index to process glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_INT, (GLvoid*) (sizeof(GLuint) * indicesOffset)); - indicesOffset += draws[i].vCount/4*6; + indicesOffset += draws[i].vertexCount/4*6; } } @@ -859,9 +892,8 @@ void rlglDraw() // Reset draws counter drawsCounter = 1; - draws[0].texId = whiteTexture; - draws[0].firstVertex = 0; - draws[0].vCount = 0; + draws[0].textureId = whiteTexture; + draws[0].vertexCount = 0; // Reset vertex counters for next frame lines.vCounter = 0; @@ -883,52 +915,71 @@ void rlglDraw() #endif // End for OpenGL 3.3+ and ES2 only functions // Draw a 3d model -void rlglDrawModel(Model model, Vector3 position, float scale, bool wires) +void rlglDrawModel(Model model, Vector3 position, Vector3 rotation, Vector3 scale, Color color, bool wires) { if (wires) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); #ifdef USE_OPENGL_11 - // NOTE: For models we use Vertex Arrays (OpenGL 1.1) + glEnable(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D, model.textureId); + + // 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 glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array - glVertexPointer(3, GL_FLOAT, 0, model.data.vertices); // Pointer to vertex coords array - glTexCoordPointer(2, GL_FLOAT, 0, model.data.texcoords); // Pointer to texture coords array - glNormalPointer(GL_FLOAT, 0, model.data.normals); // Pointer to normals array + glVertexPointer(3, GL_FLOAT, 0, model.mesh.vertices); // Pointer to vertex coords array + glTexCoordPointer(2, GL_FLOAT, 0, model.mesh.texcoords); // Pointer to texture coords array + glNormalPointer(GL_FLOAT, 0, model.mesh.normals); // Pointer to normals array //glColorPointer(4, GL_UNSIGNED_BYTE, 0, model.colors); // Pointer to colors array (NOT USED) - + + //TraceLog(DEBUG, "Drawing model.mesh, VertexCount: %i", model.mesh.vertexCount); + rlPushMatrix(); rlTranslatef(position.x, position.y, position.z); - //rlRotatef(rotation * GetFrameTime(), 0, 1, 0); - rlScalef(scale, scale, scale); + rlScalef(scale.x, scale.y, scale.z); + //rlRotatef(rotation, 0, 1, 0); - rlColor4ub(1.0f, 1.0f, 1.0f, 1.0f); + // TODO: If rotate in multiple axis, get rotation matrix and use rlMultMatrix() - glDrawArrays(GL_TRIANGLES, 0, model.data.numVertices); + rlColor4ub(color.r, color.g, color.b, color.a); + + glDrawArrays(GL_TRIANGLES, 0, model.mesh.vertexCount); rlPopMatrix(); glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array + + glDisable(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D, 0); #endif #if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2) glUseProgram(shaderProgram); // Use our shader - Matrix modelview2 = MatrixMultiply(model.transform, modelview); + // Get transform matrix (rotation -> scale -> translation) + Matrix transform = MatrixTransform(position, rotation, scale); + Matrix modelviewworld = MatrixMultiply(transform, modelview); // NOTE: Drawing in OpenGL 3.3+, transform is passed to shader glUniformMatrix4fv(projectionMatrixLoc, 1, false, GetMatrixVector(projection)); - glUniformMatrix4fv(modelviewMatrixLoc, 1, false, GetMatrixVector(modelview2)); + glUniformMatrix4fv(modelviewMatrixLoc, 1, false, GetMatrixVector(modelviewworld)); glUniform1i(textureLoc, 0); + + //TraceLog(DEBUG, "ShaderProgram: %i, VAO ID: %i, VertexCount: %i", shaderProgram, model.vaoId, model.mesh.vertexCount); glBindVertexArray(model.vaoId); - //glBindTexture(GL_TEXTURE_2D, model.textureId); + + // TODO: Update vertex color + glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[1]); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*4*model.mesh.vertexCount, model.mesh.colors); + + glBindTexture(GL_TEXTURE_2D, model.textureId); - glDrawArrays(GL_TRIANGLES, 0, model.numVertices); + glDrawArrays(GL_TRIANGLES, 0, model.mesh.vertexCount); - //glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures + glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures glBindVertexArray(0); // Unbind VAO #endif @@ -982,8 +1033,7 @@ void rlglInitGraphicsDevice(int fbWidth, int fbHeight) } // Convert image data to OpenGL texture (returns OpenGL valid Id) -// NOTE: Image is not unloaded, it should be done manually... -unsigned int rlglLoadTexture(int width, int height, unsigned char *data) +unsigned int rlglLoadTexture(unsigned char *data, int width, int height, bool genMipmaps) { glBindTexture(GL_TEXTURE_2D,0); // Free any old binding @@ -996,27 +1046,82 @@ unsigned int rlglLoadTexture(int width, int height, unsigned char *data) // NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used! glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repead on x-axis glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repead on y-axis - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR - -#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2) - // Trilinear filtering - //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // Activate use of mipmaps (must be available) - //glGenerateMipmap(GL_TEXTURE_2D); // OpenGL 3.3! -#endif - // NOTE: Not using mipmappings (texture for 2D drawing) - // At this point we have the image converted to texture and uploaded to GPU + bool texIsPOT = false; + // Check if width and height are power-of-two (POT) + if (((width > 0) && ((width & (width - 1)) == 0)) && ((height > 0) && ((height & (height - 1)) == 0))) texIsPOT = true; + + if (!texIsPOT) + { + TraceLog(WARNING, "[ID %i] Texture is not power-of-two, mipmaps can not be generated", id); + + genMipmaps = false; + } + + // If mipmaps are being used, we configure mag-min filters accordingly + if (genMipmaps) + { + // Trilinear filtering with mipmaps + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // Activate use of mipmaps (must be available) + } + else + { + // Not using mipmappings + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR + } + +#ifdef USE_OPENGL_11 + if (genMipmaps) + { + TraceLog(WARNING, "[ID %i] Mipmaps generated manually on CPU side", id); + + // Compute required mipmaps + // NOTE: data size is reallocated to fit mipmaps data + int mipmapCount = GenerateMipmaps(data, width, height); + + int offset = 0; + int size = 0; + + int mipWidth = width; + int mipHeight = height; + + // Load the mipmaps + for (int level = 0; level < mipmapCount; level++) + { + glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA8, mipWidth, mipHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, data + offset); + + size = mipWidth*mipHeight*4; + offset += size; + + mipWidth /= 2; + mipHeight /= 2; + } + } + else glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); +#endif + + +#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2) + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); + if (genMipmaps) + { + glGenerateMipmap(GL_TEXTURE_2D); // Generate mipmaps automatically + TraceLog(INFO, "[ID %i] Mipmaps generated automatically for new texture", id); + } + +#endif + // At this point we have the image converted to texture and uploaded to GPU // Unbind current texture glBindTexture(GL_TEXTURE_2D, 0); - TraceLog(INFO, "New texture created, id: %i (%i x %i)", id, width, height); + TraceLog(INFO, "[ID %i] New texture created (%i x %i)", id, width, height); return id; } @@ -1024,51 +1129,42 @@ unsigned int rlglLoadTexture(int width, int height, unsigned char *data) #ifdef USE_OPENGL_33 -#define FOURCC_DXT1 0x31545844 // Equivalent to "DXT1" in ASCII -#define FOURCC_DXT3 0x33545844 // Equivalent to "DXT3" in ASCII -#define FOURCC_DXT5 0x35545844 // Equivalent to "DXT5" in ASCII - // Convert image data to OpenGL texture (returns OpenGL valid Id) -// NOTE: Expected compressed data from DDS file -unsigned int rlglLoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int format) +// NOTE: Expected compressed image data and POT image +unsigned int rlglLoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int compFormat) { // Create one OpenGL texture GLuint id; - int compFormat = 0; + + glGenTextures(1, &id); TraceLog(DEBUG, "Compressed texture width: %i", width); TraceLog(DEBUG, "Compressed texture height: %i", height); TraceLog(DEBUG, "Compressed texture mipmap levels: %i", mipmapCount); - TraceLog(DEBUG, "Compressed texture format: 0x%x", format); - - switch(format) - { - case FOURCC_DXT1: compFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break; - case FOURCC_DXT3: compFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break; - case FOURCC_DXT5: compFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break; - default: compFormat = -1; break; - } - - if (compFormat == -1) + TraceLog(DEBUG, "Compressed texture format: 0x%x", compFormat); + + if (compFormat == 0) { - TraceLog(WARNING, "Texture compressed format not recognized"); + TraceLog(WARNING, "[ID %i] Texture compressed format not recognized", id); id = 0; } else { - glGenTextures(1, &id); - // Bind the texture glBindTexture(GL_TEXTURE_2D, id); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); - unsigned int blockSize = (compFormat == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT) ? 8 : 16; - unsigned int offset = 0; + int blockSize = 0; + int offset = 0; + + if (compFormat == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT) blockSize = 8; + else blockSize = 16; // Load the mipmaps for (int level = 0; level < mipmapCount && (width || height); level++) { - unsigned int size = ((width+3)/4)*((height+3)/4)*blockSize; + // NOTE: size specifies the number of bytes of image data (S3TC/DXTC) + unsigned int size = ((width + 3)/4)*((height + 3)/4)*blockSize; glCompressedTexImage2D(GL_TEXTURE_2D, level, compFormat, width, height, 0, size, data + offset); @@ -1100,20 +1196,28 @@ unsigned int rlglLoadModel(VertexData mesh) // Enable vertex attributes glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[0]); - glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh.numVertices, mesh.vertices, GL_STATIC_DRAW); + glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh.vertexCount, mesh.vertices, GL_STATIC_DRAW); glEnableVertexAttribArray(vertexLoc); glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0); glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[1]); - glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh.numVertices, mesh.texcoords, GL_STATIC_DRAW); + glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh.vertexCount, mesh.texcoords, GL_STATIC_DRAW); glEnableVertexAttribArray(texcoordLoc); glVertexAttribPointer(texcoordLoc, 2, GL_FLOAT, 0, 0, 0); - glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[2]); - glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh.numVertices, mesh.normals, GL_STATIC_DRAW); + //glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[2]); + //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh.vertexCount, mesh.normals, GL_STATIC_DRAW); //glEnableVertexAttribArray(normalLoc); //glVertexAttribPointer(normalLoc, 3, GL_FLOAT, 0, 0, 0); + glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[2]); + glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*mesh.vertexCount, mesh.colors, GL_STATIC_DRAW); + glEnableVertexAttribArray(colorLoc); + glVertexAttribPointer(colorLoc, 4, GL_FLOAT, 0, 0, 0); + + if (vaoModel > 0) TraceLog(INFO, "[ID %i] Model uploaded successfully to VRAM (GPU)", vaoModel); + else TraceLog(WARNING, "Model could not be uploaded to VRAM (GPU)"); + return vaoModel; } #endif @@ -1208,6 +1312,9 @@ static GLuint LoadDefaultShaders() glCompileShader(vertexShader); glCompileShader(fragmentShader); + + TraceLog(INFO, "[ID %i] Default vertex shader compiled succesfully", vertexShader); + TraceLog(INFO, "[ID %i] Default fragment shader compiled succesfully", fragmentShader); program = glCreateProgram(); @@ -1218,6 +1325,8 @@ static GLuint LoadDefaultShaders() glDeleteShader(vertexShader); glDeleteShader(fragmentShader); + + TraceLog(INFO, "[ID %i] Default shader program loaded succesfully", program); return program; } @@ -1245,6 +1354,9 @@ static GLuint LoadShaders(char *vertexFileName, char *fragmentFileName) glCompileShader(vertexShader); glCompileShader(fragmentShader); + + TraceLog(INFO, "[ID %i] Vertex shader compiled succesfully", vertexShader); + TraceLog(INFO, "[ID %i] Fragment shader compiled succesfully", fragmentShader); program = glCreateProgram(); @@ -1255,6 +1367,8 @@ static GLuint LoadShaders(char *vertexFileName, char *fragmentFileName) glDeleteShader(vertexShader); glDeleteShader(fragmentShader); + + TraceLog(INFO, "[ID %i] Shader program loaded succesfully", program); return program; } @@ -1364,7 +1478,8 @@ static void InitializeVAOs() glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*2*MAX_LINES_BATCH, lines.colors, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(colorLoc); glVertexAttribPointer(colorLoc, 4, GL_FLOAT, 0, 0, 0); - + + TraceLog(INFO, "[ID %i] Lines VAO successfully initialized", vaoLines); //-------------------------------------------------------------- // Initialize