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authorraysan5 <raysan5@gmail.com>2016-06-25 23:28:50 +0200
committerraysan5 <raysan5@gmail.com>2016-06-25 23:28:50 +0200
commit71ab20229564a4c519ab46ee34ec785846bdbe83 (patch)
tree6601066aeaac90ffbe262ad7e0df0dbf69da331d /src/rlgl.c
parent369b8532c018e1b606c448be0e725054619ce303 (diff)
downloadraylib-71ab20229564a4c519ab46ee34ec785846bdbe83.tar.gz
raylib-71ab20229564a4c519ab46ee34ec785846bdbe83.zip
Removed rlglInitGraphics(), integrated into rlglInit()
Redesigned rlgl usage: - rlViewport() must be called by user - Internal projection/modelview matrices must be setup by user
Diffstat (limited to 'src/rlgl.c')
-rw-r--r--src/rlgl.c97
1 files changed, 38 insertions, 59 deletions
diff --git a/src/rlgl.c b/src/rlgl.c
index 185ea4fc..99afd681 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -290,8 +290,7 @@ static int blendMode = 0; // Track current blending mode
// White texture useful for plain color polys (required by shader)
static unsigned int whiteTexture;
-// Default framebuffer size
-// NOTE: Updated when calling rlglInitGraphics()
+// Default framebuffer size (required by Oculus device)
static int screenWidth; // Default framebuffer width
static int screenHeight; // Default framebuffer height
@@ -481,10 +480,15 @@ void rlOrtho(double left, double right, double bottom, double top, double near,
#endif
-// Set the viewport area (trasnformation from normalized device coordinates to window coordinates)
+// Set the viewport area (transformation from normalized device coordinates to window coordinates)
+// NOTE: Updates global variables: screenWidth, screenHeight
void rlViewport(int x, int y, int width, int height)
{
glViewport(x, y, width, height);
+
+ // Store default framebuffer size
+ screenWidth = width;
+ screenHeight = height;
}
//----------------------------------------------------------------------------------
@@ -947,7 +951,7 @@ int rlGetVersion(void)
// Module Functions Definition - rlgl Functions
//----------------------------------------------------------------------------------
-// Init OpenGL 3.3+ required data
+// Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states
void rlglInit(void)
{
// Check OpenGL information and capabilities
@@ -1134,7 +1138,37 @@ void rlglInit(void)
projection = MatrixIdentity();
modelview = MatrixIdentity();
currentMatrix = &modelview;
+#endif // defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+
+ // Initialize OpenGL default states
+ //----------------------------------------------------------
+
+ // Init state: Depth test
+ glDepthFunc(GL_LEQUAL); // Type of depth testing to apply
+ glDisable(GL_DEPTH_TEST); // Disable depth testing for 2D (only used for 3D)
+
+ // Init state: Blending mode
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Color blending function (how colors are mixed)
+ glEnable(GL_BLEND); // Enable color blending (required to work with transparencies)
+
+ // Init state: Culling
+ // NOTE: All shapes/models triangles are drawn CCW
+ glCullFace(GL_BACK); // Cull the back face (default)
+ glFrontFace(GL_CCW); // Front face are defined counter clockwise (default)
+ glEnable(GL_CULL_FACE); // Enable backface culling
+
+#if defined(GRAPHICS_API_OPENGL_11)
+ // Init state: Color hints (deprecated in OpenGL 3.0+)
+ glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Improve quality of color and texture coordinate interpolation
+ glShadeModel(GL_SMOOTH); // Smooth shading between vertex (vertex colors interpolation)
#endif
+
+ // Init state: Color/Depth buffers clear
+ glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color (black)
+ glClearDepth(1.0f); // Set clear depth value (default)
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers (depth buffer required for 3D)
+
+ TraceLog(INFO, "OpenGL default states initialized successfully");
}
// Vertex Buffer Object deinitialization (memory free)
@@ -1176,61 +1210,6 @@ void rlglDraw(void)
#endif
}
-// Initialize OpenGL states
-// NOTE: Stores global variables screenWidth and screenHeight
-void rlglInitGraphics(int offsetX, int offsetY, int width, int height)
-{
- // Store default framebuffer size
- screenWidth = width;
- screenHeight = height;
-
- // Init state: Viewport
- // NOTE: Viewport must be recalculated if screen is resized, don't confuse glViewport with the
- // transformation matrix, glViewport just defines the area of the context that you will actually draw to.
- glViewport(offsetX/2, offsetY/2, width - offsetX, height - offsetY); // Set viewport width and height
-
- // Init state: Depth Test
- glDepthFunc(GL_LEQUAL); // Type of depth testing to apply
- glDisable(GL_DEPTH_TEST); // Disable depth testing for 2D (only used for 3D)
-
- // Init state: Blending mode
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Color blending function (how colors are mixed)
- glEnable(GL_BLEND); // Enable color blending (required to work with transparencies)
-
- // Init state: Culling
- // NOTE: All shapes/models triangles are drawn CCW
- glCullFace(GL_BACK); // Cull the back face (default)
- glFrontFace(GL_CCW); // Front face are defined counter clockwise (default)
- glEnable(GL_CULL_FACE); // Enable backface culling
-
-#if defined(GRAPHICS_API_OPENGL_11)
- // Init state: Color hints (deprecated in OpenGL 3.0+)
- glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Improve quality of color and texture coordinate interpolation
- glShadeModel(GL_SMOOTH); // Smooth shading between vertex (vertex colors interpolation)
-#endif
-
- // Init state: Color/Depth buffers clear
- glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color (black)
- glClearDepth(1.0f); // Set clear depth value (default)
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers (depth buffer required for 3D)
-
- // Init state: projection and modelview matrices
- // NOTE: Setup global variables: projection and modelview
- rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
- rlLoadIdentity(); // Reset current matrix (PROJECTION)
- rlOrtho(0, width - offsetX, height - offsetY, 0, 0.0f, 1.0f); // Orthographic projection mode with top-left corner at (0,0)
- rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
- rlLoadIdentity(); // Reset current matrix (MODELVIEW)
-
- // NOTE: projection and modelview could be set alternatively using:
- //Matrix matOrtho = MatrixOrtho(0, width - offsetX, height - offsetY, 0, 0.0f, 1.0f);
- //MatrixTranspose(&matOrtho);
- //projection = matOrtho; // Global variable
- //modelview = MatrixIdentity(); // Global variable
-
- TraceLog(INFO, "OpenGL graphic device initialized successfully");
-}
-
// Load OpenGL extensions
// NOTE: External loader function could be passed as a pointer
void rlglLoadExtensions(void *loader)