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authorraysan5 <raysan5@gmail.com>2014-03-16 19:20:00 +0100
committerraysan5 <raysan5@gmail.com>2014-03-16 19:20:00 +0100
commit4127638f92cc451754bd13899b9fc51d802c7136 (patch)
tree2b5a08a3ba91fa99512b02aff4b3d9ccd76abd45 /src
parent451568e5a9fd93bb594d055ae1e672ea0951fff7 (diff)
downloadraylib-4127638f92cc451754bd13899b9fc51d802c7136.tar.gz
raylib-4127638f92cc451754bd13899b9fc51d802c7136.zip
Deleted for a better replace... soon...
Diffstat (limited to 'src')
-rw-r--r--src/rllegacy.c1015
-rw-r--r--src/rllegacy.h87
2 files changed, 0 insertions, 1102 deletions
diff --git a/src/rllegacy.c b/src/rllegacy.c
deleted file mode 100644
index 409538cd..00000000
--- a/src/rllegacy.c
+++ /dev/null
@@ -1,1015 +0,0 @@
-/*********************************************************************************************
-*
-* rllegacy - raylib OpenGL 1.1 functions replacement
-*
-* OpenGL 1.1 functions mapping to OpenGL 3.2+ (and OpenGL ES 2.0)
-*
-* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
-*
-* This software is provided "as-is", without any express or implied warranty. In no event
-* will the authors be held liable for any damages arising from the use of this software.
-*
-* Permission is granted to anyone to use this software for any purpose, including commercial
-* applications, and to alter it and redistribute it freely, subject to the following restrictions:
-*
-* 1. The origin of this software must not be misrepresented; you must not claim that you
-* wrote the original software. If you use this software in a product, an acknowledgment
-* in the product documentation would be appreciated but is not required.
-*
-* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
-* as being the original software.
-*
-* 3. This notice may not be removed or altered from any source distribution.
-*
-**********************************************************************************************/
-
-#include "rllegacy.h"
-
-#include <stdio.h> // Standard input / output lib
-#include <stdlib.h> // Declares malloc() and free() for memory management, rand()
-
-#include "raymath.h" // Required for data type Matrix and Matrix functions
-
-#define GLEW_STATIC
-#include <GL/glew.h> // Extensions loading lib
-
-//----------------------------------------------------------------------------------
-// Defines and Macros
-//----------------------------------------------------------------------------------
-#define MATRIX_STACK_SIZE 16
-#define MAX_DRAWS_BY_TEXTURE 256 // Draws are organized by texture changes
-
-//----------------------------------------------------------------------------------
-// Types and Structures Definition
-//----------------------------------------------------------------------------------
-typedef enum { LINES, TRIANGLES, QUADS } DrawMode;
-
-typedef struct {
- int numQuads;
- int texId;
-} QuadsByTexture;
-
-typedef struct {
- int vCounter;
- int cCounter;
- float *vertices; // 3 components per vertex
- float *colors; // 4 components per vertex
-} VertexPositionColorBuffer;
-
-typedef struct {
- int vCounter;
- int tcCounter;
- int cCounter;
- float *vertices; // 3 components per vertex
- float *texcoords; // 2 components per vertex
- float *colors; // 4 components per vertex
-} VertexPositionColorTextureBuffer;
-
-typedef struct {
- int vCounter;
- int tcCounter;
- int cCounter;
- float *vertices; // 3 components per vertex
- float *texcoords; // 2 components per vertex
- float *colors; // 4 components per vertex
- unsigned int *indices; // 6 indices per quad
-} VertexPositionColorTextureIndexBuffer;
-
-typedef struct {
- GLuint texId;
- int firstVertex; // Actually, when using glDrawElements, this parameter is useless..
- int vCount;
-} DrawCall;
-
-//----------------------------------------------------------------------------------
-// Global Variables Definition
-//----------------------------------------------------------------------------------
-static Matrix stack[MATRIX_STACK_SIZE];
-static int stackCounter = 0;
-
-static Matrix modelview;
-static Matrix projection;
-static Matrix *currentMatrix;
-
-static DrawMode currentDrawMode;
-
-// Vertex arrays for lines, triangles and quads
-static VertexPositionColorBuffer lines;
-static VertexPositionColorTextureBuffer triangles;
-static VertexPositionColorTextureIndexBuffer quads;
-
-// Vetex-Fragment Shader Program ID
-static GLuint shaderProgram;
-
-// Shader program attibutes binding locations
-static GLuint vertexLoc, texcoordLoc, colorLoc;
-static GLuint projectionMatrixLoc, modelviewMatrixLoc;
-static GLuint textureLoc;
-
-// Vertex Array Objects (VAO)
-static GLuint vaoLines, vaoTriangles, vaoQuads;
-
-// Vertex Buffer Objects (VBO)
-static GLuint linesBuffer[2];
-static GLuint trianglesBuffer[2];
-static GLuint quadsBuffer[4];
-
-// TODO: Review -> Do not get any performance improvement... why?