Triangles VAO @@ -1384,7 +1499,8 @@ static void InitializeVAOs() glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(colorLoc); glVertexAttribPointer(colorLoc, 4, GL_FLOAT, 0, 0, 0); - + + TraceLog(INFO, "[ID %i] Triangles VAO successfully initialized", vaoTriangles); //-------------------------------------------------------------- // Initialize Quads VAO (Buffer A) @@ -1414,6 +1530,8 @@ static void InitializeVAOs() glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quadsBuffer[3]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int)*6*MAX_QUADS_BATCH, quads.indices, GL_STATIC_DRAW); + TraceLog(INFO, "[ID %i] Quads VAO successfully initialized", vaoQuads); + #ifdef USE_VBO_DOUBLE_BUFFERS // Initialize Quads VAO (Buffer B) glGenVertexArrays(1, &vaoQuadsB); @@ -1442,11 +1560,9 @@ static void InitializeVAOs() glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quadsBufferB[3]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int)*6*MAX_QUADS_BATCH, quads.indices, GL_STATIC_DRAW); - TraceLog(INFO, "Using VBO double buffering"); + TraceLog(INFO, "[ID %i] Second Quads VAO successfully initilized (double buffering)", vaoQuadsB); #endif - TraceLog(INFO, "Vertex buffers successfully initialized (lines, triangles, quads)\n"); - // Unbind the current VAO glBindVertexArray(0); } @@ -1540,6 +1656,135 @@ static void UpdateBuffers() glBindVertexArray(0); } +#endif //defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2) + +#ifdef USE_OPENGL_11 + +// Mipmaps data is generated after image data +static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight) +{ + int mipmapCount = 1; // Required mipmap levels count (including base level) + int width = baseWidth; + int height = baseHeight; + int size = baseWidth*baseHeight*4; // Size in bytes (will include mipmaps...) + + // Count mipmap levels required + while ((width != 1) && (height != 1)) + { + if (width != 1) width /= 2; + if (height != 1) height /= 2; + + TraceLog(DEBUG, "Next mipmap size: %i x %i", width, height); + + mipmapCount++; + + size += (width*height*4); // Add mipmap size (in bytes) + } + + TraceLog(DEBUG, "Total mipmaps required: %i", mipmapCount); + TraceLog(DEBUG, "Total size of data required: %i", size); + + unsigned char *temp = realloc(data, size); + + if (temp != NULL) data = temp; + else TraceLog(WARNING, "Mipmaps required memory could not be allocated"); + + width = baseWidth; + height = baseHeight; + size = (width*height*4); + + // Generate mipmaps + // NOTE: Every mipmap data is stored after data + pixel *image = (pixel *)malloc(width*height*sizeof(pixel)); + pixel *mipmap = NULL; + int offset = 0; + int j = 0; + + for (int i = 0; i < size; i += 4) + { + image[j].r = data[i]; + image[j].g = data[i + 1]; + image[j].b = data[i + 2]; + image[j].a = data[i + 3]; + j++; + } + + TraceLog(DEBUG, "Mipmap base (%i, %i)", width, height); + + for (int mip = 1; mip < mipmapCount; mip++) + { + mipmap = GenNextMipmap(image, width, height); + + offset += (width*height*4); // Size of last mipmap + j = 0; + + width /= 2; + height /= 2; + size = (width*height*4); // Mipmap size to store after offset + + // Add mipmap to data + for (int i = 0; i < size; i += 4) + { + data[offset + i] = mipmap[j].r; + data[offset + i + 1] = mipmap[j].g; + data[offset + i + 2] = mipmap[j].b; + data[offset + i + 3] = mipmap[j].a; + j++; + } + + free(image); + + image = mipmap; + mipmap = NULL; + } + + free(mipmap); // free mipmap data + + return mipmapCount; +} + +// Manual mipmap generation (basic scaling algorithm) +static pixel *GenNextMipmap(pixel *srcData, int srcWidth, int srcHeight) +{ + int x2, y2; + pixel prow, pcol; + + int width = srcWidth / 2; + int height = srcHeight / 2; + + pixel *mipmap = (pixel *)malloc(width*height*sizeof(pixel)); + + // Scaling algorithm works perfectly (box-filter) + for (int y = 0; y < height; y++) + { + y2 = 2 * y; + + for (int x = 0; x < width; x++) + { + x2 = 2 * x; + + prow.r = (srcData[y2*srcWidth + x2].r + srcData[y2*srcWidth + x2 + 1].r)/2; + prow.g = (srcData[y2*srcWidth + x2].g + srcData[y2*srcWidth + x2 + 1].g)/2; + prow.b = (srcData[y2*srcWidth + x2].b + srcData[y2*srcWidth + x2 + 1].b)/2; + prow.a = (srcData[y2*srcWidth + x2].a + srcData[y2*srcWidth + x2 + 1].a)/2; + + pcol.r = (srcData[(y2+1)*srcWidth + x2].r + srcData[(y2+1)*srcWidth + x2 + 1].r)/2; + pcol.g = (srcData[(y2+1)*srcWidth + x2].g + srcData[(y2+1)*srcWidth + x2 + 1].g)/2; + pcol.b = (srcData[(y2+1)*srcWidth + x2].b + srcData[(y2+1)*srcWidth + x2 + 1].b)/2; + pcol.a = (srcData[(y2+1)*srcWidth + x2].a + srcData[(y2+1)*srcWidth + x2 + 1].a)/2; + + mipmap[y*width + x].r = (prow.r + pcol.r)/2; + mipmap[y*width + x].g = (prow.g + pcol.g)/2; + mipmap[y*width + x].b = (prow.b + pcol.b)/2; + mipmap[y*width + x].a = (prow.a + pcol.a)/2; + } + } + + TraceLog(DEBUG, "Mipmap generated successfully (%i, %i)", width, height); + + return mipmap; +} + #endif #ifdef RLGL_STANDALONE @@ -1555,10 +1800,10 @@ void TraceLog(int msgType, const char *text, ...) switch(msgType) { - case 0: fprintf(stdout, "INFO: "); break; - case 1: fprintf(stdout, "ERROR: "); break; - case 2: fprintf(stdout, "WARNING: "); break; - case 3: fprintf(logstream, "DEBUG: "); break; + case INFO: fprintf(stdout, "INFO: "); break; + case ERROR: fprintf(stdout, "ERROR: "); break; + case WARNING: fprintf(stdout, "WARNING: "); break; + case DEBUG: fprintf(stdout, "DEBUG: "); break; default: break; } @@ -1567,6 +1812,6 @@ void TraceLog(int msgType, const char *text, ...) va_end(args); - if (msgType == 1) exit(1); + if (msgType == ERROR) exit(1); } #endif \ No newline at end of file diff --git a/src/rlgl.h b/src/rlgl.h index 0cd536612..72a2d964d 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -36,19 +36,19 @@ #include "utils.h" // Required for function TraceLog() #endif -#include "raymath.h" // Required for data type Matrix and Matrix functions +#include "raymath.h" // Required for data type Matrix and Matrix functions // Select desired OpenGL version -//#define USE_OPENGL_11 -#define USE_OPENGL_33 +#define USE_OPENGL_11 +//#define USE_OPENGL_33 //#define USE_OPENGL_ES2 //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- -#define MAX_LINES_BATCH 8192 // 1024 -#define MAX_TRIANGLES_BATCH 2048 -#define MAX_QUADS_BATCH 8192 +#define MAX_LINES_BATCH 8192 // NOTE: Be careful with limits! +#define MAX_TRIANGLES_BATCH 4096 // NOTE: Be careful with limits! +#define MAX_QUADS_BATCH 8192 // NOTE: Be careful with