2014-09-17 00:51:31 +04:00
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/**********************************************************************************************
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2014-09-03 18:51:28 +04:00
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*
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2014-03-25 15:40:35 +04:00
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* rlgl - raylib OpenGL abstraction layer
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2014-09-03 18:51:28 +04:00
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*
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2014-03-25 15:40:35 +04:00
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* raylib now uses OpenGL 1.1 style functions (rlVertex) that are mapped to selected OpenGL version:
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* OpenGL 1.1 - Direct map rl* -> gl*
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* OpenGL 3.3+ - Vertex data is stored in VAOs, call rlglDraw() to render
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2015-01-02 22:58:06 +03:00
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* OpenGL ES 2 - Vertex data is stored in VBOs or VAOs (when available), call rlglDraw() to render
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2014-09-03 18:51:28 +04:00
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*
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2014-03-25 15:40:35 +04:00
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* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
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2014-09-03 18:51:28 +04:00
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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2014-03-25 15:40:35 +04:00
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* will the authors be held liable for any damages arising from the use of this software.
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*
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2014-09-03 18:51:28 +04:00
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* Permission is granted to anyone to use this software for any purpose, including commercial
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2014-03-25 15:40:35 +04:00
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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2014-09-03 18:51:28 +04:00
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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2014-03-25 15:40:35 +04:00
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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#ifndef RLGL_H
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#define RLGL_H
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2014-04-04 22:11:57 +04:00
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//#define RLGL_STANDALONE // NOTE: To use rlgl as standalone lib, just uncomment this line
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#ifndef RLGL_STANDALONE
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2015-03-01 18:00:52 +03:00
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#include "raylib.h" // Required for typedef(s): Model, Shader, Texture2D
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2014-04-09 22:25:26 +04:00
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#include "utils.h" // Required for function TraceLog()
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2014-04-04 22:11:57 +04:00
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#endif
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2014-04-19 18:36:49 +04:00
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#include "raymath.h" // Required for data type Matrix and Matrix functions
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// Select desired OpenGL version
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2014-09-17 00:51:31 +04:00
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// NOTE: Those preprocessor defines are only used on rlgl module,
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// if OpenGL version is required by any other module, it uses rlGetVersion()
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// Choose opengl version here or just define it at compile time: -DGRAPHICS_API_OPENGL_33
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//#define GRAPHICS_API_OPENGL_11 // Only available on PLATFORM_DESKTOP
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//#define GRAPHICS_API_OPENGL_33 // Only available on PLATFORM_DESKTOP
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2014-12-15 03:08:30 +03:00
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//#define GRAPHICS_API_OPENGL_ES2 // Only available on PLATFORM_ANDROID or PLATFORM_RPI or PLATFORM_WEB
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// Security check in case no GRAPHICS_API_OPENGL_* defined
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#if !defined(GRAPHICS_API_OPENGL_11) && !defined(GRAPHICS_API_OPENGL_33) && !defined(GRAPHICS_API_OPENGL_ES2)
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#define GRAPHICS_API_OPENGL_11
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#endif
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// Security check in case multiple GRAPHICS_API_OPENGL_* defined
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#if defined(GRAPHICS_API_OPENGL_11)
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#if defined(GRAPHICS_API_OPENGL_33)
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#undef GRAPHICS_API_OPENGL_33
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#endif
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#if defined(GRAPHICS_API_OPENGL_ES2)
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#undef GRAPHICS_API_OPENGL_ES2
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#endif
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#endif
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
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// NOTE: This is the maximum amount of lines, triangles and quads per frame, be careful!
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#define MAX_LINES_BATCH 8192
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#define MAX_TRIANGLES_BATCH 4096
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#define MAX_QUADS_BATCH 4096
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#elif defined(GRAPHICS_API_OPENGL_ES2)
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2014-12-31 20:03:32 +03:00
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// NOTE: Reduce memory sizes for embedded systems (RPI and HTML5)
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// NOTE: On HTML5 (emscripten) this is allocated on heap, by default it's only 16MB!...just take care...
