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authorRay <raysan5@gmail.com>2015-08-05 19:18:40 +0200
committerRay <raysan5@gmail.com>2015-08-05 19:18:40 +0200
commitba640598e58261a2d4c462d3637d39cf13ed51ae (patch)
treecefbaabd5a4c1b06518e30006dc4e88f8baface6 /src
parenta42bfa77942565b7806294c40a4d970f9c3d27df (diff)
downloadraylib-ba640598e58261a2d4c462d3637d39cf13ed51ae.tar.gz
raylib-ba640598e58261a2d4c462d3637d39cf13ed51ae.zip
Reviewed for standalone usage
Requires raymath as standalone and GLEW
Diffstat (limited to 'src')
-rw-r--r--src/rlgl.c76
-rw-r--r--src/rlgl.h87
2 files changed, 126 insertions, 37 deletions
diff --git a/src/rlgl.c b/src/rlgl.c
index 8f3b4262..773d76bd 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -33,20 +33,21 @@
#include <string.h> // Declares strcmp(), strlen(), strtok()
#if defined(GRAPHICS_API_OPENGL_11)
- #ifdef __APPLE__ // OpenGL include for OSX
+ #ifdef __APPLE__ // OpenGL include for OSX
#include <OpenGL/gl.h>
#else
- #include <GL/gl.h> // Basic OpenGL include
+ #include <GL/gl.h> // Basic OpenGL include
#endif
#endif
#if defined(GRAPHICS_API_OPENGL_33)
#define GLEW_STATIC
- #ifdef __APPLE__ // OpenGL include for OSX
+ #ifdef __APPLE__ // OpenGL include for OSX
#include <OpenGL/gl3.h>
#else
- #include <GL/glew.h> // Extensions loading lib
- //#include "glad.h" // TODO: Other extensions loading lib? --> REVIEW
+ #include <GL/glew.h> // Extensions loading lib
+ //#include "glad.h" // TODO: Test glad extensions loading lib
+ //#include "gl_core_3_3.h" // TODO: Test glLoadGen extension loading lib: ERRORS
#endif
#endif
@@ -56,6 +57,10 @@
#include <GLES2/gl2ext.h>
#endif
+#if defined(RLGL_STANDALONE)
+ #include <stdarg.h> // Used for functions with variable number of parameters (TraceLog())
+#endif
+
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
@@ -177,6 +182,10 @@ typedef struct {
unsigned char a;
} pixel;
+#if defined(RLGL_STANDALONE)
+typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType;
+#endif
+
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
@@ -250,6 +259,9 @@ static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays;
// NOTE: It's required in shapes and models modules!
unsigned int whiteTexture;
+// Save screen size data (render size), required for postpro quad
+static int screenWidth, screenHeight;
+
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
@@ -273,6 +285,10 @@ static pixel *GenNextMipmap(pixel *srcData, int srcWidth, int srcHeight);
static char** StringSplit(char *baseString, const char delimiter, int *numExt);
#endif
+#if defined(RLGL_STANDALONE)
+static void TraceLog(int msgType, const char *text, ...);
+#endif
+
//----------------------------------------------------------------------------------
// Module Functions Definition - Matrix operations
//----------------------------------------------------------------------------------
@@ -846,12 +862,12 @@ void rlglInit(void)
#if defined(GRAPHICS_API_OPENGL_33)
// Initialize extensions using GLEW
glewExperimental = 1; // Needed for core profile
-
GLenum error = glewInit();
if (error != GLEW_OK) TraceLog(ERROR, "Failed to initialize GLEW - Error Code: %s\n", glewGetErrorString(error));
-
+
if (glewIsSupported("GL_VERSION_3_3"))
+ //if (ogl_LoadFunctions() != ogl_LOAD_FAILED)
{
TraceLog(INFO, "OpenGL 3.3 Core profile");
@@ -995,6 +1011,7 @@ void rlglInit(void)
}
// Init postpro system
+// NOTE: Uses global variables screenWidth and screenHeight
void rlglInitPostpro(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
@@ -1005,13 +1022,13 @@ void rlglInitPostpro(void)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, GetScreenWidth(), GetScreenHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, screenWidth, screenHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
// Create the renderbuffer that will serve as the depth attachment for the framebuffer.
