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-rw-r--r--examples/oculus_glfw_sample/rlgl.c80
1 files changed, 49 insertions, 31 deletions
diff --git a/examples/oculus_glfw_sample/rlgl.c b/examples/oculus_glfw_sample/rlgl.c
index dcc84c2f..329ccd6e 100644
--- a/examples/oculus_glfw_sample/rlgl.c
+++ b/examples/oculus_glfw_sample/rlgl.c
@@ -28,40 +28,38 @@
#include "rlgl.h"
-#include <stdio.h> // Standard input / output lib
-#include <stdlib.h> // Declares malloc() and free() for memory management, rand()
-#include <string.h> // Declares strcmp(), strlen(), strtok()
+#include <stdio.h> // Required for: fopen(), fclose(), fread()... [Used only on ReadTextFile()]
+#include <stdlib.h> // Required for: malloc(), free(), rand()
+#include <string.h> // Required for: strcmp(), strlen(), strtok()
#ifndef RLGL_STANDALONE
- #include "raymath.h" // Required for Vector3 and Matrix functions
+ #include "raymath.h" // Required for Vector3 and Matrix functions
#endif
#if defined(GRAPHICS_API_OPENGL_11)
- #ifdef __APPLE__ // OpenGL include for OSX
- #include <OpenGL/gl.h>
+ #ifdef __APPLE__
+ #include <OpenGL/gl.h> // OpenGL 1.1 library for OSX
#else
- #include <GL/gl.h> // Basic OpenGL include
+ #include <GL/gl.h> // OpenGL 1.1 library
#endif
#endif
#if defined(GRAPHICS_API_OPENGL_33)
- #ifdef __APPLE__ // OpenGL include for OSX
- #include <OpenGL/gl3.h>
+ #ifdef __APPLE__
+ #include <OpenGL/gl3.h> // OpenGL 3 library for OSX
#else
- //#define GLEW_STATIC
- //#include <GL/glew.h> // GLEW header, includes OpenGL headers
- #include "glad.h" // glad header, includes OpenGL headers
+ #include "glad.h" // GLAD library, includes OpenGL headers
#endif
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
- #include <EGL/egl.h>
- #include <GLES2/gl2.h>
- #include <GLES2/gl2ext.h>
+ #include <EGL/egl.h> // EGL library
+ #include <GLES2/gl2.h> // OpenGL ES 2.0 library
+ #include <GLES2/gl2ext.h> // OpenGL ES 2.0 extensions library
#endif
#if defined(RLGL_STANDALONE)
- #include <stdarg.h> // Used for functions with variable number of parameters (TraceLog())
+ #include <stdarg.h> // Required for: va_list, va_start(), vfprintf(), va_end() [Used only on TraceLog()]
#endif
//----------------------------------------------------------------------------------
@@ -171,7 +169,6 @@ static Matrix modelview;
static Matrix projection;
static Matrix *currentMatrix;
static int currentMatrixMode;
-static Matrix customMVP;
static DrawMode currentDrawMode;
@@ -913,8 +910,8 @@ void rlglInit(void)
vaoSupported = true;
npotSupported = true;
- // NOTE: We don't need to check again supported extensions but we do (in case GLEW is replaced sometime)
// We get a list of available extensions and we check for some of them (compressed textures)
+ // NOTE: We don't need to check again supported extensions but we do (GLAD already dealt with that)
glGetIntegerv(GL_NUM_EXTENSIONS, &numExt);
const char *extList[numExt];
@@ -1083,10 +1080,8 @@ void rlglClose(void)
}
// Drawing batches: triangles, quads, lines
-void rlglDraw(Matrix mvp)
+void rlglDraw(void)
{
- customMVP = mvp;
-
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
/*
for (int i = 0; i < modelsCount; i++)
@@ -1548,10 +1543,10 @@ void rlglLoadMesh(Mesh *mesh, bool dynamic)
mesh->vboId[5] = 0; // Vertex texcoords2 VBO
mesh->vboId[6] = 0; // Vertex indices VBO
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
int drawHint = GL_STATIC_DRAW;
if (dynamic) drawHint = GL_DYNAMIC_DRAW;
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
GLuint vaoId = 0; // Vertex Array Objects (VAO)
GLuint vboId[7]; // Vertex Buffer Objects (VBOs)
