Reviewed for standalone usage

Requires raymath as standalone and GLEW
This commit is contained in:
Ray 2015-08-05 19:18:40 +02:00
parent a42bfa7794
commit ba640598e5
2 changed files with 127 additions and 38 deletions

View File

@ -33,20 +33,21 @@
#include <string.h> // Declares strcmp(), strlen(), strtok()
#if defined(GRAPHICS_API_OPENGL_11)
#ifdef __APPLE__ // OpenGL include for OSX
#ifdef __APPLE__ // OpenGL include for OSX
#include <OpenGL/gl.h>
#else
#include <GL/gl.h> // Basic OpenGL include
#include <GL/gl.h> // Basic OpenGL include
#endif
#endif
#if defined(GRAPHICS_API_OPENGL_33)
#define GLEW_STATIC
#ifdef __APPLE__ // OpenGL include for OSX
#ifdef __APPLE__ // OpenGL include for OSX
#include <OpenGL/gl3.h>
#else
#include <GL/glew.h> // Extensions loading lib
//#include "glad.h" // TODO: Other extensions loading lib? --> REVIEW
#include <GL/glew.h> // Extensions loading lib
//#include "glad.h" // TODO: Test glad extensions loading lib
//#include "gl_core_3_3.h" // TODO: Test glLoadGen extension loading lib: ERRORS
#endif
#endif
@ -56,6 +57,10 @@
#include <GLES2/gl2ext.h>
#endif
#if defined(RLGL_STANDALONE)
#include <stdarg.h> // Used for functions with variable number of parameters (TraceLog())
#endif
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
@ -177,6 +182,10 @@ typedef struct {
unsigned char a;
} pixel;
#if defined(RLGL_STANDALONE)
typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType;
#endif
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
@ -250,6 +259,9 @@ static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays;
// NOTE: It's required in shapes and models modules!
unsigned int whiteTexture;
// Save screen size data (render size), required for postpro quad
static int screenWidth, screenHeight;
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
@ -273,6 +285,10 @@ static pixel *GenNextMipmap(pixel *srcData, int srcWidth, int srcHeight);
static char** StringSplit(char *baseString, const char delimiter, int *numExt);
#endif
#if defined(RLGL_STANDALONE)
static void TraceLog(int msgType, const char *text, ...);
#endif
//----------------------------------------------------------------------------------
// Module Functions Definition - Matrix operations
//----------------------------------------------------------------------------------
@ -846,12 +862,12 @@ void rlglInit(void)
#if defined(GRAPHICS_API_OPENGL_33)
// Initialize extensions using GLEW
glewExperimental = 1; // Needed for core profile
GLenum error = glewInit();
if (error != GLEW_OK) TraceLog(ERROR, "Failed to initialize GLEW - Error Code: %s\n", glewGetErrorString(error));
if (glewIsSupported("GL_VERSION_3_3"))
//if (ogl_LoadFunctions() != ogl_LOAD_FAILED)
{
TraceLog(INFO, "OpenGL 3.3 Core profile");
@ -995,6 +1011,7 @@ void rlglInit(void)
}
// Init postpro system
// NOTE: Uses global variables screenWidth and screenHeight
void rlglInitPostpro(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
@ -1005,13 +1022,13 @@ void rlglInitPostpro(void)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, GetScreenWidth(), GetScreenHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, screenWidth, screenHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
// Create the renderbuffer that will serve as the depth attachment for the framebuffer.
glGenRenderbuffers(1, &fboDepthTexture);
glBindRenderbuffer(GL_RENDERBUFFER, fboDepthTexture);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, GetScreenWidth(), GetScreenHeight());
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, screenWidth, screenHeight);
// NOTE: We can also use a texture for depth buffer (GL_ARB_depth_texture/GL_OES_depth_texture extensions)
