raylib 1.1

View CHANGELOG for a detailed list of changes
This commit is contained in:
raysan5 2014-04-19 16:36:49 +02:00
parent 650a8f7f15
commit f06a15ac8b
17 changed files with 1573 additions and 1114 deletions

View file

@ -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 <AL/al.h> // OpenAL basic header
#include <AL/alc.h> // OpenAL context header (like OpenGL, OpenAL requires a context to work)
#include <stdlib.h> // To use exit() function
#include <stdlib.h> // Declares malloc() and free() for memory management
#include <string.h> // Required for strcmp()
#include <stdio.h> // 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, &currentMusic.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, &currentMusic.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);
}
}

View file

@ -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);
}

View file

@ -25,9 +25,9 @@
#include "raylib.h"
#include <GL/gl.h> // OpenGL functions
#include <stdio.h> // Standard input/output functions, used to read model files data
#include <stdlib.h> // Declares malloc() and free() for memory management
#include <string.h> // Required for strcmp()
#include <math.h> // 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;
}

View file

@ -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
}

View file

@ -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)

View file

@ -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

View file

@ -31,10 +31,24 @@
#include <stdio.h> // Standard input / output lib
#include <stdlib.h> // 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 <GL/gl.h> // Extensions loading lib
#include <GL/gl.h> // Basic OpenGL include
#endif
#ifdef USE_OPENGL_33
@ -42,7 +56,7 @@
#include <GL/glew.h> // 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

View file

@ -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)

View file

@ -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();
}

View file

@ -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;
}

View file

@ -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
}
}
}

View file

@ -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 <stdlib.h> // malloc(), free()
#include <stdio.h> // printf(), fprintf()
#include <stdarg.h> // Used for functions with variable number of parameters (TraceLog())
//#include <string.h> // String management functions: strlen(), strrchr(), strcmp()
#include <stdlib.h> // malloc(), free()
#include <stdio.h> // printf(), fprintf()
#include <stdarg.h> // Used for functions with variable number of parameters (TraceLog())
//#include <string.h> // 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);
}

View file

@ -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
}