-static GLuint vaoQuadsB;
-static GLuint quadsBufferB[4];
-static int useBufferB = 0;
-
-static DrawCall *draws;
-static int drawsCounter;
-
-// White texture useful for plain color polys (required by shader)
-static GLuint whiteTexture;
-
-//----------------------------------------------------------------------------------
-// Module specific Functions Declaration
-//----------------------------------------------------------------------------------
-static GLuint LoadShaders(char *vertexFileName, char *fragmentFileName);
-static char *TextFileRead(char *fn);
-static void CreateDefaultTexture();
-static void InitializeBuffers();
-static void InitializeVAOs();
-static void UpdateBuffers();
-static void rlDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, void *indices);
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - Matrix operations
-//----------------------------------------------------------------------------------
-
-// Choose the current matrix to be transformed
-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!
-}
-
-// Push the current matrix to stack
-void rlPushMatrix()
-{
- if (stackCounter == MATRIX_STACK_SIZE - 1)
- {
- printf("ERROR: Stack Buffer Overflow! (MAX 16 MATRIX)");
-
- exit(1);
- }
-
- stack[stackCounter] = *currentMatrix;
-
- rlLoadIdentity();
-
- stackCounter++;
-}
-
-// Pop lattest inserted matrix from stack
-void rlPopMatrix()
-{
- if (stackCounter > 0)
- {
- Matrix mat = stack[stackCounter - 1];
-
- stackCounter--;
-
- *currentMatrix = mat;
- }
-}
-
-// Reset current matrix to identity matrix
-void rlLoadIdentity()
-{
- *currentMatrix = MatrixIdentity();
-}
-
-// Multiply the current matrix by a translation matrix
-void rlTranslatef(float x, float y, float z)
-{
- Matrix mat = MatrixTranslate(x, y, z);
-
- *currentMatrix = MatrixMultiply(*currentMatrix, mat);
-}
-
-// Multiply the current matrix by a rotation matrix
-void rlRotatef(float angleDeg, float x, float y, float z)
-{
- // TODO: Rotation matrix --> REVIEW!
- 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);
-
- *currentMatrix = MatrixMultiply(*currentMatrix, rot);
-}
-
-// Multiply the current matrix by a scaling matrix
-void rlScalef(float x, float y, float z)
-{
- Matrix mat = MatrixScale(x, y, z);
-
- *currentMatrix = MatrixMultiply(*currentMatrix, mat);
-}
-
-// Multiply the current matrix by another matrix
-void rlMultMatrixf(float *m)
-{
- // TODO: review Matrix creation from array
- Matrix mat = { m[0], m[1], m[2], m[3],
- m[4], m[5], m[6], m[7],
- m[8], m[9], m[10], m[11],
- m[12], m[13], m[14], m[15] };
-
- *currentMatrix = MatrixMultiply(*currentMatrix, mat);
-}
-
-// Multiply the current matrix by a perspective matrix generated by parameters
-void rlFrustum(double left, double right, double bottom, double top, double near, double far)
-{
- Matrix mat = MatrixFrustum(left, right, bottom, top, near, far);
-
- *currentMatrix = MatrixMultiply(*currentMatrix, mat);
-}
-
-// Multiply the current matrix by an orthographic matrix generated by parameters
-void rlOrtho(double left, double right, double bottom, double top, double near, double far)
-{
- Matrix matOrtho = MatrixOrtho(left, right, bottom, top, near, far);
- MatrixTranspose(&matOrtho);
-
- *currentMatrix = MatrixMultiply(*currentMatrix, matOrtho);
-}
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - Vertex level operations
-//----------------------------------------------------------------------------------
-
-// Initialize drawing mode (how to organize vertex)
-void rlBegin(int mode)
-{
- // TODO: Code shouldn't include other modes than RL_POINTS, RL_LINES and RL_TRIANGLES
- switch (mode)
- {
- case RL_POINTS: currentDrawMode = LINES; break;
- case RL_LINES: currentDrawMode = LINES; break;
- case RL_LINE_LOOP: currentDrawMode = LINES; break;
- case RL_TRIANGLE_FAN: currentDrawMode = TRIANGLES; break;
- case RL_QUADS: currentDrawMode = QUADS; break;
- case RL_QUAD_STRIP: currentDrawMode = QUADS; break;
