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authorraysan5 <raysan5@gmail.com>2016-05-31 20:08:36 +0200
committerraysan5 <raysan5@gmail.com>2016-05-31 20:08:36 +0200
commit8f91ed81c58fd5cdbeda4db5478649bd677712da (patch)
treee5dfd2e4784aff7630df89f392fd1498f1bfad7d /examples/oculus_glfw_sample/rlgl.h
parentd17a0cee1aa53978387e68be58d901bffd1ac0a9 (diff)
downloadraylib-8f91ed81c58fd5cdbeda4db5478649bd677712da.tar.gz
raylib-8f91ed81c58fd5cdbeda4db5478649bd677712da.zip
Updated Oculus sample to Oculus SDK 1.4
Still working on the sample but almost finished. Some rlgl internals redesign required and it will be ready!
Diffstat (limited to 'examples/oculus_glfw_sample/rlgl.h')
-rw-r--r--examples/oculus_glfw_sample/rlgl.h154
1 files changed, 90 insertions, 64 deletions
diff --git a/examples/oculus_glfw_sample/rlgl.h b/examples/oculus_glfw_sample/rlgl.h
index 99427929..e7e60036 100644
--- a/examples/oculus_glfw_sample/rlgl.h
+++ b/examples/oculus_glfw_sample/rlgl.h
@@ -130,47 +130,43 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
COMPRESSED_ASTC_8x8_RGBA // 2 bpp
} TextureFormat;
-
- // Bounding box type
- typedef struct BoundingBox {
- Vector3 min;
- Vector3 max;
- } BoundingBox;
-
- // Mesh with vertex data type
- // NOTE: If using OpenGL 1.1, data loaded in CPU; if OpenGL 3.3+ data loaded in GPU (vaoId)
+
+ // Vertex data definning a mesh
typedef struct Mesh {
- int vertexCount; // num vertices
- float *vertices; // vertex position (XYZ - 3 components per vertex)
- float *texcoords; // vertex texture coordinates (UV - 2 components per vertex)
- float *texcoords2; // vertex second texture coordinates (useful for lightmaps)
- float *normals; // vertex normals (XYZ - 3 components per vertex)
- float *tangents; // vertex tangents (XYZ - 3 components per vertex)
- unsigned char *colors; // vertex colors (RGBA - 4 components per vertex)
-
- BoundingBox bounds; // mesh limits defined by min and max points
-
- unsigned int vaoId; // OpenGL Vertex Array Object id
- unsigned int vboId[6]; // OpenGL Vertex Buffer Objects id (6 types of vertex data)
+ int vertexCount; // number of vertices stored in arrays
+ int triangleCount; // number of triangles stored (indexed or not)
+ float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0)
+ float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
+ float *texcoords2; // vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
+ float *normals; // vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
+ float *tangents; // vertex tangents (XYZ - 3 components per vertex) (shader-location = 4)
+ unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
+ unsigned short *indices;// vertex indices (in case vertex data comes indexed)
+
+ unsigned int vaoId; // OpenGL Vertex Array Object id
+ unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data)
} Mesh;
- // Shader type
+ // Shader type (generic shader)
typedef struct Shader {
- unsigned int id; // Shader program id
-
- // Variable attributes
- int vertexLoc; // Vertex attribute location point (vertex shader)
- int texcoordLoc; // Texcoord attribute location point (vertex shader)
- int normalLoc; // Normal attribute location point (vertex shader)
- int colorLoc; // Color attibute location point (vertex shader)
-
- // Uniforms
- int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
- int tintColorLoc; // Color uniform location point (fragment shader)
+ unsigned int id; // Shader program id
- int mapDiffuseLoc; // Diffuse map texture uniform location point (fragment shader)
- int mapNormalLoc; // Normal map texture uniform location point (fragment shader)
- int mapSpecularLoc; // Specular map texture uniform location point (fragment shader)
+ // Vertex attributes locations (default locations)
+ int vertexLoc; // Vertex attribute location point (default-location = 0)
+ int texcoordLoc; // Texcoord attribute location point (default-location = 1)
+ int normalLoc; // Normal attribute location point (default-location = 2)
+ int colorLoc; // Color attibute location point (default-location = 3)
+ int tangentLoc; // Tangent attribute location point (default-location = 4)
+ int texcoord2Loc; // Texcoord2 attribute location point (default-location = 5)
+
+ // Uniform locations
+ int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
+ int tintColorLoc; // Color uniform location point (fragment shader)
+
+ // Texture map locations (generic for any kind of map)
+ int mapTexture0Loc; // Map texture uniform location point (default-texture-unit = 0)
+ int mapTexture1Loc; // Map texture uniform location point (default-texture-unit = 1)
+ int mapTexture2Loc; // Map texture uniform location point (default-texture-unit = 2)
} Shader;
// Texture2D type
@@ -192,27 +188,46 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
// Material type
typedef struct Material {
- Shader shader;
+ Shader shader; // Standard shader (supports 3 map types: diffuse, normal, specular)
- Texture2D texDiffuse; // Diffuse texture
- Texture2D texNormal; // Normal texture
- Texture2D texSpecular; // Specular texture
-
- Color colDiffuse;
- Color colAmbient;
- Color colSpecular;
+ Texture2D texDiffuse; // Diffuse texture
+ Texture2D texNormal; // Normal texture
+ Texture2D texSpecular; // Specular texture
+
+ Color colDiffuse; // Diffuse color
+ Color colAmbient; // Ambient color
+ Color colSpecular; // Specular color
- float glossiness;
- float normalDepth;
+ float glossiness; // Glossiness level (Ranges from 0 to 1000)
} Material;
+
+ // Camera type, defines a camera position/orientation in 3d space
+ typedef struct Camera {
+ Vector3 position; // Camera position
+ Vector3 target; // Camera target it looks-at
+ Vector3 up; // Camera up vector (rotation over its axis)
