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authorraysan5 <raysan5@gmail.com>2014-03-25 12:40:35 +0100
committerraysan5 <raysan5@gmail.com>2014-03-25 12:40:35 +0100
commit96f520ff6d085536205feb1f943974e354577df4 (patch)
treec839c999b38d8f1f07933a2b6a1bb1e45d786532 /src/core.c
parent1c8dce429ee5a58d535fcca0e29fe3711aa3fcb5 (diff)
downloadraylib-96f520ff6d085536205feb1f943974e354577df4.tar.gz
raylib-96f520ff6d085536205feb1f943974e354577df4.zip
Road to raylib 1.1 - Testing rlgl
Diffstat (limited to 'src/core.c')
-rw-r--r--src/core.c242
1 files changed, 103 insertions, 139 deletions
diff --git a/src/core.c b/src/core.c
index bd373c7c..0d18f57a 100644
--- a/src/core.c
+++ b/src/core.c
@@ -28,15 +28,19 @@
#include "raylib.h"
+#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2
+
#include <GLFW/glfw3.h> // GLFW3 lib: Windows, OpenGL context and Input management
//#include <GL/gl.h> // OpenGL functions (GLFW3 already includes gl.h)
#include <stdio.h> // Standard input / output lib
#include <stdlib.h> // Declares malloc() and free() for memory management, rand()
#include <time.h> // Useful to initialize random seed
#include <math.h> // Math related functions, tan() used to set perspective
-#include "vector3.h" // Basic Vector3 functions
+//#include "vector3.h" // Basic Vector3 functions, not required any more, replaced by raymath
#include "utils.h" // WritePNG() function
+#include "raymath.h" // Required for data type Matrix and Matrix functions
+
//#define GLFW_DLL // Using GLFW DLL on Windows -> No, we use static version!
//----------------------------------------------------------------------------------
@@ -47,7 +51,7 @@
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
-typedef Color pixel;
+// ...
//----------------------------------------------------------------------------------
// Global Variables Definition
@@ -62,7 +66,7 @@ static double targetTime = 0; // Desired time for one frame, if 0
static int windowWidth, windowHeight; // Required to switch between windowed/fullscren mode (F11)
static const char *windowTitle; // Required to switch between windowed/fullscren mode (F11)
-static int exitKey = GLFW_KEY_ESCAPE;
+static int exitKey = GLFW_KEY_ESCAPE; // Default exit key (ESC)
static bool customCursor = false; // Tracks if custom cursor has been set
static bool cursorOnScreen = false; // Tracks if cursor is inside client area
@@ -77,8 +81,10 @@ static char currentMouseState[3] = { 0 }; // Required to check if mouse btn pr
static char previousGamepadState[32] = {0}; // Required to check if gamepad btn pressed/released once
static char currentGamepadState[32] = {0}; // Required to check if gamepad btn pressed/released once
-static int previousMouseWheelY = 0;
-static int currentMouseWheelY = 0;
+static int previousMouseWheelY = 0; // Required to track mouse wheel variation
+static int currentMouseWheelY = 0; // Required to track mouse wheel variation
+
+static Color background = { 0, 0, 0, 0 }; // Screen background color
//----------------------------------------------------------------------------------
// Other Modules Functions Declaration (required by core)
@@ -89,13 +95,11 @@ extern void UnloadDefaultFont(); // [Module: text] Unloads default f
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
-static void InitGraphicsDevice(); // Initialize Graphics Device (OpenGL stuff)
static void ErrorCallback(int error, const char *description); // GLFW3 Error Callback, runs on GLFW3 error
static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); // GLFW3 Keyboard Callback, runs on key pressed
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 CameraLookAt(Vector3 position, Vector3 target, Vector3 up); // Setup camera view (updates MODELVIEW matrix)
static void TakeScreenshot(); // Takes a bitmap (BMP) screenshot and saves it in the same folder as executable
//----------------------------------------------------------------------------------