- default: break;
- }
-
- int id;
- glGetIntegerv(GL_TEXTURE_BINDING_2D, &id);
-
- if (id == 0)
- {
- glBindTexture(GL_TEXTURE_2D, whiteTexture);
- id = 1;
- }
-
- if (draws[drawsCounter - 1].texId != id)
- {
- drawsCounter++;
-
- draws[drawsCounter - 1].texId = id;
- draws[drawsCounter - 1].firstVertex = draws[drawsCounter - 2].vCount;
- draws[drawsCounter - 1].vCount = 0;
- }
-}
-
-// Finish vertex providing
-void rlEnd()
-{
- // Make sure vertexCounter 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)
- {
- case LINES:
- {
- if (lines.vCounter != lines.cCounter)
- {
- int addColors = lines.vCounter - lines.cCounter;
-
- for (int i = 0; i < addColors; i++)
- {
- lines.colors[4*lines.cCounter] = lines.colors[4*lines.cCounter - 4];
- lines.colors[4*lines.cCounter + 1] = lines.colors[4*lines.cCounter - 3];
- lines.colors[4*lines.cCounter + 2] = lines.colors[4*lines.cCounter - 2];
- lines.colors[4*lines.cCounter + 3] = lines.colors[4*lines.cCounter - 1];
-
- lines.cCounter++;
- }
- }
- } break;
- case TRIANGLES:
- {
- if (triangles.vCounter != triangles.cCounter)
- {
- int addColors = triangles.vCounter - triangles.cCounter;
-
- for (int i = 0; i < addColors; i++)
- {
- triangles.colors[4*triangles.cCounter] = triangles.colors[4*triangles.cCounter - 4];
- triangles.colors[4*triangles.cCounter + 1] = triangles.colors[4*triangles.cCounter - 3];
- triangles.colors[4*triangles.cCounter + 2] = triangles.colors[4*triangles.cCounter - 2];
- triangles.colors[4*triangles.cCounter + 3] = triangles.colors[4*triangles.cCounter - 1];
-
- triangles.cCounter++;
- }
- }
- } break;
- case QUADS:
- {
- // Make sure colors count match vertex count
- if (quads.vCounter != quads.cCounter)
- {
- int addColors = quads.vCounter - quads.cCounter;
-
- for (int i = 0; i < addColors; i++)
- {
- quads.colors[4*quads.cCounter] = quads.colors[4*quads.cCounter - 4];
- quads.colors[4*quads.cCounter + 1] = quads.colors[4*quads.cCounter - 3];
- quads.colors[4*quads.cCounter + 2] = quads.colors[4*quads.cCounter - 2];
- quads.colors[4*quads.cCounter + 3] = quads.colors[4*quads.cCounter - 1];
-
- quads.cCounter++;
- }
- }
-
- // Make sure texcoords count match vertex count
- if (quads.vCounter != quads.tcCounter)
- {
- int addTexCoords = quads.vCounter - quads.tcCounter;
-
- for (int i = 0; i < addTexCoords; i++)
- {
- quads.texcoords[2*quads.tcCounter] = 0.0f;
- quads.texcoords[2*quads.tcCounter + 1] = 0.0f;
-
- quads.tcCounter++;
- }
- }
-
- // TODO: Make sure normals count match vertex count
-
- } break;
- default: break;
- }
-}
-
-// Define one vertex (position)
-void rlVertex3f(float x, float y, float z)
-{
- switch (currentDrawMode)
- {
- case LINES:
- {
- lines.vertices[3*lines.vCounter] = x;
- lines.vertices[3*lines.vCounter + 1] = y;
- lines.vertices[3*lines.vCounter + 2] = z;
-
- lines.vCounter++;
-
- } break;
- case TRIANGLES:
- {
- triangles.vertices[3*triangles.vCounter] = x;
- triangles.vertices[3*triangles.vCounter + 1] = y;
- triangles.vertices[3*triangles.vCounter + 2] = z;
-
- triangles.vCounter++;
-
- } break;
- case QUADS:
- {
- quads.vertices[3*quads.vCounter] = x;
- quads.vertices[3*quads.vCounter + 1] = y;
- quads.vertices[3*quads.vCounter + 2] = z;
-
- quads.vCounter++;
-
- draws[drawsCounter - 1].vCount++;
-
- } break;
- default: break;
- }
-}
-
-// Define one vertex (position)
-void rlVertex2f(float x, float y)
-{
- rlVertex3f(x, y, 0.0);
-}
-
-// Define one vertex (position)
-void rlVertex2i(int x, int y)
-{
- rlVertex3f((float)x, (float)y, 0.0);
-}
-
-// Define one vertex (texture coordinate)
-// NOTE: Texture coordinates are limited to TRIANGLES only
-void rlTexCoord2f(float x, float y)
-{
- if (currentDrawMode == QUADS)
- {
- quads.texcoords[2*quads.tcCounter] = x;
- quads.texcoords[2*quads.tcCounter + 1] = y;
-
- quads.tcCounter++;
- }
-}
-
-// Define one vertex (normal)
-// NOTE: Normals are limited to TRIANGLES only
-void rlNormal3f(float x, float y, float z)
-{
- // TODO: Normals usage...