limits! //---------------------------------------------------------------------------------- // Types and Structures Definition @@ -60,26 +60,20 @@ typedef enum { RL_PROJECTION, RL_MODELVIEW, RL_TEXTURE } MatrixMode; typedef enum { RL_LINES, RL_TRIANGLES, RL_QUADS } DrawMode; #ifdef RLGL_STANDALONE -typedef struct Model Model; -#endif + typedef struct { + int vertexCount; + float *vertices; // 3 components per vertex + float *texcoords; // 2 components per vertex + float *normals; // 3 components per vertex + float *colors; + } VertexData; -typedef struct { - int numVertices; - float *vertices; // 3 components per vertex - float *texcoords; // 2 components per vertex - float *normals; // 3 components per vertex -} VertexData; - -#ifdef USE_OPENGL_11 -struct Model { - VertexData data; -}; -#else -struct Model { - unsigned int vaoId; - Matrix transform; - int numVertices; -}; + typedef struct Model { + VertexData mesh; + unsigned int vaoId; + unsigned int textureId; + //Matrix transform; + } Model; #endif #ifdef __cplusplus @@ -90,8 +84,8 @@ extern "C" { // Prevents name mangling of functions // Functions Declaration - Matrix operations //------------------------------------------------------------------------------------ void rlMatrixMode(int mode); // Choose the current matrix to be transformed -void rlPushMatrix(); // TODO: REVIEW: Required? - Push the current matrix to stack -void rlPopMatrix(); // TODO: REVIEW: Required? - Pop lattest inserted matrix from stack +void rlPushMatrix(); // Push the current matrix to stack +void rlPopMatrix(); // Pop lattest inserted matrix from stack void rlLoadIdentity(); // Reset current matrix to identity matrix void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix void rlRotatef(float angleDeg, float x, float y, float z); // Multiply the current matrix by a rotation matrix @@ -132,13 +126,14 @@ void rlClearScreenBuffers(); // Clear used screen buffers (color void rlglInit(); // Initialize rlgl (shaders, VAO, VBO...) void rlglClose(); // De-init rlgl void rlglDraw(); // Draw VAOs -unsigned int rlglLoadModel(VertexData data); +unsigned int rlglLoadModel(VertexData mesh); unsigned int rlglLoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int format); #endif -void rlglDrawModel(Model model, Vector3 position, float scale, bool wires); // Draw model +void rlglDrawModel(Model model, Vector3 position, Vector3 rotation, Vector3 scale, Color color, bool wires); + void rlglInitGraphicsDevice(int fbWidth, int fbHeight); // Initialize Graphics Device (OpenGL stuff) -unsigned int rlglLoadTexture(int width, int height, unsigned char *pixels); // Load in GPU OpenGL texture +unsigned int rlglLoadTexture(unsigned char *data, int width, int height, bool genMipmaps); // Load in GPU OpenGL texture byte *rlglReadScreenPixels(int width, int height); // Read screen pixel data (color buffer) #if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2) diff --git a/src/shapes.c b/src/shapes.c index 42496351b..2c5895124 100644 --- a/src/shapes.c +++ b/src/shapes.c @@ -112,6 +112,7 @@ void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Co rlVertex2i(centerX, centerY); rlColor4ub(color2.r, color2.g, color2.b, color2.a); rlVertex2f(centerX + sin(DEG2RAD*i) * radius, centerY + cos(DEG2RAD*i) * radius); + rlColor4ub(color2.r, color2.g, color2.b, color2.a); rlVertex2f(centerX + sin(DEG2RAD*(i+2)) * radius, centerY + cos(DEG2RAD*(i+2)) * radius); } rlEnd(); @@ -149,17 +150,10 @@ void DrawCircleLines(int centerX, int centerY, float radius, Color color) // Draw a color-filled rectangle void DrawRectangle(int posX, int posY, int width, int height, Color color) { - rlBegin(RL_QUADS); - rlColor4ub(color.r, color.g, color.b, color.a); - rlTexCoord2f(0.0f, 0.0f); - rlVertex2i(posX, posY); - rlTexCoord2f(0.0f, 1.0f); - rlVertex2i(posX, posY + height); - rlTexCoord2f(1.0f, 1.0f); - rlVertex2i(posX + width, posY + height); - rlTexCoord2f(1.0f, 0.0f); - rlVertex2i(posX + width, posY); - rlEnd(); + Vector2 position = { (float)posX, (float)posY }; + Vector2 size = { (float)width, (float)height }; + + DrawRectangleV(position, size, color); } // Draw a color-filled rectangle @@ -172,26 +166,29 @@ void DrawRectangleRec(Rectangle rec, Color color) // NOTE: Gradient goes from bottom (color1) to top (color2) void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2) { - rlBegin(RL_QUADS); - rlColor4ub(color1.r, color1.g, color1.b, color1.a); - rlVertex2i(posX, posY); - rlColor4ub(color1.r, color1.g, color1.b, color1.a); - rlVertex2i(posX, posY + height); - rlColor4ub(color2.r, color2.g, color2.b, color2.a); - rlVertex2i(posX + width, posY + height); - rlColor4ub(color2.r, color2.g, color2.b, color2.a); - rlVertex2i(posX + width, posY); + rlBegin(RL_TRIANGLES); + rlColor4ub(color1.r, color1.g, color1.b, color1.a); rlVertex2i(posX, posY); + rlColor4ub(color2.r, color2.g, color2.b, color2.a); rlVertex2i(posX, posY + height); + rlColor4ub(color2.r, color2.g, color2.b, color2.a); rlVertex2i(posX + width, posY + height); + + rlColor4ub(color1.r, color1.g, color1.b, color1.a); rlVertex2i(posX, posY); + rlColor4ub(color2.r, color2.g, color2.b, color2.a); rlVertex2i(posX + width, posY + height); + rlColor4ub(color1.r, color1.g, color1.b, color1.a); rlVertex2i(posX + width, posY); rlEnd(); } // Draw a color-filled rectangle (Vector version) void DrawRectangleV(Vector2 position, Vector2 size, Color color) { - rlBegin(RL_QUADS); + rlBegin(RL_TRIANGLES); rlColor4ub(color.r, color.g, color.b, color.a); + rlVertex2i(position.x, position.y); rlVertex2i(position.x, position.y + size.y); rlVertex2i(position.x + size.x, position.y + size.y); + + rlVertex2i(position.x, position.y); + rlVertex2i(position.x + size.x, position.y + size.y); rlVertex2i(position.x + size.x, position.y); rlEnd(); } diff --git a/src/text.c b/src/text.c index 4cc36bafb..87205f672 100644 --- a/src/text.c +++ b/src/text.c @@ -35,6 +35,8 @@ #include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2 +#include "utils.h" // Required for function GetExtendion() + //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- @@ -58,15 +60,6 @@ typedef struct Character { int h; } Character; -// SpriteFont type, includes texture and charSet array data -/* -struct SpriteFont { - Texture2D texture; - int numChars; - Character *charSet; -}; -*/ - //---------------------------------------------------------------------------------- // Global variables //---------------------------------------------------------------------------------- @@ -85,7 +78,6 @@ static bool PixelIsMagenta(Color p); // Check if a pixel is magen static int ParseImageData(Color *imgDataPixel, int imgWidth, int imgHeight, Character **charSet); // Parse image pixel data to obtain character set measures static int GetNextPOT(int num); // Calculate next power-of-two value for a given value static SpriteFont LoadRBMF(const char *fileName); // Load a rBMF font file (raylib BitMap Font) -static const char *GetExtension(const char *fileName); //---------------------------------------------------------------------------------- // Module Functions Definition @@ -153,8 +145,7 @@ extern void LoadDefaultFont() if (counter > 256) counter = 0; // Security check... } - defaultFont.texture = CreateTexture(image); // Convert loaded image to OpenGL texture - + defaultFont.texture = CreateTexture(image, false); // Convert loaded image to OpenGL texture UnloadImage(image); // Reconstruct charSet using charsWidth[], charsHeight, charsDivisor, numChars @@ -192,7 +183,7 @@ extern void LoadDefaultFont() extern void UnloadDefaultFont() { - rlDeleteTextures(defaultFont.texture.glId); + rlDeleteTextures(defaultFont.texture.id); free(defaultFont.charSet); } @@ -277,8 +268,7 @@ SpriteFont LoadSpriteFont(const char* fileName) image.width = potWidth; image.height = potHeight; - spriteFont.texture = CreateTexture(image); // Convert loaded image to OpenGL texture - + spriteFont.texture = CreateTexture(image, false); // Convert loaded image to OpenGL texture UnloadImage(image); } @@ -288,7 +278,7 @@ SpriteFont LoadSpriteFont(const char* fileName) // Unload SpriteFont from GPU memory void UnloadSpriteFont(SpriteFont spriteFont) { - rlDeleteTextures(spriteFont.texture.glId); + rlDeleteTextures(spriteFont.texture.id); free(spriteFont.charSet); } @@ -322,7 +312,7 @@ void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, int f if (fontSize <= spriteFont.charSet[0].h) scaleFactor = 1.0f; else scaleFactor = (float)fontSize / spriteFont.charSet[0].h; - rlEnableTexture(spriteFont.texture.glId); + rlEnableTexture(spriteFont.texture.id); rlBegin(RL_QUADS); for(int i = 0; i < length; i++) @@ -513,11 +503,11 @@ static int GetNextPOT(int num) if (num != 0) { num--; - num |= (num >> 1); // Or first 2 bits + num |= (num >> 1); // Or first 2 bits num |= (num >> 2); // Or next 2 bits num |= (num >> 4); // Or next 4 bits num |= (num >> 8); // Or next 8 bits - num |= (num >> 16); // Or next 16 bits + num |= (num >> 16); // Or next 16 bits num++; } @@ -596,8 +586,7 @@ static SpriteFont LoadRBMF(const char *fileName) TraceLog(INFO, "[%s] Image reconstructed correctly, now converting it to texture", fileName); - spriteFont.texture = CreateTexture(image); - + spriteFont.texture = CreateTexture(image, false); UnloadImage(image); // Unload image data TraceLog(INFO, "[%s] Starting charSet reconstruction", fileName); @@ -641,10 +630,12 @@ static SpriteFont LoadRBMF(const char *fileName) return spriteFont; } -// Get the extension for a filename -static const char *GetExtension(const char *fileName) +// Generate a sprite font from TTF data (font size required) +static SpriteFont GenerateFromTTF(const char *fileName, int fontSize) { - const char *dot = strrchr(fileName, '.'); - if(!dot || dot == fileName) return ""; - return dot + 1; + SpriteFont font; + + // TODO: Load TTF and generate bitmap font and chars data + + return font; } \ No newline at end of file diff --git a/src/textures.c b/src/textures.c index 7d4a0fb46..bfafe5dc6 100644 --- a/src/textures.c +++ b/src/textures.c @@ -46,12 +46,14 @@ typedef unsigned char byte; typedef struct { - unsigned char *data; - int width; - int height; - int mipmaps; - int format; -} ImageDDS; + unsigned char *data; // Image raw data + int width; // Image base width + int height; // Image base height + //int bpp; // bytes per pixel + //int components; // num color components + int mipmaps; // Mipmap levels, 1 by default + int compFormat; // Compressed data format, 0 if no compression +} ImageEx; //---------------------------------------------------------------------------------- // Global Variables Definition @@ -66,8 +68,7 @@ typedef struct { //---------------------------------------------------------------------------------- // Module specific Functions Declaration //---------------------------------------------------------------------------------- -static const char *GetExtension(const char *fileName); -static ImageDDS LoadDDS(const char *fileName); +static ImageEx LoadDDS(const char *fileName); //---------------------------------------------------------------------------------- // Module Functions Definition @@ -78,6 +79,11 @@ Image LoadImage(const char *fileName) { Image image; + // Initial values + image.pixels = NULL; + image.width = 0; + image.height = 0; + if ((strcmp(GetExtension(fileName),"png") == 0) || (strcmp(GetExtension(fileName),"bmp") == 0) || (strcmp(GetExtension(fileName),"tga") == 0) || @@ -115,6 +121,35 @@ Image LoadImage(const char *fileName) TraceLog(INFO, "[%s] Image loaded successfully", fileName); } + else if (strcmp(GetExtension(fileName),"dds") == 0) + { + // NOTE: DDS uncompressed images can also be loaded (discarding mipmaps...) + + ImageEx imageDDS = LoadDDS(fileName); + + if (imageDDS.compFormat == 0) + { + image.pixels = (Color *)malloc(imageDDS.width * imageDDS.height * sizeof(Color)); + image.width = imageDDS.width; + image.height = imageDDS.height; + + int pix = 0; + + for (int i = 0; i < (image.width * image.height * 4); i += 4) + { + image.pixels[pix].r = imageDDS.data[i]; + image.pixels[pix].g = imageDDS.data[i+1]; + image.pixels[pix].b = imageDDS.data[i+2]; + image.pixels[pix].a = imageDDS.data[i+3]; + pix++; + } + + free(imageDDS.data); + + TraceLog(INFO, "[%s] Image loaded successfully", fileName); + } + else TraceLog(WARNING, "[%s] Compressed image data could not be loaded", fileName); + } else TraceLog(WARNING, "[%s] Image extension not recognized, it can't be loaded", fileName); // ALTERNATIVE: We can load pixel data directly into Color struct pixels array, @@ -127,7 +162,8 @@ Image LoadImage(const char *fileName) // Load an image from rRES file (raylib Resource) Image LoadImageFromRES(const char *rresName, int resId) { - // NOTE: rresName could be directly a char array with all the data!!! ---> TODO! + // TODO: rresName could be directly a char array with all the data! --> support it! :P + Image