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#define MAX_LINES_BATCH 1024 // Critical for wire shapes (sphere)
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#define MAX_TRIANGLES_BATCH 2048 // Critical for some shapes (sphere)
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#define MAX_QUADS_BATCH 1024 // Be careful with text, every letter maps a quad
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#endif
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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typedef enum { RL_PROJECTION, RL_MODELVIEW, RL_TEXTURE } MatrixMode;
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typedef enum { RL_LINES, RL_TRIANGLES, RL_QUADS } DrawMode;
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typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
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2015-03-01 18:00:52 +03:00
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typedef enum { GRAYSCALE = 0, R5G6B5, R8G8B8, R5G5B5A1, R4G4B4A4, R8G8B8A8 } ColorMode;
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2014-04-04 22:11:57 +04:00
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#ifdef RLGL_STANDALONE
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// VertexData type
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typedef struct VertexData {
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int vertexCount;
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float *vertices; // 3 components per vertex
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float *texcoords; // 2 components per vertex
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float *normals; // 3 components per vertex
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unsigned char *colors;
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} VertexData;
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// Texture2D type
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typedef struct Texture2D {
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unsigned int id; // Texture id
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int width;
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int height;
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} Texture2D;
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// Shader type
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typedef struct Shader {
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unsigned int id; // Shader program id
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// Variable attributes
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unsigned int vertexLoc; // Vertex attribute location point (vertex shader)
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unsigned int texcoordLoc; // Texcoord attribute location point (vertex shader)
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unsigned int normalLoc; // Normal attribute location point (vertex shader)
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unsigned int colorLoc; // Color attibute location point (vertex shader)
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// Uniforms
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unsigned int projectionLoc; // Projection matrix uniform location point (vertex shader)
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unsigned int modelviewLoc; // ModeView matrix uniform location point (vertex shader)
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unsigned int textureLoc; // Texture uniform location point (fragment shader)
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unsigned int tintColorLoc; // Color uniform location point (fragment shader)
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} Shader;
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// 3d Model type
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// NOTE: If using OpenGL 1.1, loaded in CPU (mesh); if OpenGL 3.3+ loaded in GPU (vaoId)
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typedef struct Model {
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VertexData mesh;
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unsigned int vaoId;
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unsigned int vboId[4];
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Texture2D texture;
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Shader shader;
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//Matrix transform;
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} Model;
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#endif
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2014-03-25 15:40:35 +04:00
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#ifdef __cplusplus
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extern "C" { // Prevents name mangling of functions
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#endif
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//------------------------------------------------------------------------------------
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// Functions Declaration - Matrix operations
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//------------------------------------------------------------------------------------
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void rlMatrixMode(int mode); // Choose the current matrix to be transformed
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2014-09-03 19:06:10 +04:00
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void rlPushMatrix(void); // Push the current matrix to stack
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void rlPopMatrix(void); // Pop lattest inserted matrix from stack
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void rlLoadIdentity(void); // Reset current matrix to identity matrix
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void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix
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void rlRotatef(float angleDeg, float x, float y, float z); // Multiply the current matrix by a rotation matrix
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void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix
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void rlMultMatrixf(float *mat); // Multiply the current matrix by another matrix
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void rlFrustum(double left, double right, double bottom, double top, double near, double far);
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void rlOrtho(double left, double right, double bottom, double top, double near, double far);
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//------------------------------------------------------------------------------------
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// Functions Declaration - Vertex level operations
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//------------------------------------------------------------------------------------
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void rlBegin(int mode); // Initialize drawing mode (how to organize vertex)
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void rlEnd(void); // Finish vertex providing