-}
-
-// Define one vertex (color)
-void rlColor4f(float x, float y, float z, float w)
-{
- switch (currentDrawMode)
- {
- case LINES:
- {
- lines.colors[4*lines.cCounter] = x;
- lines.colors[4*lines.cCounter + 1] = y;
- lines.colors[4*lines.cCounter + 2] = z;
- lines.colors[4*lines.cCounter + 3] = w;
-
- lines.cCounter++;
-
- } break;
- case TRIANGLES:
- {
- triangles.colors[4*triangles.cCounter] = x;
- triangles.colors[4*triangles.cCounter + 1] = y;
- triangles.colors[4*triangles.cCounter + 2] = z;
- triangles.colors[4*triangles.cCounter + 3] = w;
-
- triangles.cCounter++;
-
- } break;
- case QUADS:
- {
- quads.colors[4*quads.cCounter] = x;
- quads.colors[4*quads.cCounter + 1] = y;
- quads.colors[4*quads.cCounter + 2] = z;
- quads.colors[4*quads.cCounter + 3] = w;
-
- quads.cCounter++;
-
- } break;
- default: break;
- }
-}
-
-// Define one vertex (color)
-void rlColor4ub(byte r, byte g, byte b, byte a)
-{
- rlColor4f((float)r/255, (float)g/255, (float)b/255, (float)a/255);
-}
-
-// Define one vertex (color)
-void rlColor3f(float x, float y, float z)
-{
- rlColor4f(x, y, z, 1.0);
-}
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - RlLegacy Init-Close
-//----------------------------------------------------------------------------------
-
-// Init OpenGL 3.3+ required data
-void InitRlLegacy()
-{
- // Initialize GLEW
- glewExperimental = 1; // Needed for core profile
-
- GLenum error = glewInit();
-
- if (error != GLEW_OK)
- {
- fprintf(stderr, "Failed to initialize GLEW - Error: %s\n", glewGetErrorString(error));
- exit(1);
- }
-
- if (glewIsSupported("GL_VERSION_3_3")) printf("Ready for OpenGL 3.3\n");
-
- // Set default draw mode
- currentDrawMode = TRIANGLES;
-
- // Reset projection and modelview matrices
- projection = MatrixIdentity();
- modelview = MatrixIdentity();
- currentMatrix = &modelview;
-
- // Initialize matrix stack
- for (int i = 0; i < MATRIX_STACK_SIZE; i++) stack[i] = MatrixIdentity();
-
- // Init default Shader (GLSL 150)
- shaderProgram = LoadShaders("simple150.vert", "simple150.frag");
-
- // Get handles to GLSL input vars locations
- vertexLoc = glGetAttribLocation(shaderProgram, "vertexPosition");
- texcoordLoc = glGetAttribLocation(shaderProgram, "vertexTexCoord");
- colorLoc = glGetAttribLocation(shaderProgram, "vertexColor");
-
- // Get handles to GLSL uniform vars locations (vertex-shader)
- modelviewMatrixLoc = glGetUniformLocation(shaderProgram, "modelviewMatrix");
- projectionMatrixLoc = glGetUniformLocation(shaderProgram, "projectionMatrix");
-
- // Get handles to GLSL uniform vars locations (fragment-shader)
- textureLoc = glGetUniformLocation(shaderProgram, "texture0");
-
- printf("Shaders loaded!\n");
-
- InitializeBuffers(); // Init vertex arrays
- InitializeVAOs(); // Init VBO and VAO
-
- draws = (DrawCall *)malloc(sizeof(DrawCall)*MAX_DRAWS_BY_TEXTURE);
-
- for (int i = 0; i < MAX_DRAWS_BY_TEXTURE; i++)
- {
- draws[i].texId = 0;
- draws[i].firstVertex = 0;
- draws[i].vCount = 0;
- }
-
