mirror of https://github.com/raysan5/raylib
REVIEWED: rlgl function description and comments
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108
src/rlgl.h
108
src/rlgl.h
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@ -557,14 +557,14 @@ typedef enum {
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extern "C" { // Prevents name mangling of functions
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#endif
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RLAPI void rlMatrixMode(int mode); // Choose the current matrix to be transformed
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RLAPI void rlPushMatrix(void); // Push the current matrix to stack
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RLAPI void rlPopMatrix(void); // Pop latest inserted matrix from stack
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RLAPI void rlLoadIdentity(void); // Reset current matrix to identity matrix
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RLAPI void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix
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RLAPI void rlRotatef(float angle, float x, float y, float z); // Multiply the current matrix by a rotation matrix
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RLAPI void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix
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RLAPI void rlMultMatrixf(const float *matf); // Multiply the current matrix by another matrix
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RLAPI void rlMatrixMode(int mode); // Choose the current matrix to be transformed
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RLAPI void rlPushMatrix(void); // Push the current matrix to stack
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RLAPI void rlPopMatrix(void); // Pop latest inserted matrix from stack
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RLAPI void rlLoadIdentity(void); // Reset current matrix to identity matrix
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RLAPI void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix
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RLAPI void rlRotatef(float angle, float x, float y, float z); // Multiply the current matrix by a rotation matrix
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RLAPI void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix
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RLAPI void rlMultMatrixf(const float *matf); // Multiply the current matrix by another matrix
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RLAPI void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar);
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RLAPI void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar);
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RLAPI void rlViewport(int x, int y, int width, int height); // Set the viewport area
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@ -572,15 +572,15 @@ RLAPI void rlViewport(int x, int y, int width, int height); // Set the viewport
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//------------------------------------------------------------------------------------
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// Functions Declaration - Vertex level operations
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//------------------------------------------------------------------------------------
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RLAPI void rlBegin(int mode); // Initialize drawing mode (how to organize vertex)
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RLAPI void rlEnd(void); // Finish vertex providing
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RLAPI void rlVertex2i(int x, int y); // Define one vertex (position) - 2 int
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RLAPI void rlVertex2f(float x, float y); // Define one vertex (position) - 2 float
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RLAPI void rlVertex3f(float x, float y, float z); // Define one vertex (position) - 3 float
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RLAPI void rlTexCoord2f(float x, float y); // Define one vertex (texture coordinate) - 2 float
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RLAPI void rlNormal3f(float x, float y, float z); // Define one vertex (normal) - 3 float
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RLAPI void rlColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Define one vertex (color) - 4 byte
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RLAPI void rlColor3f(float x, float y, float z); // Define one vertex (color) - 3 float
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RLAPI void rlBegin(int mode); // Initialize drawing mode (how to organize vertex)
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RLAPI void rlEnd(void); // Finish vertex providing
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RLAPI void rlVertex2i(int x, int y); // Define one vertex (position) - 2 int
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RLAPI void rlVertex2f(float x, float y); // Define one vertex (position) - 2 float
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RLAPI void rlVertex3f(float x, float y, float z); // Define one vertex (position) - 3 float
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RLAPI void rlTexCoord2f(float x, float y); // Define one vertex (texture coordinate) - 2 float
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RLAPI void rlNormal3f(float x, float y, float z); // Define one vertex (normal) - 3 float
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RLAPI void rlColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Define one vertex (color) - 4 byte
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RLAPI void rlColor3f(float x, float y, float z); // Define one vertex (color) - 3 float
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RLAPI void rlColor4f(float x, float y, float z, float w); // Define one vertex (color) - 4 float
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//------------------------------------------------------------------------------------
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@ -594,13 +594,13 @@ RLAPI bool rlEnableVertexArray(unsigned int vaoId); // Enable vertex array (
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RLAPI void rlDisableVertexArray(void); // Disable vertex array (VAO, if supported)
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RLAPI void rlEnableVertexBuffer(unsigned int id); // Enable vertex buffer (VBO)
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RLAPI void rlDisableVertexBuffer(void); // Disable vertex buffer (VBO)
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RLAPI void rlEnableVertexBufferElement(unsigned int id);// Enable vertex buffer element (VBO element)
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RLAPI void rlEnableVertexBufferElement(unsigned int id); // Enable vertex buffer element (VBO element)
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RLAPI void rlDisableVertexBufferElement(void); // Disable vertex buffer element (VBO element)
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RLAPI void rlEnableVertexAttribute(unsigned int index); // Enable vertex attribute index
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RLAPI void rlDisableVertexAttribute(unsigned int index);// Disable vertex attribute index
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RLAPI void rlDisableVertexAttribute(unsigned int index); // Disable vertex attribute index
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#if defined(GRAPHICS_API_OPENGL_11)
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RLAPI void rlEnableStatePointer(int vertexAttribType, void *buffer); // Enable attribute state pointer
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RLAPI void rlDisableStatePointer(int vertexAttribType); // Disable attribute state pointer