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void rlVertex2i(int x, int y); // Define one vertex (position) - 2 int
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void rlVertex2f(float x, float y); // Define one vertex (position) - 2 float
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void rlVertex3f(float x, float y, float z); // Define one vertex (position) - 3 float
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void rlTexCoord2f(float x, float y); // Define one vertex (texture coordinate) - 2 float
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void rlNormal3f(float x, float y, float z); // Define one vertex (normal) - 3 float
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void rlColor4ub(byte r, byte g, byte b, byte a); // Define one vertex (color) - 4 byte
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void rlColor3f(float x, float y, float z); // Define one vertex (color) - 3 float
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void rlColor4f(float x, float y, float z, float w); // Define one vertex (color) - 4 float
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//------------------------------------------------------------------------------------
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// Functions Declaration - OpenGL equivalent functions (common to 1.1, 3.3+, ES2)
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// NOTE: This functions are used to completely abstract raylib code from OpenGL layer
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//------------------------------------------------------------------------------------
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2014-09-17 00:51:31 +04:00
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void rlEnableTexture(unsigned int id); // Enable texture usage
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void rlDisableTexture(void); // Disable texture usage
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void rlDeleteTextures(unsigned int id); // Delete OpenGL texture from GPU
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2015-02-02 02:57:08 +03:00
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void rlDeleteShader(unsigned int id); // Delete OpenGL shader program from GPU
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2014-09-17 00:51:31 +04:00
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void rlDeleteVertexArrays(unsigned int id); // Unload vertex data (VAO) from GPU memory
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void rlDeleteBuffers(unsigned int id); // Unload vertex data (VBO) from GPU memory
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void rlClearColor(byte r, byte g, byte b, byte a); // Clear color buffer with color
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void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth)
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int rlGetVersion(void); // Returns current OpenGL version
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void rlEnableFBO(void);
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2014-03-25 15:40:35 +04:00
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//------------------------------------------------------------------------------------
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// Functions Declaration - rlgl functionality
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//------------------------------------------------------------------------------------
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2014-09-03 19:06:10 +04:00
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void rlglInit(void); // Initialize rlgl (shaders, VAO, VBO...)
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void rlglInitPostpro(void); // Initialize postprocessing system
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2014-09-03 19:06:10 +04:00
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void rlglClose(void); // De-init rlgl
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void rlglDraw(void); // Draw VAO/VBO
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2015-02-02 02:57:08 +03:00
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void rlglDrawPostpro(unsigned int shaderId); // Draw with postpro shader
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2014-09-17 00:51:31 +04:00
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void rlglInitGraphics(int offsetX, int offsetY, int width, int height); // Initialize Graphics (OpenGL stuff)
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Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coordinates from screen coordinates
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2014-09-17 00:51:31 +04:00
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2015-03-01 18:00:52 +03:00
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unsigned int rlglLoadTexture(unsigned char *data, int width, int height, int colorMode, bool genMipmaps); // Load in GPU OpenGL texture
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2014-04-09 22:25:26 +04:00
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unsigned int rlglLoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int format);
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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2015-02-02 02:57:08 +03:00
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unsigned int rlglLoadShader(char *vShaderStr, char *fShaderStr); // Load a shader from text data
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#endif
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2014-03-25 15:40:35 +04:00
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2014-09-17 00:51:31 +04:00
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Model rlglLoadModel(VertexData mesh); // Upload vertex data into GPU and provided VAO/VBO ids
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2015-03-02 22:52:58 +03:00
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void rlglDrawModel(Model model, Vector3 position, float rotationAngle, Vector3 rotationAxis, Vector3 scale, Color color, bool wires);
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2014-04-19 18:36:49 +04:00
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2014-03-25 15:40:35 +04:00
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byte *rlglReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
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2014-09-17 00:51:31 +04:00
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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2014-09-03 19:06:10 +04:00
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void PrintProjectionMatrix(void); // DEBUG: Print projection matrix
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void PrintModelviewMatrix(void); // DEBUG: Print modelview matrix
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2014-03-25 15:40:35 +04:00
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#endif
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#ifdef __cplusplus
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}
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#endif
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#endif // RLGL_H
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