- drawsCounter = 1;
-
- // Default white texture for plain colors (required by shader)
- CreateDefaultTexture();
-
- draws[drawsCounter - 1].texId = whiteTexture;
-}
-
-// Vertex Buffer Object deinitialization (memory free)
-void CloseRlLegacy()
-{
- // Unbind everything
- glBindVertexArray(0);
- glDisableVertexAttribArray(0);
- glDisableVertexAttribArray(1);
- glDisableVertexAttribArray(2);
- glDisableVertexAttribArray(3);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
-
- glUseProgram(0);
-
- // Delete VAOs and VBOs
- glDeleteBuffers(1, &linesBuffer[0]);
- glDeleteBuffers(1, &linesBuffer[1]);
- glDeleteBuffers(1, &trianglesBuffer[0]);
- glDeleteBuffers(1, &trianglesBuffer[1]);
- glDeleteBuffers(1, &quadsBuffer[0]);
- glDeleteBuffers(1, &quadsBuffer[1]);
- glDeleteBuffers(1, &quadsBuffer[2]);
- glDeleteBuffers(1, &quadsBuffer[3]);
-
- glDeleteVertexArrays(1, &vaoLines);
- glDeleteVertexArrays(1, &vaoTriangles);
- glDeleteVertexArrays(1, &vaoQuads);
-
- //glDetachShader(shaderProgram, v);
- //glDetachShader(shaderProgram, f);
- //glDeleteShader(v);
- //glDeleteShader(f);
- glDeleteProgram(shaderProgram);
-
- // Free vertex arrays memory
- free(lines.vertices);
- free(lines.colors);
-
- free(triangles.vertices);
- free(triangles.colors);
-
- free(quads.vertices);
- free(quads.texcoords);
- free(quads.colors);
-
- // Free GPU texture
- glDeleteTextures(1, &whiteTexture);
-}
-
-void DrawRlLegacy()
-{
- glUseProgram(shaderProgram); // Use our shader
-
- glBindTexture(GL_TEXTURE_2D, whiteTexture);
-
- glUniformMatrix4fv(projectionMatrixLoc, 1, false, GetMatrixVector(projection));
- glUniformMatrix4fv(modelviewMatrixLoc, 1, false, GetMatrixVector(modelview));
- glUniform1i(textureLoc, 0);
-
- UpdateBuffers();
-
- if (lines.vCounter > 0)
- {
- glBindVertexArray(vaoLines);
- glDrawArrays(GL_LINES, 0, lines.vCounter);
- }
-
- if (triangles.vCounter > 0)
- {
- glBindVertexArray(vaoTriangles);
- glDrawArrays(GL_TRIANGLES, 0, triangles.vCounter);
- }
-
- if (quads.vCounter > 0)
- {
- int numQuads = 0;
-
- // Depending on useBufferB, use Buffer A or Buffer B
- if (useBufferB) glBindVertexArray(vaoQuadsB);
- else glBindVertexArray(vaoQuads);
-
- for (int i = 0; i < drawsCounter; i++)
- {
- numQuads += draws[i].vCount/4;
-
- glBindTexture(GL_TEXTURE_2D, draws[i].texId);
- rlDrawRangeElements(GL_TRIANGLES, draws[i].firstVertex, draws[i].firstVertex + draws[i].vCount - 1, 6*numQuads, GL_UNSIGNED_INT, 0);
- }
- }
-
- glBindTexture(GL_TEXTURE_2D, whiteTexture);
-
- glBindVertexArray(0); // Unbind VAO
-
- // Reset draws counter
- drawsCounter = 1;
- draws[0].texId = whiteTexture;
- draws[0].firstVertex = 0;
- draws[0].vCount = 0;
-
- // Reset vertex counters for next frame
- lines.vCounter = 0;
- lines.cCounter = 0;
-
- triangles.vCounter = 0;
- triangles.vCounter = 0;
-
- quads.vCounter = 0;
- quads.tcCounter = 0;
- quads.cCounter = 0;
-
- // TODO: Review double buffer performance -> no improvement!
- //useBufferB = !useBufferB; // Change buffers usage!