image; bool found = false; @@ -172,8 +208,8 @@ Image LoadImageFromRES(const char *rresName, int resId) if (infoHeader.type == 0) // IMAGE data type { // TODO: Check data compression type - // NOTE: We suppose compression type 2 (DEFLATE - default) + short imgWidth, imgHeight; char colorFormat, mipmaps; @@ -220,11 +256,11 @@ Image LoadImageFromRES(const char *rresName, int resId) // Depending on type, skip the right amount of parameters switch (infoHeader.type) { - case 0: fseek(rresFile, 6, SEEK_CUR); break; // IMAGE: Jump 6 bytes of parameters - case 1: fseek(rresFile, 6, SEEK_CUR); break; // SOUND: Jump 6 bytes of parameters - case 2: fseek(rresFile, 5, SEEK_CUR); break; // MODEL: Jump 5 bytes of parameters (TODO: Review) - case 3: break; // TEXT: No parameters - case 4: break; // RAW: No parameters + case 0: fseek(rresFile, 6, SEEK_CUR); break; // IMAGE: Jump 6 bytes of parameters + case 1: fseek(rresFile, 6, SEEK_CUR); break; // SOUND: Jump 6 bytes of parameters + case 2: fseek(rresFile, 5, SEEK_CUR); break; // MODEL: Jump 5 bytes of parameters (TODO: Review) + case 3: break; // TEXT: No parameters + case 4: break; // RAW: No parameters default: break; } @@ -249,19 +285,26 @@ Texture2D LoadTexture(const char *fileName) if (strcmp(GetExtension(fileName),"dds") == 0) { -#ifdef USE_OPENGL_11 - TraceLog(WARNING, "[%s] DDS file loading requires OpenGL 3.2+ or ES 2.0", fileName); -#else - ImageDDS image = LoadDDS(fileName); + ImageEx image = LoadDDS(fileName); + + if (image.compFormat == 0) + { + texture.id = rlglLoadTexture(image.data, image.width, image.height, false); + } + else + { +#ifdef USE_OPENGL_33 + texture.id = rlglLoadCompressedTexture(image.data, image.width, image.height, image.mipmaps, image.compFormat); +#endif + } - texture.glId = rlglLoadCompressedTexture(image.data, image.width, image.height, image.mipmaps, image.format); - texture.width = image.width; texture.height = image.height; - if (texture.glId == 0) TraceLog(WARNING, "Compressed texture could not be loaded"); - else TraceLog(INFO, "Compressed texture loaded succesfully"); -#endif + if (texture.id == 0) TraceLog(WARNING, "[%s] DDS texture could not be loaded", fileName); + else TraceLog(INFO, "[%s] DDS texture loaded succesfully", fileName); + + free(image.data); } else { @@ -269,7 +312,7 @@ Texture2D LoadTexture(const char *fileName) if (image.pixels != NULL) { - texture = CreateTexture(image); + texture = CreateTexture(image, false); UnloadImage(image); } } @@ -283,7 +326,8 @@ Texture2D LoadTextureFromRES(const char *rresName, int resId) Texture2D texture; Image image = LoadImageFromRES(rresName, resId); - texture = CreateTexture(image); + texture = CreateTexture(image, false); + UnloadImage(image); return texture; } @@ -297,7 +341,7 @@ void UnloadImage(Image image) // Unload texture from GPU memory void UnloadTexture(Texture2D texture) { - rlDeleteTextures(texture.glId); + rlDeleteTextures(texture.id); } // Draw a Texture2D @@ -315,76 +359,32 @@ void DrawTextureV(Texture2D texture, Vector2 position, Color tint) // Draw a Texture2D with extended parameters void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint) { - rlEnableTexture(texture.glId); + Rectangle sourceRec = { 0, 0, texture.width, texture.height }; + Rectangle destRec = { (int)position.x, (int)position.y, texture.width*scale, texture.height*scale }; + Vector2 origin = { 0, 0 }; - // NOTE: Rotation is applied before translation and scaling, even being called in inverse order... - // NOTE: Rotation point is upper-left corner - rlPushMatrix(); - //rlTranslatef(position.x, position.y, 0.0); - rlRotatef(rotation, 0, 0, 1); - rlScalef(scale, scale, 1.0f); - - rlBegin(RL_QUADS); - rlColor4ub(tint.r, tint.g, tint.b, tint.a); - rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer - - rlTexCoord2f(0.0f, 0.0f); - rlVertex2f(position.x, position.y); // Bottom-left corner for texture and quad - - rlTexCoord2f(0.0f, 1.0f); - rlVertex2f(position.x, position.y + texture.height); // Bottom-right corner for texture and quad - - rlTexCoord2f(1.0f, 1.0f); - rlVertex2f(position.x + texture.width, position.y + texture.height); // Top-right corner for texture and quad - - rlTexCoord2f(1.0f, 0.0f); - rlVertex2f(position.x + texture.width, position.y); // Top-left corner for texture and quad - rlEnd(); - rlPopMatrix(); - - rlDisableTexture(); + DrawTexturePro(texture, sourceRec, destRec, origin, rotation, tint); } // Draw a part of a texture (defined by a rectangle) void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint) { - rlEnableTexture(texture.glId); + Rectangle destRec = { (int)position.x, (int)position.y, sourceRec.width, sourceRec.height }; + Vector2 origin = { 0, 0 }; - rlBegin(RL_QUADS); - rlColor4ub(tint.r, tint.g, tint.b, tint.a); - rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer - - // Bottom-left corner for texture and quad - rlTexCoord2f((float)sourceRec.x / texture.width, (float)sourceRec.y / texture.height); - rlVertex2f(position.x, position.y); - - // Bottom-right corner for texture and quad - rlTexCoord2f((float)sourceRec.x / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height); - rlVertex2f(position.x, position.y + sourceRec.height); - - // Top-right corner for texture and quad - rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height); - rlVertex2f(position.x + sourceRec.width, position.y + sourceRec.height); - - // Top-left corner for texture and quad - rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)sourceRec.y / texture.height); - rlVertex2f(position.x + sourceRec.width, position.y); - rlEnd(); - - rlDisableTexture(); + DrawTexturePro(texture, sourceRec, destRec, origin, 0, tint); } // Draw a part of a texture (defined by a rectangle) with 'pro' parameters -// TODO: Test this function... +// NOTE: origin is relative to destination rectangle size void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint) { - rlEnableTexture(texture.glId); + rlEnableTexture(texture.id); - // NOTE: First we translate texture to origin to apply rotation and translation from there rlPushMatrix(); - rlTranslatef(-origin.x, -origin.y, 0); + rlTranslatef(destRec.x, destRec.y, 0); rlRotatef(rotation, 0, 0, 1); - rlTranslatef(destRec.x + origin.x, destRec.y + origin.y, 0); + rlTranslatef(-origin.x, -origin.y, 0); rlBegin(RL_QUADS); rlColor4ub(tint.r, tint.g, tint.b, tint.a); @@ -395,65 +395,84 @@ void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, V