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authorraysan5 <raysan5@gmail.com>2014-03-02 16:06:01 +0100
committerraysan5 <raysan5@gmail.com>2014-03-02 16:06:01 +0100
commit451568e5a9fd93bb594d055ae1e672ea0951fff7 (patch)
treeb08e4a073507fed2b7764035d35ab3ec5f04f016 /src
parent174cd86d086f3d57d629c4750d2b87a656ada9b2 (diff)
downloadraylib-451568e5a9fd93bb594d055ae1e672ea0951fff7.tar.gz
raylib-451568e5a9fd93bb594d055ae1e672ea0951fff7.zip
The future of raylib!
Mapping of OpenGL 1.1 immediate mode functions to OpenGL 3.2+ (and OpenGL ES 2.0) programmable pipeline
Diffstat (limited to 'src')
-rw-r--r--src/rllegacy.c1015
-rw-r--r--src/rllegacy.h87
-rw-r--r--src/simple150.frag15
-rw-r--r--src/simple150.vert21
4 files changed, 1138 insertions, 0 deletions
diff --git a/src/rllegacy.c b/src/rllegacy.c
new file mode 100644
index 00000000..409538cd
--- /dev/null
+++ b/src/rllegacy.c
@@ -0,0 +1,1015 @@
+/*********************************************************************************************
+*
+* 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
new file mode 100644
index 00000000..28a86ba3
--- /dev/null
+++ b/src/rllegacy.h
@@ -0,0 +1,87 @@
+/*********************************************************************************************
+*
+* 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
diff --git a/src/simple150.frag b/src/simple150.frag
new file mode 100644
index 00000000..61b337ed
--- /dev/null
+++ b/src/simple150.frag
@@ -0,0 +1,15 @@
+#version 150
+
+uniform sampler2D texture0;
+
+in vec2 fragTexCoord;
+in vec4 fragColor;
+
+out vec4 pixelColor;
+
+void main()
+{
+ // Output pixel color
+ pixelColor = texture(texture0, fragTexCoord) * fragColor;
+ //pixelColor = fragColor;
+} \ No newline at end of file
diff --git a/src/simple150.vert b/src/simple150.vert
new file mode 100644
index 00000000..8c23b731
--- /dev/null
+++ b/src/simple150.vert
@@ -0,0 +1,21 @@
+#version 150
+
+uniform mat4 projectionMatrix;
+uniform mat4 modelviewMatrix;
+
+in vec3 vertexPosition;
+in vec2 vertexTexCoord;
+in vec4 vertexColor;
+
+out vec2 fragTexCoord;
+out vec4 fragColor;
+
+void main()
+{
+ // Pass some variables to the fragment shader
+ fragTexCoord = vertexTexCoord;
+ fragColor = vertexColor;
+
+ // Apply all matrix transformations to vertex
+ gl_Position = projectionMatrix * modelviewMatrix * vec4(vertexPosition, 1.0);
+} \ No newline at end of file