Tweaks to support OpenGL ES 2.0 desktop

This commit is contained in:
raysan5 2018-12-24 17:09:46 +01:00
parent 92f68ac6be
commit 47358fe5ce
2 changed files with 22 additions and 23 deletions

View File

@ -2247,11 +2247,11 @@ static bool InitGraphicsDevice(int width, int height)
//glfwWindowHint(GLFW_AUX_BUFFERS, 0); // Number of auxiliar buffers
// Check some Window creation flags
if (configFlags & FLAG_WINDOW_RESIZABLE) glfwWindowHint(GLFW_RESIZABLE, GL_TRUE); // Resizable window
else glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); // Avoid window being resizable
if (configFlags & FLAG_WINDOW_RESIZABLE) glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE); // Resizable window
else glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE); // Avoid window being resizable
if (configFlags & FLAG_WINDOW_UNDECORATED) glfwWindowHint(GLFW_DECORATED, GL_FALSE); // Border and buttons on Window
else glfwWindowHint(GLFW_DECORATED, GL_TRUE); // Decorated window
if (configFlags & FLAG_WINDOW_UNDECORATED) glfwWindowHint(GLFW_DECORATED, GLFW_FALSE); // Border and buttons on Window
else glfwWindowHint(GLFW_DECORATED, GLFW_TRUE); // Decorated window
// FLAG_WINDOW_TRANSPARENT not supported on HTML5 and not included in any released GLFW version yet
#if defined(GLFW_TRANSPARENT_FRAMEBUFFER)
if (configFlags & FLAG_WINDOW_TRANSPARENT) glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_TRUE); // Transparent framebuffer
@ -2267,21 +2267,28 @@ static bool InitGraphicsDevice(int width, int height)
// Check selection OpenGL version
if (rlGetVersion() == OPENGL_21)
{
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); // Choose OpenGL major version (just hint)
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1); // Choose OpenGL minor version (just hint)
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); // Choose OpenGL major version (just hint)
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1); // Choose OpenGL minor version (just hint)
}
else if (rlGetVersion() == OPENGL_33)
{
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // Choose OpenGL major version (just hint)
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // Choose OpenGL minor version (just hint)
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // Choose OpenGL major version (just hint)
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // Choose OpenGL minor version (just hint)
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Profiles Hint: Only 3.3 and above!
// Values: GLFW_OPENGL_CORE_PROFILE, GLFW_OPENGL_ANY_PROFILE, GLFW_OPENGL_COMPAT_PROFILE
#if defined(__APPLE__)
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // OSX Requires fordward compatibility
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE); // OSX Requires fordward compatibility
#else
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_FALSE); // Fordward Compatibility Hint: Only 3.3 and above!
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_FALSE); // Fordward Compatibility Hint: Only 3.3 and above!
#endif
//glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE); // Request OpenGL DEBUG context
//glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE); // Request OpenGL DEBUG context
}
else if (rlGetVersion() == OPENGL_ES_20) // Request OpenGL ES 2.0 context
{
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_NATIVE_CONTEXT_API); // Alternative: GLFW_EGL_CONTEXT_API (ANGLE)
}
if (fullscreen)
@ -3145,7 +3152,7 @@ static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, i
{
if (key == exitKey && action == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, GL_TRUE);
glfwSetWindowShouldClose(window, GLFW_TRUE);
// NOTE: Before closing window, while loop must be left!
}

View File

@ -165,14 +165,6 @@ typedef unsigned char byte;
unsigned char a;
} Color;
// Rectangle type
typedef struct Rectangle {
int x;
int y;
int width;
int height;
} Rectangle;
// Texture2D type
// NOTE: Data stored in GPU memory
typedef struct Texture2D {
@ -703,9 +695,9 @@ typedef struct DrawCall {
typedef struct VrStereoConfig {
RenderTexture2D stereoFbo; // VR stereo rendering framebuffer
Shader distortionShader; // VR stereo rendering distortion shader
Rectangle eyesViewport[2]; // VR stereo rendering eyes viewports
Matrix eyesProjection[2]; // VR stereo rendering eyes projection matrices
Matrix eyesViewOffset[2]; // VR stereo rendering eyes view offset matrices
int eyesViewport[2][4]; // VR stereo rendering eyes viewports [x, y, w, h]
} VrStereoConfig;
#endif
@ -4268,8 +4260,8 @@ static void SetStereoConfig(VrDeviceInfo hmd)
vrConfig.eyesViewOffset[1] = MatrixTranslate(hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f);
// Compute eyes Viewports
vrConfig.eyesViewport[0] = (Rectangle){ 0.0f, 0.0f, (float)hmd.hResolution/2, (float)hmd.vResolution };
vrConfig.eyesViewport[1] = (Rectangle){ hmd.hResolution/2.0f, 0.0f, (float)hmd.hResolution/2, (float) hmd.vResolution };
//vrConfig.eyesViewport[0] = { 0.0f, 0.0f, (float)hmd.hResolution/2, (float)hmd.vResolution };
//vrConfig.eyesViewport[1] = { hmd.hResolution/2.0f, 0.0f, (float)hmd.hResolution/2, (float) hmd.vResolution };
}
// Set internal projection and modelview matrix depending on eyes tracking data