Removed rlglInitGraphics(), integrated into rlglInit()

Redesigned rlgl usage:
- rlViewport() must be called by user
- Internal projection/modelview matrices must be setup by user
This commit is contained in:
raysan5 2016-06-25 23:28:50 +02:00
parent 369b8532c0
commit 71ab202295
4 changed files with 60 additions and 67 deletions

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@ -37,6 +37,7 @@ other changes:
[rlgl] Improved 2D vs 3D drawing system (lines, triangles, quads)
[rlgl] Improved DXT-ETC1 support on HTML5
[rlgl] Review function: rlglUnproject()
[rlgl] Removed function: rlglInitGraphics(), integrated into rlglInit()
[rlgl] Updated Mesh and Shader structs
[rlgl] Simplified internal (default) dynamic buffers
[rlgl] Added support for indexed and dynamic mesh data

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@ -1761,8 +1761,19 @@ static void InitGraphicsDevice(int width, int height)
#endif // defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
// Initialize OpenGL context (states and resources)
rlglInit(); // Init rlgl
rlglInitGraphics(renderOffsetX, renderOffsetY, renderWidth, renderHeight); // Init graphics (OpenGL stuff)
rlglInit();
// Initialize screen viewport (area of the screen that you will actually draw to)
// NOTE: Viewport must be recalculated if screen is resized
rlViewport(renderOffsetX/2, renderOffsetY/2, renderWidth - renderOffsetX, renderHeight - renderOffsetY);
// Initialize internal projection and modelview matrices
// NOTE: Default to orthographic projection mode with top-left corner at (0,0)
rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
rlLoadIdentity(); // Reset current matrix (PROJECTION)
rlOrtho(0, renderWidth - renderOffsetX, renderHeight - renderOffsetY, 0, 0.0f, 1.0f);
rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
ClearBackground(RAYWHITE); // Default background color for raylib games :P
@ -2127,8 +2138,14 @@ static void CursorEnterCallback(GLFWwindow *window, int enter)
// NOTE: Window resizing not allowed by default
static void WindowSizeCallback(GLFWwindow *window, int width, int height)
{
// If window is resized, graphics device is re-initialized (but only ortho mode)
rlglInitGraphics(0, 0, width, height);
// If window is resized, viewport and projection matrix needs to be re-calculated
rlViewport(0, 0, width, height); // Set viewport width and height
rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
rlLoadIdentity(); // Reset current matrix (PROJECTION)
rlOrtho(0, width, height, 0, 0.0f, 1.0f); // Orthographic projection mode with top-left corner at (0,0)
rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
rlClearScreenBuffers(); // Clear screen buffers (color and depth)
// Window size must be updated to be used on 3D mode to get new aspect ratio (Begin3dMode())
screenWidth = width;
@ -2137,9 +2154,6 @@ static void WindowSizeCallback(GLFWwindow *window, int width, int height)
renderHeight = height;
// NOTE: Postprocessing texture is not scaled to new size
// Background must be also re-cleared
ClearBackground(RAYWHITE);
}
// GLFW3 WindowIconify Callback, runs when window is minimized/restored

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@ -290,8 +290,7 @@ static int blendMode = 0; // Track current blending mode
// White texture useful for plain color polys (required by shader)
static unsigned int whiteTexture;
// Default framebuffer size
// NOTE: Updated when calling rlglInitGraphics()
// Default framebuffer size (required by Oculus device)
static int screenWidth; // Default framebuffer width
static int screenHeight; // Default framebuffer height
@ -481,10 +480,15 @@ void rlOrtho(double left, double right, double bottom, double top, double near,
#endif
// Set the viewport area (trasnformation from normalized device coordinates to window coordinates)
// Set the viewport area (transformation from normalized device coordinates to window coordinates)
// NOTE: Updates global variables: screenWidth, screenHeight
void rlViewport(int x, int y, int width, int height)
{
glViewport(x, y, width, height);
// Store default framebuffer size
screenWidth = width;
screenHeight = height;
}
//----------------------------------------------------------------------------------
@ -947,7 +951,7 @@ int rlGetVersion(void)
// Module Functions Definition - rlgl Functions
//----------------------------------------------------------------------------------
// Init OpenGL 3.3+ required data
// Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states
void rlglInit(void)
{
// Check OpenGL information and capabilities
@ -1134,7 +1138,37 @@ void rlglInit(void)
projection = MatrixIdentity();
modelview = MatrixIdentity();
currentMatrix = &modelview;
#endif // defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Initialize OpenGL default states
//----------------------------------------------------------
// Init state: Depth test
glDepthFunc(GL_LEQUAL); // Type of depth testing to apply
glDisable(GL_DEPTH_TEST); // Disable depth testing for 2D (only used for 3D)
// Init state: Blending mode
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Color blending function (how colors are mixed)
glEnable(GL_BLEND); // Enable color blending (required to work with transparencies)
// Init state: Culling
// NOTE: All shapes/models triangles are drawn CCW
glCullFace(GL_BACK); // Cull the back face (default)
glFrontFace(GL_CCW); // Front face are defined counter clockwise (default)
glEnable(GL_CULL_FACE); // Enable backface culling
#if defined(GRAPHICS_API_OPENGL_11)
// Init state: Color hints (deprecated in OpenGL 3.0+)
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Improve quality of color and texture coordinate interpolation
glShadeModel(GL_SMOOTH); // Smooth shading between vertex (vertex colors interpolation)
#endif
// Init state: Color/Depth buffers clear
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color (black)
glClearDepth(1.0f); // Set clear depth value (default)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers (depth buffer required for 3D)
TraceLog(INFO, "OpenGL default states initialized successfully");
}
// Vertex Buffer Object deinitialization (memory free)
@ -1176,61 +1210,6 @@ void rlglDraw(void)
#endif
}
// Initialize OpenGL states
// NOTE: Stores global variables screenWidth and screenHeight
void rlglInitGraphics(int offsetX, int offsetY, int width, int height)
{
// Store default framebuffer size
screenWidth = width;
screenHeight = height;
// Init state: Viewport
// NOTE: Viewport must be recalculated if screen is resized, don't confuse glViewport with the
// transformation matrix, glViewport just defines the area of the context that you will actually draw to.
glViewport(offsetX/2, offsetY/2, width - offsetX, height - offsetY); // Set viewport width and height
// Init state: Depth Test
glDepthFunc(GL_LEQUAL); // Type of depth testing to apply
glDisable(GL_DEPTH_TEST); // Disable depth testing for 2D (only used for 3D)
// Init state: Blending mode
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Color blending function (how colors are mixed)
glEnable(GL_BLEND); // Enable color blending (required to work with transparencies)
// Init state: Culling
// NOTE: All shapes/models triangles are drawn CCW
glCullFace(GL_BACK); // Cull the back face (default)
glFrontFace(GL_CCW); // Front face are defined counter clockwise (default)
glEnable(GL_CULL_FACE); // Enable backface culling
#if defined(GRAPHICS_API_OPENGL_11)
// Init state: Color hints (deprecated in OpenGL 3.0+)
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Improve quality of color and texture coordinate interpolation
glShadeModel(GL_SMOOTH); // Smooth shading between vertex (vertex colors interpolation)
#endif
// Init state: Color/Depth buffers clear
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color (black)
glClearDepth(1.0f); // Set clear depth value (default)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers (depth buffer required for 3D)
// Init state: projection and modelview matrices
// NOTE: Setup global variables: projection and modelview
rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
rlLoadIdentity(); // Reset current matrix (PROJECTION)
rlOrtho(0, width - offsetX, height - offsetY, 0, 0.0f, 1.0f); // Orthographic projection mode with top-left corner at (0,0)
rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
// NOTE: projection and modelview could be set alternatively using:
//Matrix matOrtho = MatrixOrtho(0, width - offsetX, height - offsetY, 0, 0.0f, 1.0f);
//MatrixTranspose(&matOrtho);
//projection = matOrtho; // Global variable
//modelview = MatrixIdentity(); // Global variable
TraceLog(INFO, "OpenGL graphic device initialized successfully");
}
// Load OpenGL extensions
// NOTE: External loader function could be passed as a pointer
void rlglLoadExtensions(void *loader)

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@ -301,7 +301,6 @@ int rlGetVersion(void); // Returns current OpenGL versio
void rlglInit(void); // Initialize rlgl (shaders, VAO, VBO...)
void rlglClose(void); // De-init rlgl
void rlglDraw(void); // Draw VAO/VBO
void rlglInitGraphics(int offsetX, int offsetY, int width, int height); // Initialize Graphics (OpenGL stuff)
void rlglLoadExtensions(void *loader); // Load OpenGL extensions
void rlglUpdateDefaultBuffers(void); // Update default internal buffers (VAOs/VBOs) with vertex data