glGenRenderbuffers(1, &fboDepthTexture);
glBindRenderbuffer(GL_RENDERBUFFER, fboDepthTexture);
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, GetScreenWidth(), GetScreenHeight());
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, screenWidth, screenHeight);
// NOTE: We can also use a texture for depth buffer (GL_ARB_depth_texture/GL_OES_depth_texture extensions)
// A renderbuffer is simpler than a texture and could offer better performance on embedded devices
@@ -1062,8 +1079,8 @@ void rlglInitPostpro(void)
quadData.vertexCount = 6;
- float w = GetScreenWidth();
- float h = GetScreenHeight();
+ float w = screenWidth;
+ float h = screenHeight;
float quadPositions[6*3] = { w, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, h, 0.0, 0, h, 0.0, w, h, 0.0, w, 0.0, 0.0 };
float quadTexcoords[6*2] = { 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0 };
@@ -1141,7 +1158,20 @@ void rlglClose(void)
{
glDeleteFramebuffers(1, &fbo);
- UnloadModel(postproQuad);
+ // Unload postpro quad model data
+#if defined(GRAPHICS_API_OPENGL_11)
+ free(postproQuad.mesh.vertices);
+ free(postproQuad.mesh.texcoords);
+ free(postproQuad.mesh.normals);
+#endif
+
+ rlDeleteBuffers(postproQuad.mesh.vboId[0]);
+ rlDeleteBuffers(postproQuad.mesh.vboId[1]);
+ rlDeleteBuffers(postproQuad.mesh.vboId[2]);
+
+ rlDeleteVertexArrays(postproQuad.mesh.vaoId);
+
+ TraceLog(INFO, "Unloaded postpro quad data");
}
free(draws);
@@ -1312,7 +1342,7 @@ void rlglDrawPostpro(void)
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glBindFramebuffer(GL_FRAMEBUFFER, 0);
- rlglDrawModel(postproQuad, (Vector3){0,0,0}, 0.0f, (Vector3){0,0,0}, (Vector3){1.0f, 1.0f, 1.0f}, WHITE, false);
+ rlglDrawModel(postproQuad, (Vector3){0,0,0}, 0.0f, (Vector3){0,0,0}, (Vector3){1.0f, 1.0f, 1.0f}, (Color){ 255, 255, 255, 255 }, false);
#endif
}
@@ -1459,17 +1489,23 @@ void rlglDrawModel(Model model, Vector3 position, float rotationAngle, Vector3 r
}
// Initialize Graphics Device (OpenGL stuff)
+// NOTE: Stores global variables screenWidth and screenHeight
void rlglInitGraphics(int offsetX, int offsetY, int width, int height)
{
+ // Save screen size data (global vars), required on postpro quad
+ // NOTE: Size represents render size, it could differ from screen size!
+ screenWidth = width;
+ screenHeight = height;
+
// NOTE: Required! viewport must be recalculated if screen resized!
glViewport(offsetX/2, offsetY/2, width - offsetX, height - offsetY); // Set viewport width and height
// NOTE: Don't confuse glViewport with the transformation matrix
// NOTE: glViewport just defines the area of the context that you will actually draw to.
- 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, 1.0f); // Set background color (black)
//glClearDepth(1.0f); // Clear depth buffer (default)
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers, depth buffer is used for 3D
glEnable(GL_DEPTH_TEST); // Enables depth testing (required for 3D)
glDepthFunc(GL_LEQUAL); // Type of depth testing to apply
@@ -2216,6 +2252,8 @@ unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr)
void UnloadShader(Shader shader)
{
rlDeleteShader(shader.id);
+
+ TraceLog(INFO, "[SHDR ID %i] Unloaded shader program data", shader.id);
}
// Set custom shader to be used on batch draw
@@ -2252,6 +2290,7 @@ void SetCustomShader(Shader shader)
}
// Set postprocessing shader
+// NOTE: Uses global variables screenWidth and screenHeight
void SetPostproShader(Shader shader)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
@@ -2265,8 +2304,8 @@ void SetPostproShader(Shader shader)
Texture2D texture;
texture.id = fboColorTexture;
- texture.width = GetScreenWidth();
- texture.height = GetScreenHeight();
+ texture.width = screenWidth;
+ texture.height = screenHeight;
SetShaderMapDiffuse(&postproQuad.shader, texture);
@@ -3072,12 +3111,9 @@ static pixel *GenNextMipmap(pixel *srcData, int srcWidth, int srcHeight)
#endif
#if defined(RLGL_STANDALONE)
-
-typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType;
-
// Output a trace log message
// NOTE: Expected msgType: (0)Info, (1)Error, (2)Warning
-void TraceLog(int msgType, const char *text, ...)
