Clean up and consistency review
- Renamed some functions for consistency (default buffers) - Removed mystrdup() function (implemented inline) - Renamed TextFileRead() to ReadTextFile()
This commit is contained in:
parent
5f73850fa6
commit
8301980ba8
299
src/rlgl.c
299
src/rlgl.c
@ -196,23 +196,20 @@ static DrawMode currentDrawMode;
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static float currentDepth = -1.0f;
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// Vertex arrays for lines, triangles and quads
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// Default vertex buffers for lines, triangles and quads
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static VertexPositionColorBuffer lines; // No texture support
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static VertexPositionColorBuffer triangles; // No texture support
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static VertexPositionColorTextureIndexBuffer quads;
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// Shader Programs
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static Shader defaultShader;
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static Shader currentShader; // By default, defaultShader
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// Vertex Array Objects (VAO)
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// Default vertex buffers VAOs (if supported)
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static GLuint vaoLines, vaoTriangles, vaoQuads;
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// Vertex Buffer Objects (VBO)
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static GLuint linesBuffer[2];
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static GLuint trianglesBuffer[2];
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static GLuint quadsBuffer[4];
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// Default vertex buffers VBOs
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static GLuint linesBuffer[2]; // Lines buffers (position, color)
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static GLuint trianglesBuffer[2]; // Triangles buffers (position, color)
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static GLuint quadsBuffer[4]; // Quads buffers (position, texcoord, color, index)
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// Default buffers draw calls
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static DrawCall *draws;
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static int drawsCounter;
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@ -221,11 +218,14 @@ static Vector3 *tempBuffer;
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static int tempBufferCount = 0;
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static bool useTempBuffer = false;
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// Shader Programs
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static Shader defaultShader;
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static Shader currentShader; // By default, defaultShader
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// Flags for supported extensions
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static bool vaoSupported = false; // VAO support (OpenGL ES2 could not support VAO extension)
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// Compressed textures support flags
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//static bool texCompDXTSupported = false; // DDS texture compression support
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static bool texCompETC1Supported = false; // ETC1 texture compression support
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static bool texCompETC2Supported = false; // ETC2/EAC texture compression support
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static bool texCompPVRTSupported = false; // PVR texture compression support
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@ -233,8 +233,8 @@ static bool texCompASTCSupported = false; // ASTC texture compression support
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#endif
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// Compressed textures support flags
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static bool texCompDXTSupported = false; // DDS texture compression support
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static bool npotSupported = false; // NPOT textures full support
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static bool texCompDXTSupported = false; // DDS texture compression support
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static bool npotSupported = false; // NPOT textures full support
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#if defined(GRAPHICS_API_OPENGL_ES2)
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// NOTE: VAO functionality is exposed through extensions (OES)
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@ -254,14 +254,17 @@ unsigned int whiteTexture;
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// Module specific Functions Declaration
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//----------------------------------------------------------------------------------
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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static void LoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int compressedFormat);
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static Shader LoadDefaultShader(void);
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static void LoadDefaultShaderLocations(Shader *shader);
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static void InitializeBuffers(void);
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static void InitializeBuffersGPU(void);
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static void UpdateBuffers(void);
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static char *TextFileRead(char *fn);
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static void UnloadDefaultShader(void);
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static void LoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int compressedFormat);
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static void LoadDefaultBuffers(void);
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static void UpdateDefaultBuffers(void);
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static void UnloadDefaultBuffers(void);
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static char *ReadTextFile(const char *fileName);
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#endif
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#if defined(GRAPHICS_API_OPENGL_11)
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@ -274,20 +277,6 @@ static void TraceLog(int msgType, const char *text, ...);
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float *MatrixToFloat(Matrix mat); // Converts Matrix to float array
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#endif
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#if defined(GRAPHICS_API_OPENGL_ES2)
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// NOTE: strdup() functions replacement (not C99, POSIX function, not available on emscripten)
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// Duplicates a string, returning an identical malloc'd string
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char *mystrdup(const char *str)
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{
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size_t len = strlen(str) + 1;
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void *newstr = malloc(len);
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if (newstr == NULL) return NULL;