-}
-
-//----------------------------------------------------------------------------------
-// Module specific Functions Definition
-//----------------------------------------------------------------------------------
-
-// Load shader (GLSL 150)
-static GLuint LoadShaders(char *vertexFileName, char *fragmentFileName)
-{
- char *vs = NULL;
- char *fs = NULL;
-
- GLuint p,v,f;
-
- v = glCreateShader(GL_VERTEX_SHADER);
- f = glCreateShader(GL_FRAGMENT_SHADER);
-
- vs = TextFileRead(vertexFileName);
- fs = TextFileRead(fragmentFileName);
-
- const char *vv = vs;
- const char *ff = fs;
-
- glShaderSource(v, 1, &vv, NULL);
- glShaderSource(f, 1, &ff, NULL);
-
- free(vs);
- free(fs);
-
- glCompileShader(v);
- glCompileShader(f);
-
- p = glCreateProgram();
-
- glAttachShader(p,v);
- glAttachShader(p,f);
-
- glLinkProgram(p);
-
- glDeleteShader(v);
- glDeleteShader(f);
-
- return(p);
-}
-
-// Read shader text file
-static char *TextFileRead(char *fn)
-{
- FILE *fp;
- char *content = NULL;
-
- int count=0;
-
- if (fn != NULL)
- {
- fp = fopen(fn,"rt");
-
- if (fp != NULL)
- {
- fseek(fp, 0, SEEK_END);
- count = ftell(fp);
- rewind(fp);
-
- if (count > 0)
- {
- content = (char *)malloc(sizeof(char) * (count+1));
- count = fread(content, sizeof(char), count, fp);
- content[count] = '\0';
- }
-
- fclose(fp);
- }
- }
- return content;
-}
-
-// Allocate and initialize float array buffers to store vertex data (lines, triangles, quads)
-static void InitializeBuffers()
-{
- // Initialize lines arrays (vertex position and color data)
- lines.vertices = (float *)malloc(sizeof(float)*3*2*MAX_LINES_BATCH); // 3 float by vertex, 2 vertex by line
- lines.colors = (float *)malloc(sizeof(float)*4*2*MAX_LINES_BATCH); // 4 float by color, 2 colors by line
-
- for (int i = 0; i < (3*2*MAX_LINES_BATCH); i++) lines.vertices[i] = 0.0;
- for (int i = 0; i < (4*2*MAX_LINES_BATCH); i++) lines.colors[i] = 0.0;
-
- lines.vCounter = 0;
- lines.cCounter = 0;
-
- // Initialize triangles arrays (vertex position and color data)
- triangles.vertices = (float *)malloc(sizeof(float)*3*3*MAX_TRIANGLES_BATCH); // 3 float by vertex, 3 vertex by triangle
- triangles.colors = (float *)malloc(sizeof(float)*4*3*MAX_TRIANGLES_BATCH); // 4 float by color, 3 colors by triangle
-
- for (int i = 0; i < (3*3*MAX_TRIANGLES_BATCH); i++) triangles.vertices[i] = 0.0;
- for (int i = 0; i < (4*3*MAX_TRIANGLES_BATCH); i++) triangles.colors[i] = 0.0;
-
- triangles.vCounter = 0;
- triangles.cCounter = 0;
-
- // Initialize quads arrays (vertex position, texcoord and color data... and indexes)
- quads.vertices = (float *)malloc(sizeof(float)*3*4*MAX_QUADS_BATCH); // 3 float by vertex, 4 vertex by quad
- quads.texcoords = (float *)malloc(sizeof(float)*2*4*MAX_QUADS_BATCH); // 2 float by texcoord, 4 texcoord by quad
- quads.colors = (float *)malloc(sizeof(float)*4*4*MAX_QUADS_BATCH); // 4 float by color, 4 colors by quad
- quads.indices = (unsigned int *)malloc(sizeof(int)*6*MAX_QUADS_BATCH); // 6 int by quad (indices)
-
- for (int i = 0; i < (3*4*MAX_QUADS_BATCH); i++) quads.vertices[i] = 0.0;
- for (int i = 0; i < (2*4*MAX_QUADS_BATCH); i++) quads.texcoords[i] = 0.0;
- for (int i = 0; i < (4*4*MAX_QUADS_BATCH); i++) quads.colors[i] = 0.0;
-
- int k = 0;
-
- // Indices can be initialized right now
- for (int i = 0; i < (6*MAX_QUADS_BATCH); i+=6)
- {
- quads.indices[i] = 4*k;
- quads.indices[i+1] = 4*k+1;
- quads.indices[i+2] = 4*k+2;
- quads.indices[i+3] = 4*k;
- quads.indices[i+4] = 4*k+2;
- quads.indices[i+5] = 4*k+3;
-
- k++;
- }
-
- quads.vCounter = 0;
- quads.tcCounter = 0;
- quads.cCounter = 0;
-
- printf("All buffers initialized - lines, triangles, quads(indexed).\n");
-}
-
-// Initialize Vertex Array Objects (Contain VBO)
-static void InitializeVAOs()
-{
- // Initialize Lines VAO
- glGenVertexArrays(1, &vaoLines);
- glBindVertexArray(vaoLines);
-
- // Create buffers for our vertex data
- glGenBuffers(2, linesBuffer);
-
- // Lines - Vertex positions buffer binding and attributes enable
- glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[0]);
- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*2*MAX_LINES_BATCH, lines.vertices, GL_DYNAMIC_DRAW);
- glEnableVertexAttribArray(vertexLoc);
- glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0);
-
- // Lines - colors buffer
- glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[1]);
- 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);
-
- //--------------------------------------------------------------
-
- // Initialize Triangles VAO
- glGenVertexArrays(1, &vaoTriangles);
- glBindVertexArray(vaoTriangles);
-
- // Create buffers for our vertex data
- glGenBuffers(2, trianglesBuffer);
-
- // Enable vertex attributes
- glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[0]);
- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*3*MAX_TRIANGLES_BATCH, triangles.vertices, GL_DYNAMIC_DRAW);
- glEnableVertexAttribArray(vertexLoc);
- glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0);
-
- glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[1]);
- 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);
-
- //--------------------------------------------------------------
-
- // Initialize Quads VAO (Buffer A)
- glGenVertexArrays(1, &vaoQuads);
- glBindVertexArray(vaoQuads);