@@ -116,9 +120,17 @@ void InitWindowEx(int width, int height, const char* title, bool resizable, cons
if (!glfwInit()) exit(1);
//glfwDefaultWindowHints() // Set default windows hints
- //glfwWindowHint(GLFW_SAMPLES, 4); // If called before windows creation, enables multisampling x4 (MSAA), default is 0
+
if (!resizable) glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); // Avoid window being resizable
-
+
+#ifdef USE_OPENGL_33
+ //glfwWindowHint(GLFW_SAMPLES, 4); // Enables multisampling x4 (MSAA), default is 0
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
+ glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
+ glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_FALSE);
+#endif
+
window = glfwCreateWindow(width, height, title, NULL, NULL);
windowWidth = width;
@@ -140,21 +152,41 @@ void InitWindowEx(int width, int height, const char* title, bool resizable, cons
glfwSwapInterval(0); // Disables GPU v-sync (if set), so frames are not limited to screen refresh rate (60Hz -> 60 FPS)
// If not set, swap interval uses GPU v-sync configuration
// Framerate can be setup using SetTargetFPS()
- InitGraphicsDevice();
+
+ //------------------------------------------------------
+#ifdef USE_OPENGL_33
+ rlglInit(); // Init rlgl
+#endif
+ //------------------------------------------------------
+
+ int fbWidth, fbHeight;
+ glfwGetFramebufferSize(window, &fbWidth, &fbHeight); // Get framebuffer size of current window
+
+ //------------------------------------------------------
+ rlglInitGraphicsDevice(fbWidth, fbHeight);
+ //------------------------------------------------------
previousTime = glfwGetTime();
- LoadDefaultFont();
+ LoadDefaultFont(); // NOTE: External function (defined in module: text)
if (cursorImage != NULL) SetCustomCursor(cursorImage);
- srand(time(NULL)); // Initialize random seed
+ srand(time(NULL)); // Initialize random seed
+
+ ClearBackground(RAYWHITE); // Default background color for raylib games :P
}
// Close Window and Terminate Context
void CloseWindow()
{
UnloadDefaultFont();
+
+ //------------------------------------------------------
+#ifdef USE_OPENGL_33
+ rlglClose(); // De-init rlgl
+#endif
+ //------------------------------------------------------
glfwDestroyWindow(window);
glfwTerminate();
@@ -210,7 +242,10 @@ void ToggleFullscreen()
glfwMakeContextCurrent(window);
glfwSetKeyCallback(window, KeyCallback);
- InitGraphicsDevice();
+ int fbWidth, fbHeight;
+ glfwGetFramebufferSize(window, &fbWidth, &fbHeight); // Get framebuffer size of current window
+
+ rlglInitGraphicsDevice(fbWidth, fbHeight);
LoadDefaultFont();
}
@@ -219,13 +254,12 @@ void ToggleFullscreen()
// Sets Background Color
void ClearBackground(Color color)
{
- // Color values clamp to 0.0f(0) and 1.0f(255)
- float r = (float)color.r / 255;
- float g = (float)color.g / 255;
- float b = (float)color.b / 255;
- float a = (float)color.a / 255;
-
- glClearColor(r, g, b, a);
+ if ((color.r != background.r) || (color.g != background.g) || (color.b != background.b) || (color.a != background.a))
+ {
+ rlClearColor(color.r, color.g, color.b, color.a);
+
+ background = color;
+ }
}
// Setup drawing canvas to start drawing
@@ -235,11 +269,14 @@ void BeginDrawing()
updateTime = currentTime - previousTime;
previousTime = currentTime;
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers, Depth Buffer is used for 3D
+ rlClearScreenBuffers();
- glLoadIdentity(); // Reset current matrix (MODELVIEW)
-
- glTranslatef(0.375, 0.375, 0); // HACK to have 2D pixel-perfect drawing on OpenGL
+ rlLoadIdentity(); // Reset current matrix (MODELVIEW)
+
+//#ifdef USE_OPENGL_11
+// rlTranslatef(0.375, 0.375, 0); // HACK to have 2D pixel-perfect drawing on OpenGL
+ // NOTE: Not required with OpenGL 3.3+
+//#endif
}
// End canvas drawing and Swap Buffers (Double Buffering)
@@ -247,6 +284,12 @@ void EndDrawing()
{
if (customCursor && cursorOnScreen) DrawTexture(cursor, GetMouseX(), GetMouseY(), WHITE);
+ //------------------------------------------------------