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RLAPI void rlEnableStatePointer(int vertexAttribType, void *buffer); // Enable attribute state pointer
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RLAPI void rlDisableStatePointer(int vertexAttribType); // Disable attribute state pointer
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#endif
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// Textures state
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@ -623,7 +623,7 @@ RLAPI void rlActiveDrawBuffers(int count); // Activate multiple dra
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RLAPI void rlBlitFramebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX, int dstY, int dstWidth, int dstHeight, int bufferMask); // Blit active framebuffer to main framebuffer
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// General render state
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RLAPI void rlEnableColorBlend(void); // Enable color blending
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RLAPI void rlEnableColorBlend(void); // Enable color blending
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RLAPI void rlDisableColorBlend(void); // Disable color blending
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RLAPI void rlEnableDepthTest(void); // Enable depth test
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RLAPI void rlDisableDepthTest(void); // Disable depth test
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@ -636,7 +636,7 @@ RLAPI void rlEnableScissorTest(void); // Enable scissor test
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RLAPI void rlDisableScissorTest(void); // Disable scissor test
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RLAPI void rlScissor(int x, int y, int width, int height); // Scissor test
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RLAPI void rlEnableWireMode(void); // Enable wire mode
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RLAPI void rlEnablePointMode(void); // Enable point mode
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RLAPI void rlEnablePointMode(void); // Enable point mode
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RLAPI void rlDisableWireMode(void); // Disable wire mode ( and point ) maybe rename
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RLAPI void rlSetLineWidth(float width); // Set the line drawing width
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RLAPI float rlGetLineWidth(void); // Get the line drawing width
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@ -673,48 +673,48 @@ RLAPI int *rlGetShaderLocsDefault(void); // Get default shader lo
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// Render batch management
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// NOTE: rlgl provides a default render batch to behave like OpenGL 1.1 immediate mode
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// but this render batch API is exposed in case of custom batches are required
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RLAPI rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements); // Load a render batch system
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RLAPI void rlUnloadRenderBatch(rlRenderBatch batch); // Unload render batch system
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RLAPI void rlDrawRenderBatch(rlRenderBatch *batch); // Draw render batch data (Update->Draw->Reset)
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RLAPI void rlSetRenderBatchActive(rlRenderBatch *batch); // Set the active render batch for rlgl (NULL for default internal)
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RLAPI void rlDrawRenderBatchActive(void); // Update and draw internal render batch
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RLAPI bool rlCheckRenderBatchLimit(int vCount); // Check internal buffer overflow for a given number of vertex
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RLAPI rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements); // Load a render batch system
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RLAPI void rlUnloadRenderBatch(rlRenderBatch batch); // Unload render batch system
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RLAPI void rlDrawRenderBatch(rlRenderBatch *batch); // Draw render batch data (Update->Draw->Reset)
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RLAPI void rlSetRenderBatchActive(rlRenderBatch *batch); // Set the active render batch for rlgl (NULL for default internal)
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RLAPI void rlDrawRenderBatchActive(void); // Update and draw internal render batch
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RLAPI bool rlCheckRenderBatchLimit(int vCount); // Check internal buffer overflow for a given number of vertex
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RLAPI void rlSetTexture(unsigned int id); // Set current texture for render batch and check buffers limits
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//------------------------------------------------------------------------------------------------------------------------
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// Vertex buffers management
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RLAPI unsigned int rlLoadVertexArray(void); // Load vertex array (vao) if supported
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RLAPI unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic); // Load a vertex buffer attribute
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RLAPI unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic); // Load a new attributes element buffer
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RLAPI void rlUpdateVertexBuffer(unsigned int bufferId, const void *data, int dataSize, int offset); // Update GPU buffer with new data
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RLAPI void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset); // Update vertex buffer elements with new data
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RLAPI void rlUnloadVertexArray(unsigned int vaoId);
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RLAPI void rlUnloadVertexBuffer(unsigned int vboId);
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RLAPI void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, const void *pointer);
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RLAPI void rlSetVertexAttributeDivisor(unsigned int index, int divisor);
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RLAPI void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count); // Set vertex attribute default value
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RLAPI void rlDrawVertexArray(int offset, int count);
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RLAPI void rlDrawVertexArrayElements(int offset, int count, const void *buffer);
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RLAPI void rlDrawVertexArrayInstanced(int offset, int count, int instances);
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RLAPI void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances);
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RLAPI unsigned int rlLoadVertexArray(void); // Load vertex array (vao) if supported
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RLAPI unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic); // Load a vertex buffer object
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RLAPI unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic); // Load vertex buffer elements object
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RLAPI void rlUpdateVertexBuffer(unsigned int bufferId, const void *data, int dataSize, int offset); // Update vertex buffer object data on GPU buffer
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RLAPI void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset); // Update vertex buffer elements data on GPU buffer
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RLAPI void rlUnloadVertexArray(unsigned int vaoId); // Unload vertex array (vao)