@@ -1677,6 +1672,7 @@ void rlglLoadMesh(Mesh *mesh, bool dynamic)
// Update vertex data on GPU (upload new data to one buffer)
void rlglUpdateMesh(Mesh mesh, int buffer, int numVertex)
{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Activate mesh VAO
if (vaoSupported) glBindVertexArray(mesh.vaoId);
@@ -1732,6 +1728,7 @@ void rlglUpdateMesh(Mesh mesh, int buffer, int numVertex)
//mesh.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
// Now we can modify vertices
//glUnmapBuffer(GL_ARRAY_BUFFER);
+#endif
}
// Draw a 3d mesh with material and transform
@@ -2156,19 +2153,19 @@ void UnloadShader(Shader shader)
}
}
-// Set custom shader to be used on batch draw
+// Begin custom shader mode
void BeginShaderMode(Shader shader)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if (currentShader.id != shader.id)
{
- //rlglDraw();
+ rlglDraw();
currentShader = shader;
}
#endif
}
-// Set default shader to be used in batch draw
+// End custom shader mode (returns to default shader)
void EndShaderMode(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
@@ -2254,13 +2251,25 @@ void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat)
#endif
}
+// Set a custom projection matrix (replaces internal projection matrix)
+void SetMatrixProjection(Matrix proj)
+{
+ projection = proj;
+}
+
+// Set a custom modelview matrix (replaces internal modelview matrix)
+void SetMatrixModelview(Matrix view)
+{
+ modelview = view;
+}
+
// Begin blending mode (alpha, additive, multiplied)
// NOTE: Only 3 blending modes supported, default blend mode is alpha
void BeginBlendMode(int mode)
{
if ((blendMode != mode) && (mode < 3))
{
- //rlglDraw();
+ rlglDraw();
switch (mode)
{
@@ -2283,8 +2292,11 @@ void EndBlendMode(void)
// Create a new light, initialize it and add to pool
Light CreateLight(int type, Vector3 position, Color diffuse)
{
+ Light light = NULL;
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Allocate dynamic memory
- Light light = (Light)malloc(sizeof(LightData));
+ light = (Light)malloc(sizeof(LightData));
// Initialize light values with generic values
light->id = lightsCount;
@@ -2301,13 +2313,18 @@ Light CreateLight(int type, Vector3 position, Color diffuse)
// Increase enabled lights count
lightsCount++;
-
+#else
+ // TODO: Support OpenGL 1.1 lighting system
+ TraceLog(WARNING, "Lighting currently not supported on OpenGL 1.1");
+#endif
+
return light;
}
// Destroy a light and take it out of the list
void DestroyLight(Light light)
{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Free dynamic memory allocation
free(lights[light->id]);
@@ -2325,6 +2342,7 @@ void DestroyLight(Light light)
// Decrease enabled physic objects count
lightsCount--;
+#endif
}
//----------------------------------------------------------------------------------
@@ -2869,9 +2887,9 @@ static void DrawDefaultBuffers(void)
glUseProgram(currentShader.id);
// Create modelview-projection matrix
- //Matrix matMVP = MatrixMultiply(modelview, projection);
+ Matrix matMVP = MatrixMultiply(modelview, projection);
- glUniformMatrix4fv(currentShader.mvpLoc, 1, false, MatrixToFloat(customMVP)); //customMVP
+ glUniformMatrix4fv(currentShader.mvpLoc, 1, false, MatrixToFloat(matMVP));
glUniform4f(currentShader.tintColorLoc, 1.0f, 1.0f, 1.0f, 1.0f);
glUniform1i(currentShader.mapTexture0Loc, 0);
@@ -3062,7 +3080,7 @@ static void UnloadDefaultBuffers(void)
free(quads.indices);
}
-// Sets shader uniform values for lights array
+// Setup shader uniform values for lights array
// NOTE: It would be far easier with shader UBOs but are not supported on OpenGL ES 2.0f
static void SetShaderLights(Shader shader)
{