+static void TraceLog(int msgType, const char *text, ...)
{
va_list args;
va_start(args, text);
diff --git a/src/rlgl.h b/src/rlgl.h
index 723b3f17..c8503903 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -36,6 +36,10 @@
#include "utils.h" // Required for function TraceLog()
#endif
+#if defined(RLGL_STANDALONE)
+ #define RAYMATH_STANDALONE
+#endif
+
#include "raymath.h" // Required for data type Matrix and Matrix functions
// Select desired OpenGL version
@@ -89,9 +93,26 @@ typedef enum { RL_LINES, RL_TRIANGLES, RL_QUADS } DrawMode;
typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
#ifdef RLGL_STANDALONE
+ #ifndef __cplusplus
+ // Boolean type
+ typedef enum { false, true } bool;
+ #endif
+
+ // byte type
+ typedef unsigned char byte;
+
+ // Color type, RGBA (32bit)
+ typedef struct Color {
+ unsigned char r;
+ unsigned char g;
+ unsigned char b;
+ unsigned char a;
+ } Color;
+
// Texture formats (support depends on OpenGL version)
typedef enum {
UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
+ UNCOMPRESSED_GRAY_ALPHA,
UNCOMPRESSED_R5G6B5, // 16 bpp
UNCOMPRESSED_R8G8B8, // 24 bpp
UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
@@ -106,7 +127,8 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
COMPRESSED_PVRT_RGB, // 4 bpp
COMPRESSED_PVRT_RGBA, // 4 bpp
- /*COMPRESSED_ASTC_RGBA_4x4*/ // 8 bpp
+ COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
+ COMPRESSED_ASTC_8x8_RGBA // 2 bpp
} TextureFormat;
// VertexData type
@@ -123,21 +145,36 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
// Shader type
typedef struct Shader {
- unsigned int id; // Shader program id
+ unsigned int id; // Shader program id
+ // TODO: This should be Texture2D objects
+ unsigned int texDiffuseId; // Diffuse texture id
+ unsigned int texNormalId; // Normal texture id
+ unsigned int texSpecularId; // Specular texture id
+
// Variable attributes
- unsigned int vertexLoc; // Vertex attribute location point (vertex shader)
- unsigned int texcoordLoc; // Texcoord attribute location point (vertex shader)
- unsigned int normalLoc; // Normal attribute location point (vertex shader)
- unsigned int colorLoc; // Color attibute location point (vertex shader)
+ 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
- unsigned int projectionLoc; // Projection matrix uniform location point (vertex shader)
- unsigned int modelviewLoc; // ModeView matrix uniform location point (vertex shader)
- unsigned int textureLoc; // Texture uniform location point (fragment shader)
- unsigned int tintColorLoc; // Color uniform location point (fragment shader)
+ int projectionLoc; // Projection matrix uniform location point (vertex shader)
+ int modelviewLoc; // ModeView matrix uniform location point (vertex shader)
+ int tintColorLoc; // Color uniform location point (fragment shader)
+
+ 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)
} Shader;
+ // Texture2D type
+ typedef struct Texture2D {
+ unsigned int id; // Texture id
+ int width;
+ int height;
+ } Texture2D;
+
// 3d Model type
typedef struct Model {
VertexData mesh;
@@ -145,13 +182,6 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
Texture2D texture;
Shader shader;
} Model;
-
- // Texture2D type
- typedef struct Texture2D {
- unsigned int id; // Texture id
- int width;
- int height;
- } Texture2D;
#endif
#ifdef __cplusplus
@@ -231,6 +261,29 @@ void PrintProjectionMatrix(void); // DEBUG: Print projection matrix
void PrintModelviewMatrix(void); // DEBUG: Print modelview matrix
#endif
+#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 a custom shader and return program id
+void UnloadShader(Shader shader); // Unload a custom shader from memory
+void SetPostproShader(Shader shader); // Set fullscreen postproduction shader
+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
+bool IsPosproShaderEnabled(void); // Check if postprocessing shader is enabled
+
+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 SetShaderMapDiffuse(Shader *shader, Texture2D texture); // Default diffuse shader map texture assignment
+void SetShaderMapNormal(Shader *shader, const char *uniformName, Texture2D texture); // Normal map texture shader assignment
+void SetShaderMapSpecular(Shader *shader, const char *uniformName, Texture2D texture); // Specular map texture shader assignment
+void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textureUnit); // TODO: Generic shader map assignment
+#endif
+
#ifdef __cplusplus
}
#endif