// A renderbuffer is simpler than a texture and could offer better performance on embedded devices
@ -1062,8 +1079,8 @@ void rlglInitPostpro(void)
quadData.vertexCount = 6;
float w = GetScreenWidth();
float h = GetScreenHeight();
float w = screenWidth;
float h = screenHeight;
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 };
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 };
@ -1141,7 +1158,20 @@ void rlglClose(void)
{
glDeleteFramebuffers(1, &fbo);
UnloadModel(postproQuad);
// Unload postpro quad model data
#if defined(GRAPHICS_API_OPENGL_11)
free(postproQuad.mesh.vertices);
free(postproQuad.mesh.texcoords);
free(postproQuad.mesh.normals);
#endif
rlDeleteBuffers(postproQuad.mesh.vboId[0]);
rlDeleteBuffers(postproQuad.mesh.vboId[1]);
rlDeleteBuffers(postproQuad.mesh.vboId[2]);
rlDeleteVertexArrays(postproQuad.mesh.vaoId);
TraceLog(INFO, "Unloaded postpro quad data");
}
free(draws);
@ -1312,7 +1342,7 @@ void rlglDrawPostpro(void)
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glBindFramebuffer(GL_FRAMEBUFFER, 0);
rlglDrawModel(postproQuad, (Vector3){0,0,0}, 0.0f, (Vector3){0,0,0}, (Vector3){1.0f, 1.0f, 1.0f}, WHITE, false);
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);
#endif
}
@ -1459,17 +1489,23 @@ void rlglDrawModel(Model model, Vector3 position, float rotationAngle, Vector3 r
}
// Initialize Graphics Device (OpenGL stuff)
// NOTE: Stores global variables screenWidth and screenHeight
void rlglInitGraphics(int offsetX, int offsetY, int width, int height)
{
// Save screen size data (global vars), required on postpro quad
// NOTE: Size represents render size, it could differ from screen size!
screenWidth = width;
screenHeight = height;
// NOTE: Required! viewport must be recalculated if screen resized!
glViewport(offsetX/2, offsetY/2, width - offsetX, height - offsetY); // Set viewport width and height
// NOTE: Don't confuse glViewport with the transformation matrix
// NOTE: glViewport just defines the area of the context that you will actually draw to.
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers, depth buffer is used for 3D
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set background color (black)
//glClearDepth(1.0f); // Clear depth buffer (default)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers, depth buffer is used for 3D
glEnable(GL_DEPTH_TEST); // Enables depth testing (required for 3D)
glDepthFunc(GL_LEQUAL); // Type of depth testing to apply
@ -2216,6 +2252,8 @@ unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr)
void UnloadShader(Shader shader)
{
rlDeleteShader(shader.id);
TraceLog(INFO, "[SHDR ID %i] Unloaded shader program data", shader.id);
}
// Set custom shader to be used on batch draw
@ -2252,6 +2290,7 @@ void SetCustomShader(Shader shader)
}
// Set postprocessing shader
// NOTE: Uses global variables screenWidth and screenHeight
void SetPostproShader(Shader shader)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
@ -2265,8 +2304,8 @@ void SetPostproShader(Shader shader)
Texture2D texture;
texture.id = fboColorTexture;
texture.width = GetScreenWidth();
texture.height = GetScreenHeight();
texture.width = screenWidth;
texture.height = screenHeight;
SetShaderMapDiffuse(&postproQuad.shader, texture);
@ -3072,12 +3111,9 @@ static pixel *GenNextMipmap(pixel *srcData, int srcWidth, int srcHeight)
#endif
#if defined(RLGL_STANDALONE)
typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType;
// Output a trace log message
// NOTE: Expected msgType: (0)Info, (1)Error, (2)Warning
void TraceLog(int msgType, const char *text, ...)
static void TraceLog(int msgType, const char *text, ...)
{
va_list args;
va_start(args, text);

