The future of raylib!

Mapping of OpenGL 1.1 immediate mode functions to OpenGL 3.2+ (and
OpenGL ES 2.0) programmable pipeline
This commit is contained in:
raysan5 2014-03-02 16:06:01 +01:00
parent 174cd86d08
commit 451568e5a9
4 changed files with 1138 additions and 0 deletions

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src/rllegacy.c Normal file

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/*********************************************************************************************
*
* 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

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#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;
}

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#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);
}