rlVertex2f(0.0f, 0.0f); // Bottom-right corner for texture and quad - rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)sourceRec.y / texture.height); - rlVertex2f(destRec.width, 0.0f); + rlTexCoord2f((float)sourceRec.x / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height); + rlVertex2f(0.0f, destRec.height); // Top-right corner for texture and quad rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height); rlVertex2f(destRec.width, destRec.height); // Top-left corner for texture and quad - rlTexCoord2f((float)sourceRec.x / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height); - rlVertex2f(0.0f, destRec.height); + rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)sourceRec.y / texture.height); + rlVertex2f(destRec.width, 0.0f); rlEnd(); rlPopMatrix(); rlDisableTexture(); } -Texture2D CreateTexture(Image image) +// Create a texture from an image +// NOTE: image is not unloaded, iot must be done manually +Texture2D CreateTexture(Image image, bool genMipmaps) { Texture2D texture; - unsigned char *img = malloc(image.width * image.height * 4); + // Init texture to default values + texture.id = 0; + texture.width = 0; + texture.height = 0; - int j = 0; - - for (int i = 0; i < image.width * image.height * 4; i += 4) + if (image.pixels != NULL) { - img[i] = image.pixels[j].r; - img[i+1] = image.pixels[j].g; - img[i+2] = image.pixels[j].b; - img[i+3] = image.pixels[j].a; + unsigned char *imgData = malloc(image.width * image.height * 4); - j++; + int j = 0; + + for (int i = 0; i < image.width * image.height * 4; i += 4) + { + imgData[i] = image.pixels[j].r; + imgData[i+1] = image.pixels[j].g; + imgData[i+2] = image.pixels[j].b; + imgData[i+3] = image.pixels[j].a; + + j++; + } + + // NOTE: rlglLoadTexture() can generate mipmaps (POT image required) + texture.id = rlglLoadTexture(imgData, image.width, image.height, genMipmaps); + + texture.width = image.width; + texture.height = image.height; + + TraceLog(INFO, "[ID %i] Texture created succesfully", texture.id); + + free(imgData); } - - texture.glId = rlglLoadTexture(image.width, image.height, img); - - texture.width = image.width; - texture.height = image.height; - - TraceLog(INFO, "Texture created succesfully"); - - free(img); + else TraceLog(WARNING, "Texture could not be created, image data is not valid"); return texture; } -// Get the extension for a filename -static const char *GetExtension(const char *fileName) -{ - const char *dot = strrchr(fileName, '.'); - if(!dot || dot == fileName) return ""; - return (dot + 1); -} - -// Loading DDS image compressed data -ImageDDS LoadDDS(const char *fileName) +// Loading DDS image data (compressed or uncompressed) +// NOTE: Compressed data loading not supported on OpenGL 1.1 +ImageEx LoadDDS(const char *fileName) { - // TODO: Review and expand DDS file loading to support uncompressed formats and new formats + #define FOURCC_DXT1 0x31545844 // Equivalent to "DXT1" in ASCII + #define FOURCC_DXT3 0x33545844 // Equivalent to "DXT3" in ASCII + #define FOURCC_DXT5 0x35545844 // Equivalent to "DXT5" in ASCII + + #ifndef GL_COMPRESSED_RGBA_S3TC_DXT1_EXT + #define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1 + #endif + #ifndef GL_COMPRESSED_RGBA_S3TC_DXT3_EXT + #define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2 + #endif + + #ifndef GL_COMPRESSED_RGBA_S3TC_DXT5_EXT + #define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3 + #endif + // DDS Pixel Format typedef struct { unsigned int size; @@ -484,7 +503,7 @@ ImageDDS LoadDDS(const char *fileName) unsigned int reserved2; } ddsHeader; - ImageDDS image; + ImageEx image; ddsHeader header; FILE *ddsFile = fopen(fileName, "rb"); @@ -510,36 +529,84 @@ ImageDDS LoadDDS(const char *fileName) // Get the surface descriptor fread(&header, sizeof(ddsHeader), 1, ddsFile); - int height = header.height; - int width = header.width; - int linearSize = header.pitchOrLinearSize; - int mipMapCount = header.mipMapCount; - int fourCC = header.ddspf.fourCC; - TraceLog(DEBUG, "[%s] DDS file header size: %i", fileName, sizeof(ddsHeader)); - TraceLog(DEBUG, "[%s] DDS file pixel format size: %i", fileName, header.ddspf.size); TraceLog(DEBUG, "[%s] DDS file pixel format flags: 0x%x", fileName, header.ddspf.flags); - TraceLog(DEBUG, "[%s] DDS file format: 0x%x", fileName, fourCC); + TraceLog(DEBUG, "[%s] DDS file format: 0x%x", fileName, header.ddspf.fourCC); - int bufsize; + image.width = header.width; + image.height = header.height; + image.mipmaps = 1; + image.compFormat = 0; - // Calculate data size, including all mipmaps - bufsize = mipMapCount > 1 ? linearSize * 2 : linearSize; + if (header.ddspf.flags == 0x40 && header.ddspf.rgbBitCount == 24) // DDS_RGB, no compressed + { + image.data = (unsigned char *)malloc(header.width * header.height * 4); + unsigned char *buffer = (unsigned char *)malloc(header.width * header.height * 3); - image.data = (unsigned char*)malloc(bufsize * sizeof(unsigned char)); + fread(buffer, image.width*image.height*3, 1, ddsFile); + + unsigned char *src = buffer; + unsigned char *dest = image.data; + + for(int y = 0; y < image.height; y++) + { + for(int x = 0; x < image.width; x++) + { + *dest++ = *src++; + *dest++ = *src++; + *dest++ = *src++; + *dest++ = 255; + } + } + + free(buffer); + } + else if (header.ddspf.flags == 0x41 && header.ddspf.rgbBitCount == 32) // DDS_RGBA, no compressed + { + image.data = (unsigned char *)malloc(header.width * header.height * 4); - fread(image.data, 1, bufsize, ddsFile); + fread(image.data, image.width*image.height*4, 1, ddsFile); - // Close file pointer - fclose(ddsFile); - - //int components = (fourCC == FOURCC_DXT1) ? 