-
- // Create buffers for our vertex data
- glGenBuffers(4, quadsBuffer);
-
- // Enable vertex attributes
- glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[0]);
- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW);
- glEnableVertexAttribArray(vertexLoc);
- glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0);
-
- glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[1]);
- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW);
- glEnableVertexAttribArray(texcoordLoc);
- glVertexAttribPointer(texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
-
- glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[2]);
- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW);
- glEnableVertexAttribArray(colorLoc);
- glVertexAttribPointer(colorLoc, 4, GL_FLOAT, 0, 0, 0);
-
- // Fill index buffer
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quadsBuffer[3]);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int)*6*MAX_QUADS_BATCH, quads.indices, GL_STATIC_DRAW);
-
-
- // Initialize Quads VAO (Buffer B)
- glGenVertexArrays(1, &vaoQuadsB);
- glBindVertexArray(vaoQuadsB);
-
- // Create buffers for our vertex data
- glGenBuffers(4, quadsBufferB);
-
- // Enable vertex attributes
- glBindBuffer(GL_ARRAY_BUFFER, quadsBufferB[0]);
- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW);
- glEnableVertexAttribArray(vertexLoc);
- glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0);
-
- glBindBuffer(GL_ARRAY_BUFFER, quadsBufferB[1]);
- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW);
- glEnableVertexAttribArray(texcoordLoc);
- glVertexAttribPointer(texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
-
- glBindBuffer(GL_ARRAY_BUFFER, quadsBufferB[2]);
- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW);
- glEnableVertexAttribArray(colorLoc);
- glVertexAttribPointer(colorLoc, 4, GL_FLOAT, 0, 0, 0);
-
- // Fill index buffer
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quadsBufferB[3]);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int)*6*MAX_QUADS_BATCH, quads.indices, GL_STATIC_DRAW);
-
- // Unbind the current VAO
- glBindVertexArray(0);
-}
-
-// Update VBOs with vertex array data
-static void UpdateBuffers()
-{
- // Activate Lines VAO
- glBindVertexArray(vaoLines);
-
- // Lines - vertex positions buffer
- glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[0]);
- //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*2*MAX_LINES_BATCH, lines.vertices, GL_DYNAMIC_DRAW);
- glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*lines.vCounter, lines.vertices); // target - offset (in bytes) - size (in bytes) - data pointer
-
- // Lines - colors buffer
- glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[1]);
- //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*2*MAX_LINES_BATCH, lines.colors, GL_DYNAMIC_DRAW);
- glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*4*lines.vCounter, lines.colors);
-
- //--------------------------------------------------------------
-
- // Activate Triangles VAO
- glBindVertexArray(vaoTriangles);
-
- // Triangles - vertex positions buffer
- glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[0]);
- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*3*MAX_TRIANGLES_BATCH, triangles.vertices, GL_DYNAMIC_DRAW);
-
- // Triangles - colors buffer
- glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[1]);
- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW);
-
- //--------------------------------------------------------------
-
- // Depending on useBufferB, update Buffer A or Buffer B
- if (useBufferB)
- {
- // Activate Quads VAO (Buffer B)
- glBindVertexArray(vaoQuadsB);
-
- // Quads - vertex positions buffer
- glBindBuffer(GL_ARRAY_BUFFER, quadsBufferB[0]);
- //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW);
- glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*quads.vCounter, quads.vertices);
-
- // Quads - texture coordinates buffer
- glBindBuffer(GL_ARRAY_BUFFER, quadsBufferB[1]);
- //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW);
- glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*quads.vCounter, quads.texcoords);
-
- // Quads - colors buffer
- glBindBuffer(GL_ARRAY_BUFFER, quadsBufferB[2]);
- //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW);
- glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*4*quads.vCounter, quads.colors);
- }
- else
- {
- // Activate Quads VAO (Buffer A)
- glBindVertexArray(vaoQuads);
-
- // Quads - vertex positions buffer
- glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[0]);
- //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW);
- glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*quads.vCounter, quads.vertices);
-
- // Quads - texture coordinates buffer
- glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[1]);
- //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW);
- glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*quads.vCounter, quads.texcoords);
-
- // Quads - colors buffer
- glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[2]);
- //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW);
- glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*4*quads.vCounter, quads.colors);
- }
-
- //--------------------------------------------------------------
-
- // Unbind the current VAO