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return (char *)memcpy(newstr, str, len);
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}
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#endif
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//----------------------------------------------------------------------------------
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// Module Functions Definition - Matrix operations
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//----------------------------------------------------------------------------------
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@ -919,13 +908,18 @@ void rlglInit(void)
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// NOTE: We have to duplicate string because glGetString() returns a const value
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// If not duplicated, it fails in some systems (Raspberry Pi)
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char *extensionsDup = mystrdup(extensions);
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// Equivalent to function: char *strdup(const char *str)
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char *extensionsDup;
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size_t len = strlen(extensions) + 1;
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void *newstr = malloc(len);
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if (newstr == NULL) extensionsDup = NULL;
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extensionsDup = (char *)memcpy(newstr, extensions, len);
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// NOTE: String could be splitted using strtok() function (string.h)
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// NOTE: strtok() modifies the received string, it can not be const
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char *extList[512]; // Allocate 512 strings pointers (2 KB)
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extList[numExt] = strtok(extensionsDup, " ");
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while (extList[numExt] != NULL)
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@ -1024,12 +1018,9 @@ void rlglInit(void)
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// Init default Shader (customized for GL 3.3 and ES2)
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defaultShader = LoadDefaultShader();
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//customShader = LoadShader("custom.vs", "custom.fs"); // Works ok
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currentShader = defaultShader;
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InitializeBuffers(); // Init vertex arrays
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InitializeBuffersGPU(); // Init VBO and VAO
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LoadDefaultBuffers(); // Initialize default vertex arrays buffers (lines, triangles, quads)
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// Init temp vertex buffer, used when transformation required (translate, rotate, scale)
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tempBuffer = (Vector3 *)malloc(sizeof(Vector3)*TEMP_VERTEX_BUFFER_SIZE);
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@ -1054,54 +1045,10 @@ void rlglInit(void)
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void rlglClose(void)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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// Unbind everything
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if (vaoSupported) glBindVertexArray(0);
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glDisableVertexAttribArray(0);
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glDisableVertexAttribArray(1);
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glDisableVertexAttribArray(2);
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glDisableVertexAttribArray(3);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glUseProgram(0);
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// Delete VBOs
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glDeleteBuffers(1, &linesBuffer[0]);
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glDeleteBuffers(1, &linesBuffer[1]);
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glDeleteBuffers(1, &trianglesBuffer[0]);
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glDeleteBuffers(1, &trianglesBuffer[1]);
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glDeleteBuffers(1, &quadsBuffer[0]);
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glDeleteBuffers(1, &quadsBuffer[1]);
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glDeleteBuffers(1, &quadsBuffer[2]);
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glDeleteBuffers(1, &quadsBuffer[3]);
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if (vaoSupported)
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{
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// Delete VAOs
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glDeleteVertexArrays(1, &vaoLines);
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glDeleteVertexArrays(1, &vaoTriangles);
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glDeleteVertexArrays(1, &vaoQuads);
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}
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//glDetachShader(defaultShaderProgram, vertexShader);
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//glDetachShader(defaultShaderProgram, fragmentShader);
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//glDeleteShader(vertexShader); // Already deleted on shader compilation
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//glDeleteShader(fragmentShader); // Already deleted on sahder compilation
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glDeleteProgram(defaultShader.id);
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// Free vertex arrays memory
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free(lines.vertices);
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free(lines.colors);
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free(triangles.vertices);
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free(triangles.colors);
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free(quads.vertices);
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free(quads.texcoords);
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free(quads.colors);
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free(quads.indices);
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// Free GPU texture
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UnloadDefaultShader();
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UnloadDefaultBuffers();
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// Delete default white texture
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glDeleteTextures(1, &whiteTexture);
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TraceLog(INFO, "[TEX ID %i] Unloaded texture data (base white texture) from VRAM", whiteTexture);
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@ -1113,7 +1060,7 @@ void rlglClose(void)
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void rlglDraw(void)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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UpdateBuffers();
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UpdateDefaultBuffers();
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if ((lines.vCounter > 0) || (triangles.vCounter > 0) || (quads.vCounter > 0))
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{
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@ -1846,7 +1793,9 @@ void rlglGenerateMipmaps(Texture2D texture)
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// NOTE: Once mipmaps have been generated and data has been uploaded to GPU VRAM, we can discard RAM data
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free(data);
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#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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#endif
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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glGenerateMipmap(GL_TEXTURE_2D); // Generate mipmaps automatically
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TraceLog(INFO, "[TEX ID %i] Mipmaps generated automatically", texture.id);
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@ -2116,8 +2065,8 @@ Shader LoadShader(char *vsFileName, char *fsFileName)
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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// Shaders loading from external text file
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char *vShaderStr = TextFileRead(vsFileName);
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char *fShaderStr = TextFileRead(fsFileName);
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char *vShaderStr = ReadTextFile(vsFileName);
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char *fShaderStr = ReadTextFile(fsFileName);
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if ((vShaderStr != NULL) && (fShaderStr != NULL))
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{
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@ -2418,7 +2367,7 @@ static void LoadCompressedTexture(unsigned char *data, int width, int height, in
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}
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}
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// Load Shader (Vertex and Fragment)
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// Load default shader (Vertex and Fragment)
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// NOTE: This shader program is used for batch buffers (lines, triangles, quads)
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static Shader LoadDefaultShader(void)
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{
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@ -2503,43 +2452,24 @@ static void LoadDefaultShaderLocations(Shader *shader)
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shader->mapSpecularLoc = glGetUniformLocation(shader->id, "texture2");
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}
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// Read text file
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// NOTE: text chars array should be freed manually
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static char *TextFileRead(char *fileName)
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// Unload default shader
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static void UnloadDefaultShader(void)
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{
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FILE *textFile;
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char *text = NULL;
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glUseProgram(0);
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int count = 0;
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if (fileName != NULL)
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{
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textFile = fopen(fileName,"rt");
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if (textFile != NULL)
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{
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fseek(textFile, 0, SEEK_END);
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count = ftell(textFile);
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rewind(textFile);
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if (count > 0)
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{
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text = (char *)malloc(sizeof(char)*(count + 1));
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count = fread(text, sizeof(char), count, textFile);
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text[count] = '\0';
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}
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fclose(textFile);
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}
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else TraceLog(WARNING, "[%s] Text file could not be opened", fileName);
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}
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return text;
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//glDetachShader(defaultShaderProgram, vertexShader);
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//glDetachShader(defaultShaderProgram, fragmentShader);
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//glDeleteShader(vertexShader); // Already deleted on shader compilation
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//glDeleteShader(fragmentShader); // Already deleted on sahder compilation
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glDeleteProgram(defaultShader.id);
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}
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// Allocate and initialize float array buffers to store vertex data (lines, triangles, quads)
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static void InitializeBuffers(void)
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// Load default internal buffers (lines, triangles, quads)
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static void LoadDefaultBuffers(void)
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{
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// [CPU] Allocate and initialize float array buffers to store vertex data (lines, triangles, quads)
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//--------------------------------------------------------------------------------------------
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// Initialize lines arrays (vertex position and color data)
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lines.vertices = (float *)malloc(sizeof(float)*3*2*MAX_LINES_BATCH); // 3 float by vertex, 2 vertex by line
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lines.colors = (unsigned char *)malloc(sizeof(unsigned char)*4*2*MAX_LINES_BATCH); // 4 float by color, 2 colors by line
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@ -2593,13 +2523,14 @@ static void InitializeBuffers(void)
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quads.tcCounter = 0;
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quads.cCounter = 0;
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TraceLog(INFO, "CPU buffers (lines, triangles, quads) initialized successfully");
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}
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// Initialize Vertex Array Objects (Contain VBO)
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// NOTE: lines, triangles and quads buffers use currentShader
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static void InitializeBuffersGPU(void)
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{
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TraceLog(INFO, "Default buffers initialized successfully in CPU (lines, triangles, quads)");
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//--------------------------------------------------------------------------------------------
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// [GPU] Upload vertex data and initialize VAOs/VBOs (lines, triangles, quads)
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// NOTE: Default buffers are linked to use currentShader (defaultShader)
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//--------------------------------------------------------------------------------------------
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// Upload and link lines vertex buffers
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if (vaoSupported)
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{
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// Initialize Lines VAO
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@ -2622,10 +2553,10 @@ static void InitializeBuffersGPU(void)
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glEnableVertexAttribArray(currentShader.colorLoc);
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glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
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if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Lines VAO initialized successfully", vaoLines);
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else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Lines VBOs initialized successfully", linesBuffer[0], linesBuffer[1]);
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//--------------------------------------------------------------
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if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers (lines) VAO initialized successfully", vaoLines);
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else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Default buffers (lines) VBOs initialized successfully", linesBuffer[0], linesBuffer[1]);
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// Upload and link triangles vertex buffers
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if (vaoSupported)
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{
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// Initialize Triangles VAO
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@ -2647,10 +2578,10 @@ static void InitializeBuffersGPU(void)
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glEnableVertexAttribArray(currentShader.colorLoc);
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glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
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if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Triangles VAO initialized successfully", vaoTriangles);
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else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Triangles VBOs initialized successfully", trianglesBuffer[0], trianglesBuffer[1]);
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//--------------------------------------------------------------
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if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers (triangles) VAO initialized successfully", vaoTriangles);
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else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Default buffers (triangles) VBOs initialized successfully", trianglesBuffer[0], trianglesBuffer[1]);
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// Upload and link quads vertex buffers
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if (vaoSupported)
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{
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// Initialize Quads VAO
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@ -2685,18 +2616,20 @@ static void InitializeBuffersGPU(void)
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(short)*6*MAX_QUADS_BATCH, quads.indices, GL_STATIC_DRAW);
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#endif
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if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Quads VAO initialized successfully", vaoQuads);
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else TraceLog(INFO, "[VBO ID %i][VBO ID %i][VBO ID %i][VBO ID %i] Quads VBOs initialized successfully", quadsBuffer[0], quadsBuffer[1], quadsBuffer[2], quadsBuffer[3]);
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if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers (quads) VAO initialized successfully", vaoQuads);
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else TraceLog(INFO, "[VBO ID %i][VBO ID %i][VBO ID %i][VBO ID %i] Default buffers (quads) VBOs initialized successfully", quadsBuffer[0], quadsBuffer[1], quadsBuffer[2], quadsBuffer[3]);
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// Unbind the current VAO
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if (vaoSupported) glBindVertexArray(0);
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//--------------------------------------------------------------------------------------------
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}
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// Update VBOs with vertex array data
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// Update default buffers (VAOs/VBOs) with vertex array data
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// NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0)
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// TODO: If no data changed on the CPU arrays --> No need to update GPU arrays (change flag required)
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static void UpdateBuffers(void)
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// TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (change flag required)
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static void UpdateDefaultBuffers(void)
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{
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// Update lines vertex buffers
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if (lines.vCounter > 0)
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{
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// Activate Lines VAO
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@ -2712,8 +2645,8 @@ static void UpdateBuffers(void)
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//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*2*MAX_LINES_BATCH, lines.colors, GL_DYNAMIC_DRAW);
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*lines.cCounter, lines.colors);
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}
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//--------------------------------------------------------------
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// Update triangles vertex buffers
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if (triangles.vCounter > 0)
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{
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// Activate Triangles VAO
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@ -2729,8 +2662,8 @@ static void UpdateBuffers(void)
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//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW);
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*triangles.cCounter, triangles.colors);
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}
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//--------------------------------------------------------------
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// Update quads vertex buffers
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if (quads.vCounter > 0)
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{
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// Activate Quads VAO
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@ -2752,7 +2685,7 @@ static void UpdateBuffers(void)
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*quads.vCounter, quads.colors);
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// Another option would be using buffer mapping...
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//triangles.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
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//quads.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
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// Now we can modify vertices
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//glUnmapBuffer(GL_ARRAY_BUFFER);
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}
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@ -2761,6 +2694,83 @@ static void UpdateBuffers(void)
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// Unbind the current VAO
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if (vaoSupported) glBindVertexArray(0);
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}
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// Unload default buffers vertex data from CPU and GPU
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static void UnloadDefaultBuffers(void)
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{
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// Unbind everything
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if (vaoSupported) glBindVertexArray(0);
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glDisableVertexAttribArray(0);
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glDisableVertexAttribArray(1);
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glDisableVertexAttribArray(2);
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glDisableVertexAttribArray(3);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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// Delete VBOs from GPU (VRAM)
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glDeleteBuffers(1, &linesBuffer[0]);
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glDeleteBuffers(1, &linesBuffer[1]);
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glDeleteBuffers(1, &trianglesBuffer[0]);
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glDeleteBuffers(1, &trianglesBuffer[1]);
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glDeleteBuffers(1, &quadsBuffer[0]);
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glDeleteBuffers(1, &quadsBuffer[1]);
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glDeleteBuffers(1, &quadsBuffer[2]);
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glDeleteBuffers(1, &quadsBuffer[3]);
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||||
|
||||
if (vaoSupported)
|
||||
{
|
||||
// Delete VAOs from GPU (VRAM)
|
||||
glDeleteVertexArrays(1, &vaoLines);
|
||||
glDeleteVertexArrays(1, &vaoTriangles);
|
||||
glDeleteVertexArrays(1, &vaoQuads);
|
||||
}
|
||||
|
||||
// Free vertex arrays memory from CPU (RAM)
|
||||
free(lines.vertices);
|
||||
free(lines.colors);
|
||||
|
||||
free(triangles.vertices);
|
||||
free(triangles.colors);
|
||||
|
||||
free(quads.vertices);
|
||||
free(quads.texcoords);
|
||||
free(quads.colors);
|
||||
free(quads.indices);
|
||||
}
|
||||
|
||||
// Read text data from file
|
||||
// NOTE: text chars array should be freed manually
|
||||
static char *ReadTextFile(const char *fileName)
|
||||
{
|
||||
FILE *textFile;
|
||||
char *text = NULL;
|
||||
|
||||
int count = 0;
|
||||
|
||||
if (fileName != NULL)
|
||||
{
|
||||
textFile = fopen(fileName,"rt");
|
||||
|
||||
if (textFile != NULL)
|
||||
{
|
||||
fseek(textFile, 0, SEEK_END);
|
||||
count = ftell(textFile);
|
||||
rewind(textFile);
|
||||
|
||||
if (count > 0)
|
||||
{
|
||||
text = (char *)malloc(sizeof(char)*(count + 1));
|
||||
count = fread(text, sizeof(char), count, textFile);
|
||||
text[count] = '\0';
|
||||
}
|
||||
|
||||
fclose(textFile);
|
||||
}
|
||||
else TraceLog(WARNING, "[%s] Text file could not be opened", fileName);
|
||||
}
|
||||
|
||||
return text;
|
||||
}
|
||||
#endif //defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||
|
||||
#if defined(GRAPHICS_API_OPENGL_11)
|
||||
@ -2891,7 +2901,6 @@ static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight)
|
||||
#endif
|
||||
|
||||
#if defined(RLGL_STANDALONE)
|
||||
|
||||
// Output a trace log message
|
||||
// NOTE: Expected msgType: (0)Info, (1)Error, (2)Warning
|
||||
static void TraceLog(int msgType, const char *text, ...)
|
||||
|
16
src/rlgl.h
16
src/rlgl.h
@ -292,11 +292,6 @@ Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view); // Get world
|
||||
unsigned char *rlglReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
|
||||
void *rlglReadTexturePixels(Texture2D texture); // Read texture pixel data
|
||||
|
||||
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||
void PrintProjectionMatrix(void); // DEBUG: Print projection matrix
|
||||
void PrintModelviewMatrix(void); // DEBUG: Print modelview matrix
|
||||
#endif
|
||||
|
||||
#if defined(RLGL_STANDALONE)
|
||||
//------------------------------------------------------------------------------------
|
||||
// Shaders System Functions (Module: rlgl)
|
||||
@ -309,13 +304,10 @@ void SetCustomShader(Shader shader); // Set custo
|
||||
void SetDefaultShader(void); // Set default shader to be used in batch draw
|
||||
void SetModelShader(Model *model, Shader shader); // Link a shader to a model
|
||||
|
||||
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
|
||||
void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
|
||||
void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
|
||||
void SetShaderMapDiffuse(Shader *shader, Texture2D texture); // Default diffuse shader map texture assignment
|
||||
void SetShaderMapNormal(Shader *shader, const char *uniformName, Texture2D texture); // Normal map texture shader assignment
|
||||
void SetShaderMapSpecular(Shader *shader, const char *uniformName, Texture2D texture); // Specular map texture shader assignment
|
||||
void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textureUnit); // TODO: Generic shader map assignment
|
||||
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
|
||||
void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
|
||||
void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
|
||||
void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
|
||||
|
||||
void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied)
|
||||
#endif
|
||||
|
Loading…
x
Reference in New Issue
Block a user