3 : 4; // Not required + image.mipmaps = 1; + image.compFormat = 0; + } + else if ((header.ddspf.flags == 0x04) && (header.ddspf.fourCC > 0)) + { +#ifdef USE_OPENGL_11 + TraceLog(WARNING, "[%s] DDS image uses compression, not supported by current OpenGL version", fileName); + TraceLog(WARNING, "[%s] DDS compressed files require OpenGL 3.2+ or ES 2.0", fileName); + fclose(ddsFile); +#else + int bufsize; + + // Calculate data size, including all mipmaps + if (header.mipMapCount > 1) bufsize = header.pitchOrLinearSize * 2; + else bufsize = header.pitchOrLinearSize; + + image.data = (unsigned char*)malloc(bufsize * sizeof(unsigned char)); + + fread(image.data, 1, bufsize, ddsFile); + + // Close file pointer + fclose(ddsFile); + + image.mipmaps = header.mipMapCount; + image.compFormat = 0; + + switch(header.ddspf.fourCC) + { + case FOURCC_DXT1: image.compFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break; + case FOURCC_DXT3: image.compFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break; + case FOURCC_DXT5: image.compFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break; + default: break; + } - image.width = width; - image.height = height; - image.mipmaps = mipMapCount; - image.format = fourCC; + // NOTE: Image num color components not required... for now... + //if (fourCC == FOURCC_DXT1) image.components = 3; + //else image.components = 4; +#endif + } } } diff --git a/src/utils.c b/src/utils.c index 6d2a4f303..3768212ee 100644 --- a/src/utils.c +++ b/src/utils.c @@ -4,8 +4,9 @@ * * Utils Functions Definitions * -* Uses external lib: +* Uses external libs: * tinfl - zlib DEFLATE algorithm decompression lib +* stb_image_write - PNG writting functions * * Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com) * @@ -28,14 +29,14 @@ #include "utils.h" -#include // malloc(), free() -#include // printf(), fprintf() -#include // Used for functions with variable number of parameters (TraceLog()) -//#include // String management functions: strlen(), strrchr(), strcmp() +#include // malloc(), free() +#include // printf(), fprintf() +#include // Used for functions with variable number of parameters (TraceLog()) +//#include // String management functions: strlen(), strrchr(), strcmp() #define STB_IMAGE_WRITE_IMPLEMENTATION - #include "stb_image_write.h" // Create PNG file + #include "tinfl.c" //---------------------------------------------------------------------------------- @@ -140,84 +141,39 @@ void WritePNG(const char *fileName, unsigned char *imgData, int width, int heigh // NOTE: If a file has been init, output log is written there void TraceLog(int msgType, const char *text, ...) { - // TODO: This function requires some refactoring... - - // NOTE: If trace log file has been set, stdout is being redirected to a file va_list args; int traceDebugMsgs = 1; #ifdef DO_NOT_TRACE_DEBUG_MSGS traceDebugMsgs = 0; #endif + + // NOTE: If trace log file not set, output redirected to stdout + if (logstream == NULL) logstream = stdout; - if (logstream != NULL) + switch(msgType) { - switch(msgType) - { - case 0: fprintf(logstream, "INFO: "); break; - case 1: fprintf(logstream, "ERROR: "); break; - case 2: fprintf(logstream, "WARNING: "); break; - case 3: if (traceDebugMsgs) fprintf(logstream, "DEBUG: "); break; - default: break; - } - - if (msgType == 3) - { - if (traceDebugMsgs) - { - va_start(args, text); - vfprintf(logstream, text, args); - va_end(args); - - fprintf(logstream, "\n"); - } - } - else - { - va_start(args, text); - vfprintf(logstream, text, args); - va_end(args); - - fprintf(logstream, "\n"); - } - } - else - { - switch(msgType) - { - case 0: fprintf(stdout, "INFO: "); break; - case 1: fprintf(stdout, "ERROR: "); break; - case 2: fprintf(stdout, "WARNING: "); break; - case 3: if (traceDebugMsgs) fprintf(stdout, "DEBUG: "); break; - default: break; - } - - if (msgType == 3) - { - if (traceDebugMsgs) - { - va_start(args, text); - vfprintf(stdout, text, args); - va_end(args); - - fprintf(stdout, "\n"); - } - } - else - { - va_start(args, text); - vfprintf(stdout, text, args); - va_end(args); - - fprintf(stdout, "\n"); - } + case INFO: fprintf(logstream, "INFO: "); break; + case ERROR: fprintf(logstream, "ERROR: "); break; + case WARNING: fprintf(logstream, "WARNING: "); break; + case DEBUG: if (traceDebugMsgs) fprintf(logstream, "DEBUG: "); break; + default: break; } - if (msgType == 1) exit(1); // If ERROR message, exit program + if ((msgType != DEBUG) || ((msgType == DEBUG) && (traceDebugMsgs))) + { + va_start(args, text); + vfprintf(logstream, text, args); + va_end(args); + + fprintf(logstream, "\n"); + } + + if (msgType == ERROR) exit(1); // If ERROR message, exit program } -// Inits a trace log file -void InitTraceLogFile(const char *logFileName) +// Open a trace log file (if desired) +void TraceLogOpen(const char *logFileName) { // stdout redirected to stream file FILE *logstream = fopen(logFileName, "w"); @@ -225,9 +181,25 @@ void InitTraceLogFile(const char *logFileName) if (logstream == NULL) TraceLog(WARNING, "Unable to open log file"); } -// Closes the trace log file -void CloseTraceLogFile() +// Close the trace log file +void TraceLogClose() { if (logstream != NULL) fclose(logstream); } +// Keep track of memory allocated +// NOTE: mallocType defines the type of data allocated +void RecordMalloc(int mallocType, int mallocSize, const char *msg) +{ + // TODO: Investigate how to record memory allocation data... + // Maybe creating my own malloc function... +} + +// Get the extension for a filename +const char *GetExtension(const char *fileName) +{ + const char *dot = strrchr(fileName, '.'); + if(!dot || dot == fileName) return ""; + return (dot + 1); +} + diff --git a/src/utils.h b/src/utils.h index a887beef2..ed10c3c7f 100644 --- a/src/utils.h +++ b/src/utils.h @@ -3,9 +3,6 @@ * raylib.utils * * Some utility functions: rRES files data decompression -* -* Uses external lib: -* tinfl - zlib DEFLATE algorithm decompression lib * * Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com) * @@ -32,12 +29,12 @@ //---------------------------------------------------------------------------------- // Some basic Defines //---------------------------------------------------------------------------------- -//#define DO_NOT_TRACE_DEBUG_MSGS // Use this define to avoid DEBUG tracing +#define DO_NOT_TRACE_DEBUG_MSGS // Use this define to avoid DEBUG tracing //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- -typedef enum { IMAGE, SOUND, MODEL, TEXT, RAW } DataType; +typedef enum { IMAGE = 0, SOUND, MODEL, TEXT, RAW } DataType; typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType; @@ -68,8 +65,10 @@ void WriteBitmap(const char *fileName, unsigned char *imgData, int width, int he void WritePNG(const char *fileName, unsigned char *imgData, int width, int height); void TraceLog(int msgType, const char *text, ...); // Outputs a trace log message -void InitTraceLogFile(const char *logFileName); // Inits a trace log file -void CloseTraceLogFile(); // Closes the trace log file +void TraceLogOpen(const char *logFileName); // Open a trace log file (if desired) +void TraceLogClose(); // Close the trace log file + +const char *GetExtension(const char *fileName); #ifdef __cplusplus }