+ float fovy; // Camera field-of-view apperture in Y (degrees)
+ } Camera;
+
+ // Light type
+ typedef struct LightData {
+ unsigned int id; // Light unique id
+ int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
+ bool enabled; // Light enabled
+
+ Vector3 position; // Light position
+ Vector3 target; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
+ float radius; // Light attenuation radius light intensity reduced with distance (world distance)
+
+ Color diffuse; // Light diffuse color
+ float intensity; // Light intensity level
+
+ float coneAngle; // Light cone max angle: LIGHT_SPOT
+ } LightData, *Light;
+
+ // Light types
+ typedef enum { LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT } LightType;
- // 3d Model type
- typedef struct Model {
- Mesh mesh;
- Matrix transform;
- Material material;
- } Model;
-
// Color blending modes (pre-defined)
typedef enum { BLEND_ALPHA = 0, BLEND_ADDITIVE, BLEND_MULTIPLIED } BlendMode;
#endif
@@ -234,6 +249,7 @@ void rlScalef(float x, float y, float z); // Multiply the current matrix b
void rlMultMatrixf(float *mat); // Multiply the current matrix by another matrix
void rlFrustum(double left, double right, double bottom, double top, double near, double far);
void rlOrtho(double left, double right, double bottom, double top, double near, double far);
+void rlViewport(int x, int y, int width, int height); // Set the viewport area
//------------------------------------------------------------------------------------
// Functions Declaration - Vertex level operations
@@ -259,6 +275,8 @@ void rlEnableRenderTexture(unsigned int id); // Enable render texture (fbo)
void rlDisableRenderTexture(void); // Disable render texture (fbo), return to default framebuffer
void rlEnableDepthTest(void); // Enable depth test
void rlDisableDepthTest(void); // Disable depth test
+void rlEnableWireMode(void); // Enable wire mode
+void rlDisableWireMode(void); // Disable wire mode
void rlDeleteTextures(unsigned int id); // Delete OpenGL texture from GPU
void rlDeleteRenderTextures(RenderTexture2D target); // Delete render textures (fbo) from GPU
void rlDeleteShader(unsigned int id); // Delete OpenGL shader program from GPU
@@ -273,7 +291,7 @@ int rlGetVersion(void); // Returns current OpenGL versio
//------------------------------------------------------------------------------------
void rlglInit(void); // Initialize rlgl (shaders, VAO, VBO...)
void rlglClose(void); // De-init rlgl
-void rlglDraw(Matrix mvp); // Draw VAO/VBO
+void rlglDraw(Matrix mvp); // Draw VAO/VBO
void rlglInitGraphics(int offsetX, int offsetY, int width, int height); // Initialize Graphics (OpenGL stuff)
unsigned int rlglLoadTexture(void *data, int width, int height, int textureFormat, int mipmapCount); // Load texture in GPU
@@ -281,35 +299,43 @@ RenderTexture2D rlglLoadRenderTexture(int width, int height); // Load a textur
void rlglUpdateTexture(unsigned int id, int width, int height, int format, void *data); // Update GPU texture with new data
void rlglGenerateMipmaps(Texture2D texture); // Generate mipmap data for selected texture
-// NOTE: There is a set of shader related functions that are available to end user,
-// to avoid creating function wrappers through core module, they have been directly declared in raylib.h
-
-Model rlglLoadModel(Mesh mesh); // Upload vertex data into GPU and provided VAO/VBO ids
-void rlglDrawModel(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color color, bool wires);
+void rlglLoadMesh(Mesh *mesh, bool dynamic); // Upload vertex data into GPU and provided VAO/VBO ids
+void rlglUpdateMesh(Mesh mesh, int buffer, int numVertex); // Update vertex data on GPU (upload new data to one buffer)
+void rlglDrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
+void rlglUnloadMesh(Mesh *mesh); // Unload mesh data from CPU and GPU
Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coordinates from screen coordinates
unsigned char *rlglReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
void *rlglReadTexturePixels(Texture2D texture); // Read texture pixel data
+// NOTE: There is a set of shader related functions that are available to end user,
+// to avoid creating function wrappers through core module, they have been directly declared in raylib.h
+
#if defined(RLGL_STANDALONE)
//------------------------------------------------------------------------------------
// Shaders System Functions (Module: rlgl)
// NOTE: This functions are useless when using OpenGL 1.1
//------------------------------------------------------------------------------------
Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
-unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr); // Load custom shader strings and return program id
void UnloadShader(Shader shader); // Unload a custom shader from memory
-void SetCustomShader(Shader shader); // Set custom shader to be used in batch draw
-void SetDefaultShader(void); // Set default shader to be used in batch draw
-void SetModelShader(Model *model, Shader shader); // Link a shader to a model
+
+Shader GetDefaultShader(void); // Get default shader
+Shader GetStandardShader(void); // Get default shader
+Texture2D GetDefaultTexture(void); // Get default texture
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
-void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied)
+void BeginShaderMode(Shader shader); // Begin custom shader drawing
+void EndShaderMode(void); // End custom shader drawing (use default shader)
+void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
+void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
+
+Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool
+void DestroyLight(Light light); // Destroy a light and take it out of the list
#endif
#ifdef __cplusplus