Converted rlgl module in header-only
This change allows rlgl.h usage as independent single-file header-only module... still some tweaks required, like removing GLAD dependency... required extensions could be manually loaded! Also removed shader_distortion.h, embedded in rlgl.h
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@ -31,6 +31,7 @@ int main()
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camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.fovy = 60.0f; // Camera field-of-view Y
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camera.type = CAMERA_PERSPECTIVE; // Camera type
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Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
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@ -1008,7 +1008,7 @@ RLAPI int MeasureText(const char *text, int fontSize);
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RLAPI Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font
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RLAPI const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed'
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RLAPI const char *SubText(const char *text, int position, int length); // Get a piece of a text string
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RLAPI int GetGlyphIndex(Font font, int character); // Get index position for a unicode character on sprite font
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RLAPI int GetGlyphIndex(Font font, int character); // Get index position for a unicode character on font
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//------------------------------------------------------------------------------------
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// Basic 3d Shapes Drawing Functions (Module: models)
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@ -95,7 +95,9 @@
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#define RAYMATH_IMPLEMENTATION // Define external out-of-line implementation of raymath here
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#include "raymath.h" // Required for: Vector3 and Matrix functions
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#define RLGL_IMPLEMENTATION
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#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2
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#include "utils.h" // Required for: fopen() Android mapping
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#if defined(SUPPORT_GESTURES_SYSTEM)
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src/rlgl.c
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src/rlgl.c
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4272
src/rlgl.h
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src/rlgl.h
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@ -1,106 +0,0 @@
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// Vertex shader definition to embed, no external file required
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static const char distortionVShaderStr[] =
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#if defined(GRAPHICS_API_OPENGL_21)
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"#version 120 \n"
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#elif defined(GRAPHICS_API_OPENGL_ES2)
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"#version 100 \n"
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#endif
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#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
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"attribute vec3 vertexPosition; \n"
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"attribute vec2 vertexTexCoord; \n"
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"attribute vec4 vertexColor; \n"
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"varying vec2 fragTexCoord; \n"
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"varying vec4 fragColor; \n"
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#elif defined(GRAPHICS_API_OPENGL_33)
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"#version 330 \n"
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"in vec3 vertexPosition; \n"
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"in vec2 vertexTexCoord; \n"
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"in vec4 vertexColor; \n"
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"out vec2 fragTexCoord; \n"
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"out vec4 fragColor; \n"
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#endif
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"uniform mat4 mvp; \n"
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"void main() \n"
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"{ \n"
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" fragTexCoord = vertexTexCoord; \n"
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" fragColor = vertexColor; \n"
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" gl_Position = mvp*vec4(vertexPosition, 1.0); \n"
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"} \n";
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// Fragment shader definition to embed, no external file required
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static const char distortionFShaderStr[] =
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#if defined(GRAPHICS_API_OPENGL_21)
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"#version 120 \n"
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#elif defined(GRAPHICS_API_OPENGL_ES2)
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"#version 100 \n"
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"precision mediump float; \n" // precision required for OpenGL ES2 (WebGL)
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#endif
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#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
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"varying vec2 fragTexCoord; \n"
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"varying vec4 fragColor; \n"
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#elif defined(GRAPHICS_API_OPENGL_33)
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"#version 330 \n"
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"in vec2 fragTexCoord; \n"
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"in vec4 fragColor; \n"
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"out vec4 finalColor; \n"
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#endif
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"uniform sampler2D texture0; \n"
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#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
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"uniform vec2 leftLensCenter; \n"
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"uniform vec2 rightLensCenter; \n"
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"uniform vec2 leftScreenCenter; \n"
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"uniform vec2 rightScreenCenter; \n"
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"uniform vec2 scale; \n"
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"uniform vec2 scaleIn; \n"
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"uniform vec4 hmdWarpParam; \n"
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"uniform vec4 chromaAbParam; \n"
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#elif defined(GRAPHICS_API_OPENGL_33)
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"uniform vec2 leftLensCenter = vec2(0.288, 0.5); \n"
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"uniform vec2 rightLensCenter = vec2(0.712, 0.5); \n"
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"uniform vec2 leftScreenCenter = vec2(0.25, 0.5); \n"
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"uniform vec2 rightScreenCenter = vec2(0.75, 0.5); \n"
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"uniform vec2 scale = vec2(0.25, 0.45); \n"
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"uniform vec2 scaleIn = vec2(4, 2.2222); \n"
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"uniform vec4 hmdWarpParam = vec4(1, 0.22, 0.24, 0); \n"
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"uniform vec4 chromaAbParam = vec4(0.996, -0.004, 1.014, 0.0); \n"
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#endif
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"void main() \n"
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"{ \n"
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" vec2 lensCenter = fragTexCoord.x < 0.5 ? leftLensCenter : rightLensCenter; \n"
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" vec2 screenCenter = fragTexCoord.x < 0.5 ? leftScreenCenter : rightScreenCenter; \n"
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" vec2 theta = (fragTexCoord - lensCenter)*scaleIn; \n"
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" float rSq = theta.x*theta.x + theta.y*theta.y; \n"
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" vec2 theta1 = theta*(hmdWarpParam.x + hmdWarpParam.y*rSq + hmdWarpParam.z*rSq*rSq + hmdWarpParam.w*rSq*rSq*rSq); \n"
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" vec2 thetaBlue = theta1*(chromaAbParam.z + chromaAbParam.w*rSq); \n"
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" vec2 tcBlue = lensCenter + scale*thetaBlue; \n"
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" if (any(bvec2(clamp(tcBlue, screenCenter - vec2(0.25, 0.5), screenCenter + vec2(0.25, 0.5)) - tcBlue))) \n"
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" { \n"
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#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
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" gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); \n"
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#elif defined(GRAPHICS_API_OPENGL_33)
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" finalColor = vec4(0.0, 0.0, 0.0, 1.0); \n"
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#endif
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" } \n"
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" else \n"
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" { \n"
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#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
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" float blue = texture2D(texture0, tcBlue).b; \n"
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" vec2 tcGreen = lensCenter + scale*theta1; \n"
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" float green = texture2D(texture0, tcGreen).g; \n"
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#elif defined(GRAPHICS_API_OPENGL_33)
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" float blue = texture(texture0, tcBlue).b; \n"
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" vec2 tcGreen = lensCenter + scale*theta1; \n"
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" float green = texture(texture0, tcGreen).g; \n"
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#endif
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" vec2 thetaRed = theta1*(chromaAbParam.x + chromaAbParam.y*rSq); \n"
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" vec2 tcRed = lensCenter + scale*thetaRed; \n"
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#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
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" float red = texture2D(texture0, tcRed).r; \n"
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" gl_FragColor = vec4(red, green, blue, 1.0); \n"
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#elif defined(GRAPHICS_API_OPENGL_33)
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" float red = texture(texture0, tcRed).r; \n"
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" finalColor = vec4(red, green, blue, 1.0); \n"
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#endif
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" } \n"
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"} \n";
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