- glBindVertexArray(0);
-}
-
-// Create default white texture to be used on plain colors (required by default shader)
-static void CreateDefaultTexture()
-{
- unsigned char *imgData = (unsigned char *)malloc(4); // 1 pixel RGBA (4 bytes)
-
- for (int i = 0; i < 4; i++) imgData[i] = 255; // Initialize array
-
- // Convert data to OpenGL texture
- //--------------------------------
- GLuint id;
- glGenTextures(1, &id); // Generate pointer to the texture
-
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, id);
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); // Set texture to clamp on x-axis
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); // Set texture to clamp on y-axis
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR
-
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, imgData);
-
- // At this point we have the image converted to texture and uploaded to GPU
-
- free(imgData); // Now we can free loaded data from RAM memory
-
- whiteTexture = id;
-
- // Unbind current texture
- glBindTexture(GL_TEXTURE_2D, 0);
-}
-
-// Replacement for glDrawRangeElements (OpenGL 3.3+)
-// NOTE: glDrawRangeElement is not supported by OpenGL ES 2.0 so, we use glDrawElements instead
-static void rlDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, void *indices)
-{
- glDrawElements(mode, count, type, indices);
-} \ No newline at end of file
diff --git a/src/rllegacy.h b/src/rllegacy.h
deleted file mode 100644
index 28a86ba3..00000000
--- a/src/rllegacy.h
+++ /dev/null
@@ -1,87 +0,0 @@
-/*********************************************************************************************
-*
-* rllegacy - raylib OpenGL 1.1 functions replacement
-*
-* OpenGL 1.1 functions mapping to OpenGL 3.2+ (and OpenGL ES 2.0)
-*
-* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
-*
-* This software is provided "as-is", without any express or implied warranty. In no event
-* will the authors be held liable for any damages arising from the use of this software.
-*
-* Permission is granted to anyone to use this software for any purpose, including commercial
-* applications, and to alter it and redistribute it freely, subject to the following restrictions:
-*
-* 1. The origin of this software must not be misrepresented; you must not claim that you
-* wrote the original software. If you use this software in a product, an acknowledgment
-* in the product documentation would be appreciated but is not required.
-*
-* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
-* as being the original software.
-*
-* 3. This notice may not be removed or altered from any source distribution.
-*
-**********************************************************************************************/
-
-#ifndef RLLEGACY_H
-#define RLLEGACY_H
-
-//----------------------------------------------------------------------------------
-// Defines and Macros
-//----------------------------------------------------------------------------------
-#define MAX_LINES_BATCH 1024
-#define MAX_TRIANGLES_BATCH 2048
-#define MAX_QUADS_BATCH 2048
-
-//----------------------------------------------------------------------------------
-// Types and Structures Definition
-//----------------------------------------------------------------------------------
-typedef unsigned char byte;
-
-typedef enum { RL_PROJECTION, RL_MODELVIEW, RL_TEXTURE } MatrixMode;
-
-typedef enum { RL_POINTS, RL_LINES, RL_LINE_STRIP, RL_LINE_LOOP, RL_TRIANGLES,
- RL_TRIANGLE_STRIP, RL_TRIANGLE_FAN, RL_QUADS, RL_QUAD_STRIP, RL_POLYGON } PrimitiveType;
-
-
-#ifdef __cplusplus
-extern "C" { // Prevents name mangling of functions
-#endif
-
-//------------------------------------------------------------------------------------
-// Functions Declaration - Matrix operations
-//------------------------------------------------------------------------------------
-void rlMatrixMode(int mode); // Choose the current matrix to be transformed
-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
-void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix
-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);
-
-//------------------------------------------------------------------------------------
-// Functions Declaration - Vertex level operations
-//------------------------------------------------------------------------------------
-void rlBegin(int mode); // Initialize drawing mode (how to organize vertex)
-void rlEnd(); // Finish vertex providing
-void rlVertex3f(float x, float y, float z); // Define one vertex (position) - 3 float
-void rlVertex2f(float x, float y); // Define one vertex (position) - 2 float
-void rlVertex2i(int x, int y); // Define one vertex (position) - 2 int
-void rlTexCoord2f(float x, float y); // Define one vertex (texture coordinate) - 2 float
-void rlNormal3f(float x, float y, float z); // Define one vertex (normal) - 3 float
-void rlColor4ub(byte r, byte g, byte b, byte a); // Define one vertex (color) - 4 byte
-void rlColor3f(float x, float y, float z); // Define one vertex (color) - 3 float
-void rlColor4f(float x, float y, float z, float w); // Define one vertex (color) - 4 float
-
-void InitRlLegacy();
-void CloseRlLegacy();
-void DrawRlLegacy();
-
-#ifdef __cplusplus
-}
-#endif
-
-#endif // RLLEGACY_H \ No newline at end of file