/********************************************************************************************** * * rlgl - raylib OpenGL abstraction layer * * rlgl is a wrapper for multiple OpenGL versions (1.1, 2.1, 3.3 Core, ES 2.0) to * pseudo-OpenGL 1.1 style functions (rlVertex, rlTranslate, rlRotate...). * * When chosing an OpenGL version greater than OpenGL 1.1, rlgl stores vertex data on internal * VBO buffers (and VAOs if available). It requires calling 3 functions: * rlglInit() - Initialize internal buffers and auxiliar resources * rlglDraw() - Process internal buffers and send required draw calls * rlglClose() - De-initialize internal buffers data and other auxiliar resources * * CONFIGURATION: * * #define GRAPHICS_API_OPENGL_11 * #define GRAPHICS_API_OPENGL_21 * #define GRAPHICS_API_OPENGL_33 * #define GRAPHICS_API_OPENGL_ES2 * Use selected OpenGL backend * * #define RLGL_STANDALONE * Use rlgl as standalone library (no raylib dependency) * * #define SUPPORT_VR_SIMULATION / SUPPORT_STEREO_RENDERING * Support VR simulation functionality (stereo rendering) * * #define SUPPORT_SHADER_DISTORTION * Include stereo rendering distortion shader (shader_distortion.h) * * DEPENDENCIES: * raymath - 3D math functionality (Vector3, Matrix, Quaternion) * GLAD - OpenGL extensions loading (OpenGL 3.3 Core only) * * * LICENSE: zlib/libpng * * Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) * * This software is provided "as-is", without any express or implied warranty. In no event * will the authors be held liable for any damages arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, including commercial * applications, and to alter it and redistribute it freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not claim that you * wrote the original software. If you use this software in a product, an acknowledgment * in the product documentation would be appreciated but is not required. * * 2. Altered source versions must be plainly marked as such, and must not be misrepresented * as being the original software. * * 3. This notice may not be removed or altered from any source distribution. * **********************************************************************************************/ #ifndef RLGL_H #define RLGL_H //#define RLGL_STANDALONE // NOTE: To use rlgl as standalone lib, just uncomment this line #ifndef RLGL_STANDALONE #include "raylib.h" // Required for: Model, Shader, Texture2D #include "utils.h" // