Reviewed for standalone usage
Requires raymath as standalone and GLEW
This commit is contained in:
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a42bfa7794
commit
ba640598e5
76
src/rlgl.c
76
src/rlgl.c
@ -33,20 +33,21 @@
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#include <string.h> // Declares strcmp(), strlen(), strtok()
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#if defined(GRAPHICS_API_OPENGL_11)
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#ifdef __APPLE__ // OpenGL include for OSX
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#ifdef __APPLE__ // OpenGL include for OSX
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#include <OpenGL/gl.h>
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#else
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#include <GL/gl.h> // Basic OpenGL include
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#include <GL/gl.h> // Basic OpenGL include
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#endif
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#endif
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#if defined(GRAPHICS_API_OPENGL_33)
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#define GLEW_STATIC
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#ifdef __APPLE__ // OpenGL include for OSX
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#ifdef __APPLE__ // OpenGL include for OSX
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#include <OpenGL/gl3.h>
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#else
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#include <GL/glew.h> // Extensions loading lib
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//#include "glad.h" // TODO: Other extensions loading lib? --> REVIEW
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#include <GL/glew.h> // Extensions loading lib
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//#include "glad.h" // TODO: Test glad extensions loading lib
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//#include "gl_core_3_3.h" // TODO: Test glLoadGen extension loading lib: ERRORS
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#endif
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#endif
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@ -56,6 +57,10 @@
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#include <GLES2/gl2ext.h>
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#endif
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#if defined(RLGL_STANDALONE)
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#include <stdarg.h> // Used for functions with variable number of parameters (TraceLog())
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#endif
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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@ -177,6 +182,10 @@ typedef struct {
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unsigned char a;
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} pixel;
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#if defined(RLGL_STANDALONE)
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typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType;
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#endif
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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@ -250,6 +259,9 @@ static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays;
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// NOTE: It's required in shapes and models modules!
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unsigned int whiteTexture;
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// Save screen size data (render size), required for postpro quad
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static int screenWidth, screenHeight;
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//----------------------------------------------------------------------------------
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// Module specific Functions Declaration
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//----------------------------------------------------------------------------------
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@ -273,6 +285,10 @@ static pixel *GenNextMipmap(pixel *srcData, int srcWidth, int srcHeight);
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static char** StringSplit(char *baseString, const char delimiter, int *numExt);
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#endif
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#if defined(RLGL_STANDALONE)
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static void TraceLog(int msgType, const char *text, ...);
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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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@ -846,12 +862,12 @@ void rlglInit(void)
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#if defined(GRAPHICS_API_OPENGL_33)
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// Initialize extensions using GLEW
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glewExperimental = 1; // Needed for core profile
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GLenum error = glewInit();
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if (error != GLEW_OK) TraceLog(ERROR, "Failed to initialize GLEW - Error Code: %s\n", glewGetErrorString(error));
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if (glewIsSupported("GL_VERSION_3_3"))
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//if (ogl_LoadFunctions() != ogl_LOAD_FAILED)
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{
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TraceLog(INFO, "OpenGL 3.3 Core profile");
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@ -995,6 +1011,7 @@ void rlglInit(void)
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}
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// Init postpro system
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// NOTE: Uses global variables screenWidth and screenHeight
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void rlglInitPostpro(void)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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@ -1005,13 +1022,13 @@ void rlglInitPostpro(void)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, GetScreenWidth(), GetScreenHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, screenWidth, screenHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_2D, 0);
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// Create the renderbuffer that will serve as the depth attachment for the framebuffer.
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glGenRenderbuffers(1, &fboDepthTexture);
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glBindRenderbuffer(GL_RENDERBUFFER, fboDepthTexture);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, GetScreenWidth(), GetScreenHeight());
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, screenWidth, screenHeight);
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// NOTE: We can also use a texture for depth buffer (GL_ARB_depth_texture/GL_OES_depth_texture extensions)
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// A renderbuffer is simpler than a texture and could offer better performance on embedded devices
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@ -1062,8 +1079,8 @@ void rlglInitPostpro(void)
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quadData.vertexCount = 6;
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float w = GetScreenWidth();
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float h = GetScreenHeight();
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float w = screenWidth;
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float h = screenHeight;
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float quadPositions[6*3] = { w, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, h, 0.0, 0, h, 0.0, w, h, 0.0, w, 0.0, 0.0 };
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float quadTexcoords[6*2] = { 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0 };
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@ -1141,7 +1158,20 @@ void rlglClose(void)
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{
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glDeleteFramebuffers(1, &fbo);
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UnloadModel(postproQuad);
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// Unload postpro quad model data
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#if defined(GRAPHICS_API_OPENGL_11)
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free(postproQuad.mesh.vertices);
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free(postproQuad.mesh.texcoords);
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free(postproQuad.mesh.normals);
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#endif
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rlDeleteBuffers(postproQuad.mesh.vboId[0]);
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rlDeleteBuffers(postproQuad.mesh.vboId[1]);
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rlDeleteBuffers(postproQuad.mesh.vboId[2]);
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rlDeleteVertexArrays(postproQuad.mesh.vaoId);
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TraceLog(INFO, "Unloaded postpro quad data");
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}
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free(draws);
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@ -1312,7 +1342,7 @@ void rlglDrawPostpro(void)
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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rlglDrawModel(postproQuad, (Vector3){0,0,0}, 0.0f, (Vector3){0,0,0}, (Vector3){1.0f, 1.0f, 1.0f}, WHITE, false);
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rlglDrawModel(postproQuad, (Vector3){0,0,0}, 0.0f, (Vector3){0,0,0}, (Vector3){1.0f, 1.0f, 1.0f}, (Color){ 255, 255, 255, 255 }, false);
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#endif
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}
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@ -1459,17 +1489,23 @@ void rlglDrawModel(Model model, Vector3 position, float rotationAngle, Vector3 r
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}
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// Initialize Graphics Device (OpenGL stuff)
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// NOTE: Stores global variables screenWidth and screenHeight
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void rlglInitGraphics(int offsetX, int offsetY, int width, int height)
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{
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// Save screen size data (global vars), required on postpro quad
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// NOTE: Size represents render size, it could differ from screen size!
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screenWidth = width;
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screenHeight = height;
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// NOTE: Required! viewport must be recalculated if screen resized!
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glViewport(offsetX/2, offsetY/2, width - offsetX, height - offsetY); // Set viewport width and height
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// NOTE: Don't confuse glViewport with the transformation matrix
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// NOTE: glViewport just defines the area of the context that you will actually draw to.
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers, depth buffer is used for 3D
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set background color (black)
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//glClearDepth(1.0f); // Clear depth buffer (default)
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers, depth buffer is used for 3D
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glEnable(GL_DEPTH_TEST); // Enables depth testing (required for 3D)
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glDepthFunc(GL_LEQUAL); // Type of depth testing to apply
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@ -2216,6 +2252,8 @@ unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr)
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void UnloadShader(Shader shader)
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{
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rlDeleteShader(shader.id);
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TraceLog(INFO, "[SHDR ID %i] Unloaded shader program data", shader.id);
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}
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// Set custom shader to be used on batch draw
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@ -2252,6 +2290,7 @@ void SetCustomShader(Shader shader)
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}
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// Set postprocessing shader
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// NOTE: Uses global variables screenWidth and screenHeight
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void SetPostproShader(Shader shader)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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@ -2265,8 +2304,8 @@ void SetPostproShader(Shader shader)
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Texture2D texture;
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texture.id = fboColorTexture;
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texture.width = GetScreenWidth();
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texture.height = GetScreenHeight();
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texture.width = screenWidth;
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texture.height = screenHeight;
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SetShaderMapDiffuse(&postproQuad.shader, texture);
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@ -3072,12 +3111,9 @@ static pixel *GenNextMipmap(pixel *srcData, int srcWidth, int srcHeight)
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#endif
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#if defined(RLGL_STANDALONE)
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typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType;
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// Output a trace log message
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// NOTE: Expected msgType: (0)Info, (1)Error, (2)Warning
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void TraceLog(int msgType, const char *text, ...)
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static void TraceLog(int msgType, const char *text, ...)
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{
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va_list args;
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va_start(args, text);
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89
src/rlgl.h
89
src/rlgl.h
@ -36,6 +36,10 @@
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#include "utils.h" // Required for function TraceLog()
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#endif
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#if defined(RLGL_STANDALONE)
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#define RAYMATH_STANDALONE
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#endif
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#include "raymath.h" // Required for data type Matrix and Matrix functions
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// Select desired OpenGL version
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@ -89,9 +93,26 @@ typedef enum { RL_LINES, RL_TRIANGLES, RL_QUADS } DrawMode;
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typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
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#ifdef RLGL_STANDALONE
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#ifndef __cplusplus
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// Boolean type
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typedef enum { false, true } bool;
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#endif
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// byte type
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typedef unsigned char byte;
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// Color type, RGBA (32bit)
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typedef struct Color {
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unsigned char r;
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unsigned char g;
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unsigned char b;
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unsigned char a;
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} Color;
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// Texture formats (support depends on OpenGL version)
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typedef enum {
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UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
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UNCOMPRESSED_GRAY_ALPHA,
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UNCOMPRESSED_R5G6B5, // 16 bpp
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UNCOMPRESSED_R8G8B8, // 24 bpp
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UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
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@ -106,7 +127,8 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
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COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
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COMPRESSED_PVRT_RGB, // 4 bpp
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COMPRESSED_PVRT_RGBA, // 4 bpp
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/*COMPRESSED_ASTC_RGBA_4x4*/ // 8 bpp
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COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
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COMPRESSED_ASTC_8x8_RGBA // 2 bpp
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} TextureFormat;
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// VertexData type
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@ -123,35 +145,43 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
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// Shader type
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typedef struct Shader {
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unsigned int id; // Shader program id
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unsigned int id; // Shader program id
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// TODO: This should be Texture2D objects
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unsigned int texDiffuseId; // Diffuse texture id
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unsigned int texNormalId; // Normal texture id
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unsigned int texSpecularId; // Specular texture id
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// Variable attributes
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unsigned int vertexLoc; // Vertex attribute location point (vertex shader)
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unsigned int texcoordLoc; // Texcoord attribute location point (vertex shader)
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unsigned int normalLoc; // Normal attribute location point (vertex shader)
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unsigned int colorLoc; // Color attibute location point (vertex shader)
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int vertexLoc; // Vertex attribute location point (vertex shader)
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int texcoordLoc; // Texcoord attribute location point (vertex shader)
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int normalLoc; // Normal attribute location point (vertex shader)
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int colorLoc; // Color attibute location point (vertex shader)
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// Uniforms
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unsigned int projectionLoc; // Projection matrix uniform location point (vertex shader)
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unsigned int modelviewLoc; // ModeView matrix uniform location point (vertex shader)
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unsigned int textureLoc; // Texture uniform location point (fragment shader)
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unsigned int tintColorLoc; // Color uniform location point (fragment shader)
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int projectionLoc; // Projection matrix uniform location point (vertex shader)
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int modelviewLoc; // ModeView matrix uniform location point (vertex shader)
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int tintColorLoc; // Color uniform location point (fragment shader)
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int mapDiffuseLoc; // Diffuse map texture uniform location point (fragment shader)
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int mapNormalLoc; // Normal map texture uniform location point (fragment shader)
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int mapSpecularLoc; // Specular map texture uniform location point (fragment shader)
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} Shader;
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// 3d Model type
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typedef struct Model {
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VertexData mesh;
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Matrix transform;
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Texture2D texture;
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Shader shader;
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} Model;
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// Texture2D type
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typedef struct Texture2D {
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unsigned int id; // Texture id
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int width;
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int height;
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} Texture2D;
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// 3d Model type
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typedef struct Model {
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VertexData mesh;
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Matrix transform;
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Texture2D texture;
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Shader shader;
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} Model;
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#endif
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#ifdef __cplusplus
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@ -231,6 +261,29 @@ void PrintProjectionMatrix(void); // DEBUG: Print projection matrix
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void PrintModelviewMatrix(void); // DEBUG: Print modelview matrix
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#endif
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#if defined(RLGL_STANDALONE)
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//------------------------------------------------------------------------------------
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// Shaders System Functions (Module: rlgl)
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// NOTE: This functions are useless when using OpenGL 1.1
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//------------------------------------------------------------------------------------
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Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
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unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr); // Load a custom shader and return program id
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void UnloadShader(Shader shader); // Unload a custom shader from memory
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void SetPostproShader(Shader shader); // Set fullscreen postproduction shader
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void SetCustomShader(Shader shader); // Set custom shader to be used in batch draw
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void SetDefaultShader(void); // Set default shader to be used in batch draw
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void SetModelShader(Model *model, Shader shader); // Link a shader to a model
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bool IsPosproShaderEnabled(void); // Check if postprocessing shader is enabled
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int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
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void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
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void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
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void SetShaderMapDiffuse(Shader *shader, Texture2D texture); // Default diffuse shader map texture assignment
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void SetShaderMapNormal(Shader *shader, const char *uniformName, Texture2D texture); // Normal map texture shader assignment
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void SetShaderMapSpecular(Shader *shader, const char *uniformName, Texture2D texture); // Specular map texture shader assignment
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void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textureUnit); // TODO: Generic shader map assignment
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#endif
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#ifdef __cplusplus
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}
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#endif
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