+#ifdef USE_OPENGL_33
+ rlglDraw(); // Draw Buffers
+#endif
+ //------------------------------------------------------
+
glfwSwapBuffers(window); // Swap back and front buffers
glfwPollEvents(); // Register keyboard/mouse events
@@ -271,34 +314,48 @@ void EndDrawing()
// Initializes 3D mode for drawing (Camera setup)
void Begin3dMode(Camera camera)
{
- glMatrixMode(GL_PROJECTION); // Switch to projection matrix
+ //------------------------------------------------------
+#ifdef USE_OPENGL_33
+ rlglDraw(); // Draw Buffers
+#endif
+ //------------------------------------------------------
+
+ rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
- glPushMatrix(); // Save previous matrix, which contains the settings for the 2d ortho projection
- glLoadIdentity(); // Reset current matrix (PROJECTION)
+ rlPushMatrix(); // Save previous matrix, which contains the settings for the 2d ortho projection
+ rlLoadIdentity(); // Reset current matrix (PROJECTION)
// Setup perspective projection
float aspect = (GLfloat)windowWidth/(GLfloat)windowHeight;
double top = 0.1f*tan(45.0f*PI / 360.0);
double right = top*aspect;
- glFrustum(-right, right, -top, top, 0.1f, 100.0f);
+ rlFrustum(-right, right, -top, top, 0.1f, 100.0f);
- glMatrixMode(GL_MODELVIEW); // Switch back to modelview matrix
- glLoadIdentity(); // Reset current matrix (MODELVIEW)
+ rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
+ rlLoadIdentity(); // Reset current matrix (MODELVIEW)
- CameraLookAt(camera.position, camera.target, camera.up); // Setup Camera view
+ // Setup Camera view
+ Matrix matLookAt = MatrixLookAt(camera.position, camera.target, camera.up);
+ rlMultMatrixf(GetMatrixVector(matLookAt)); // Multiply MODELVIEW matrix by view matrix (camera)
}
// Ends 3D mode and returns to default 2D orthographic mode
void End3dMode()
{
- glMatrixMode(GL_PROJECTION); // Switch to projection matrix
- glPopMatrix(); // Restore previous matrix (PROJECTION) from matrix stack
+ //------------------------------------------------------
+#ifdef USE_OPENGL_33
+ rlglDraw(); // Draw Buffers
+#endif
+ //------------------------------------------------------
+
+ rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
+ rlPopMatrix(); // Restore previous matrix (PROJECTION) from matrix stack
- glMatrixMode(GL_MODELVIEW); // Get back to modelview matrix
- glLoadIdentity(); // Reset current matrix (MODELVIEW)
+ rlMatrixMode(RL_MODELVIEW); // Get back to modelview matrix
+ rlLoadIdentity(); // Reset current matrix (MODELVIEW)
- glTranslatef(0.375, 0.375, 0); // HACK to ensure pixel-perfect drawing on OpenGL (after exiting 3D mode)
+ //rlTranslatef(0.375, 0.375, 0); // HACK to ensure pixel-perfect drawing on OpenGL (after exiting 3D mode)
}
// Set target FPS for the game
@@ -650,124 +707,31 @@ static void CursorEnterCallback(GLFWwindow* window, int enter)
// GLFW3 WindowSize Callback, runs when window is resized
static void WindowSizeCallback(GLFWwindow* window, int width, int height)
{
- InitGraphicsDevice(); // If window is resized, graphics device is re-initialized
- // NOTE: Aspect ratio does not change, so, image can be deformed
-}
-
-// Initialize Graphics Device (OpenGL stuff)
-static void InitGraphicsDevice()
-{
int fbWidth, fbHeight;
-
glfwGetFramebufferSize(window, &fbWidth, &fbHeight); // Get framebuffer size of current window
- glViewport(0, 0, fbWidth, fbHeight); // Set viewport width and height
-
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers, depth buffer is used for 3D
- glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Set background color (black)
- glClearDepth(1.0f); // Clear depth buffer
-
- glEnable(GL_DEPTH_TEST); // Enables depth testing (required for 3D)
- glDepthFunc(GL_LEQUAL); // Type of depth testing to apply
-
- glEnable(GL_BLEND); // Enable color blending (required to work with transparencies)
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Color blending function (how colors are mixed)
-
- glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Improve quality of color and texture coordinate interpolation (Deprecated in OGL 3.0)
- // Other options: GL_FASTEST, GL_DONT_CARE (default)
-
- glMatrixMode(GL_PROJECTION); // Switch to PROJECTION matrix
- glLoadIdentity(); // Reset current matrix (PROJECTION)
- glOrtho(0, fbWidth, fbHeight, 0, 0, 1); // Config orthographic mode: top-left corner --> (0,0)
- glMatrixMode(GL_MODELVIEW); // Switch back to MODELVIEW matrix
- glLoadIdentity(); // Reset current matrix (MODELVIEW)
-
- // TODO: Review all shapes/models are drawn CCW and enable backface culling
-
- //glEnable(GL_CULL_FACE); // Enable backface culling (Disabled by default)
- //glCullFace(GL_BACK); // Cull the Back face (default)
- //glFrontFace(GL_CCW); // Front face are defined counter clockwise (default)
-
- glShadeModel(GL_SMOOTH); // Smooth shading between vertex (vertex colors interpolation)
- // Possible options: GL_SMOOTH (Color interpolation) or GL_FLAT (no interpolation)
-}
-
-// Setup camera view (updates MODELVIEW matrix)
-static void CameraLookAt(Vector3 position, Vector3 target, Vector3 up)
-{
- float rotMatrix[16]; // Matrix to store camera rotation
-
- Vector3 rotX, rotY, rotZ; // Vectors to calculate camera rotations X, Y, Z (Euler)
-
- // Construct rotation matrix from vectors
- rotZ = VectorSubtract(position, target);
- VectorNormalize(&rotZ);
- rotY = up; // Y rotation vector
- rotX = VectorCrossProduct(rotY, rotZ); // X rotation vector = Y cross Z
- rotY = VectorCrossProduct(rotZ, rotX); // Recompute Y rotation = Z cross X
- VectorNormalize(&rotX); // X rotation vector normalization
- VectorNormalize(&rotY); // Y rotation vector normalization
-
- rotMatrix[0] = rotX.x;
- rotMatrix[1] = rotY.x;
- rotMatrix[2] = rotZ.x;
- rotMatrix[3] = 0.0f;
- rotMatrix[4] = rotX.y;
- rotMatrix[5] = rotY.y;
- rotMatrix[6] = rotZ.y;
- rotMatrix[7] = 0.0f;
- rotMatrix[8] = rotX.z;
- rotMatrix[9] = rotY.z;
- rotMatrix[10] = rotZ.z;
- rotMatrix[11] = 0.0f;
- rotMatrix[12] = 0.0f;
- rotMatrix[13] = 0.0f;
- rotMatrix[14] = 0.0f;
- rotMatrix[15] = 1.0f;
-
- glMultMatrixf(rotMatrix); // Multiply MODELVIEW matrix by rotation matrix
-
- glTranslatef(-position.x, -position.y, -position.z); // Translate eye to position
+ // If window is resized, graphics device is re-initialized
+ // NOTE: Aspect ratio does not change, so, image can be deformed
+ rlglInitGraphicsDevice(fbWidth, fbHeight);
}
// Takes a bitmap (BMP) screenshot and saves it in the same folder as executable
static void TakeScreenshot()
{
static int shotNum = 0; // Screenshot number, increments every screenshot take during program execution
-
+
char buffer[20]; // Buffer to store file name
- int fbWidth, fbHeight;
-
- unsigned char *imgData; // Pixel image data array
+ int fbWidth, fbHeight; // Frame buffer width and height
glfwGetFramebufferSize(window, &fbWidth, &fbHeight); // Get framebuffer size of current window
- imgData = (unsigned char *)malloc(fbWidth * fbHeight * sizeof(unsigned char) * 4);
+ unsigned char *imgData = rlglReadScreenPixels(fbWidth, fbHeight);
- // NOTE: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer
- glReadPixels(0, 0, fbWidth, fbHeight, GL_RGBA, GL_UNSIGNED_BYTE, imgData);
-
- // TODO: Flip image vertically!
-
- unsigned char *imgDataFlip = (unsigned char *)malloc(fbWidth * fbHeight * sizeof(unsigned char) * 4);
-
- for (int y = fbHeight-1; y >= 0; y--)
- {
- for (int x = 0; x < (fbWidth*4); x++)
- {
- imgDataFlip[x + (fbHeight - y - 1)*fbWidth*4] = imgData[x + (y*fbWidth*4)];
- }
- }
-
- free(imgData);
-
sprintf(buffer, "screenshot%03i.png", shotNum);
- // NOTE: BMP directly stores data flipped vertically
- //WriteBitmap(buffer, imgDataPixel, fbWidth, fbHeight); // Writes pixel data array into a bitmap (BMP) file
- WritePNG(buffer, imgDataFlip, fbWidth, fbHeight);
-
- free(imgDataFlip);
-
+ WritePNG(buffer, imgData, fbWidth, fbHeight);
+
+ free(imgData);
+
shotNum++;
} \ No newline at end of file