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RLAPI void rlUnloadVertexBuffer(unsigned int vboId); // Unload vertex buffer object
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RLAPI void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, const void *pointer); // Set vertex attribute data configuration
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RLAPI void rlSetVertexAttributeDivisor(unsigned int index, int divisor); // Set vertex attribute data divisor
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RLAPI void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count); // Set vertex attribute default value, when attribute to provided
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RLAPI void rlDrawVertexArray(int offset, int count); // Draw vertex array (currently active vao)
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RLAPI void rlDrawVertexArrayElements(int offset, int count, const void *buffer); // Draw vertex array elements
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RLAPI void rlDrawVertexArrayInstanced(int offset, int count, int instances); // Draw vertex array (currently active vao) with instancing
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RLAPI void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances); // Draw vertex array elements with instancing
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// Textures management
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RLAPI unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU
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RLAPI unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo)
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RLAPI unsigned int rlLoadTextureCubemap(const void *data, int size, int format); // Load texture cubemap
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RLAPI void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data); // Update GPU texture with new data
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RLAPI void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType); // Get OpenGL internal formats
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RLAPI unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount); // Load texture data
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RLAPI unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo)
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RLAPI unsigned int rlLoadTextureCubemap(const void *data, int size, int format); // Load texture cubemap data
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RLAPI void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data); // Update texture with new data on GPU
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RLAPI void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType); // Get OpenGL internal formats
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RLAPI const char *rlGetPixelFormatName(unsigned int format); // Get name string for pixel format
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RLAPI void rlUnloadTexture(unsigned int id); // Unload texture from GPU memory
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RLAPI void rlGenTextureMipmaps(unsigned int id, int width, int height, int format, int *mipmaps); // Generate mipmap data for selected texture
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RLAPI void *rlReadTexturePixels(unsigned int id, int width, int height, int format); // Read texture pixel data
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RLAPI void *rlReadTexturePixels(unsigned int id, int width, int height, int format); // Read texture pixel data
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RLAPI unsigned char *rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
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// Framebuffer management (fbo)
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RLAPI unsigned int rlLoadFramebuffer(int width, int height); // Load an empty framebuffer
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RLAPI void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel); // Attach texture/renderbuffer to a framebuffer
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RLAPI void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel); // Attach texture/renderbuffer to a framebuffer
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RLAPI bool rlFramebufferComplete(unsigned int id); // Verify framebuffer is complete
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RLAPI void rlUnloadFramebuffer(unsigned int id); // Delete framebuffer from GPU
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@ -725,14 +725,14 @@ RLAPI unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fSha
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RLAPI void rlUnloadShaderProgram(unsigned int id); // Unload shader program
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RLAPI int rlGetLocationUniform(unsigned int shaderId, const char *uniformName); // Get shader location uniform
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RLAPI int rlGetLocationAttrib(unsigned int shaderId, const char *attribName); // Get shader location attribute
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RLAPI void rlSetUniform(int locIndex, const void *value, int uniformType, int count); // Set shader value uniform
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RLAPI void rlSetUniform(int locIndex, const void *value, int uniformType, int count); // Set shader value uniform
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RLAPI void rlSetUniformMatrix(int locIndex, Matrix mat); // Set shader value matrix
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RLAPI void rlSetUniformSampler(int locIndex, unsigned int textureId); // Set shader value sampler
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RLAPI void rlSetShader(unsigned int id, int *locs); // Set shader currently active (id and locations)
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// Compute shader management
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RLAPI unsigned int rlLoadComputeShaderProgram(unsigned int shaderId); // Load compute shader program
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RLAPI void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ); // Dispatch compute shader (equivalent to *draw* for graphics pipeline)
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RLAPI void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ); // Dispatch compute shader (equivalent to *draw* for graphics pipeline)
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// Shader buffer storage object management (ssbo)
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RLAPI unsigned int rlLoadShaderBuffer(unsigned int size, const void *data, int usageHint); // Load shader storage buffer object (SSBO)
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@ -3794,6 +3794,10 @@ unsigned int rlLoadVertexArray(void)
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void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, const void *pointer)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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// NOTE: Data type could be: GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT, GL_INT, GL_UNSIGNED_INT
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// Additional types (depends on OpenGL version or extensions):
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// - GL_HALF_FLOAT, GL_FLOAT, GL_DOUBLE, GL_FIXED,
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// - GL_INT_2_10_10_10_REV, GL_UNSIGNED_INT_2_10_10_10_REV, GL_UNSIGNED_INT_10F_11F_11F_REV
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glVertexAttribPointer(index, compSize, type, normalized, stride, pointer);
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#endif
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}
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