View File

@ -36,6 +36,10 @@
#include "utils.h" // Required for function TraceLog()
#endif
#if defined(RLGL_STANDALONE)
#define RAYMATH_STANDALONE
#endif
#include "raymath.h" // Required for data type Matrix and Matrix functions
// Select desired OpenGL version
@ -89,9 +93,26 @@ typedef enum { RL_LINES, RL_TRIANGLES, RL_QUADS } DrawMode;
typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
#ifdef RLGL_STANDALONE
#ifndef __cplusplus
// Boolean type
typedef enum { false, true } bool;
#endif
// byte type
typedef unsigned char byte;
// Color type, RGBA (32bit)
typedef struct Color {
unsigned char r;
unsigned char g;
unsigned char b;
unsigned char a;
} Color;
// Texture formats (support depends on OpenGL version)
typedef enum {
UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
UNCOMPRESSED_GRAY_ALPHA,
UNCOMPRESSED_R5G6B5, // 16 bpp
UNCOMPRESSED_R8G8B8, // 24 bpp
UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
@ -106,7 +127,8 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
COMPRESSED_PVRT_RGB, // 4 bpp
COMPRESSED_PVRT_RGBA, // 4 bpp
/*COMPRESSED_ASTC_RGBA_4x4*/ // 8 bpp
COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
COMPRESSED_ASTC_8x8_RGBA // 2 bpp
} TextureFormat;
// VertexData type
@ -123,35 +145,43 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
// Shader type
typedef struct Shader {
unsigned int id; // Shader program id
unsigned int id; // Shader program id
// TODO: This should be Texture2D objects
unsigned int texDiffuseId; // Diffuse texture id
unsigned int texNormalId; // Normal texture id
unsigned int texSpecularId; // Specular texture id
// Variable attributes
unsigned int vertexLoc; // Vertex attribute location point (vertex shader)
unsigned int texcoordLoc; // Texcoord attribute location point (vertex shader)
unsigned int normalLoc; // Normal attribute location point (vertex shader)
unsigned int colorLoc; // Color attibute location point (vertex shader)
int vertexLoc; // Vertex attribute location point (vertex shader)
int texcoordLoc; // Texcoord attribute location point (vertex shader)
int normalLoc; // Normal attribute location point (vertex shader)
int colorLoc; // Color attibute location point (vertex shader)
// Uniforms
unsigned int projectionLoc; // Projection matrix uniform location point (vertex shader)
unsigned int modelviewLoc; // ModeView matrix uniform location point (vertex shader)
unsigned int textureLoc; // Texture uniform location point (fragment shader)
unsigned int tintColorLoc; // Color uniform location point (fragment shader)
int projectionLoc; // Projection matrix uniform location point (vertex shader)
int modelviewLoc; // ModeView matrix uniform location point (vertex shader)
int tintColorLoc; // Color uniform location point (fragment shader)
int mapDiffuseLoc; // Diffuse map texture uniform location point (fragment shader)
int mapNormalLoc; // Normal map texture uniform location point (fragment shader)
int mapSpecularLoc; // Specular map texture uniform location point (fragment shader)
} Shader;
// 3d Model type
typedef struct Model {
VertexData mesh;
Matrix transform;
Texture2D texture;
Shader shader;
} Model;
// Texture2D type
typedef struct Texture2D {
unsigned int id; // Texture id
int width;
int height;
} Texture2D;
// 3d Model type
typedef struct Model {
VertexData mesh;
Matrix transform;
Texture2D texture;
Shader shader;
} Model;
#endif
#ifdef __cplusplus
@ -231,6 +261,29 @@ void PrintProjectionMatrix(void); // DEBUG: Print projection matrix
void PrintModelviewMatrix(void); // DEBUG: Print modelview matrix
#endif
#if defined(RLGL_STANDALONE)
//------------------------------------------------------------------------------------
// Shaders System Functions (Module: rlgl)
// NOTE: This functions are useless when using OpenGL 1.1
//------------------------------------------------------------------------------------
Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr); // Load a custom shader and return program id
void UnloadShader(Shader shader); // Unload a custom shader from memory
void SetPostproShader(Shader shader); // Set fullscreen postproduction shader
void SetCustomShader(Shader shader); // Set custom shader to be used in batch draw
void SetDefaultShader(void); // Set default shader to be used in batch draw
void SetModelShader(Model *model, Shader shader); // Link a shader to a model
bool IsPosproShaderEnabled(void); // Check if postprocessing shader is enabled
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
#endif
#ifdef __cplusplus
}
#endif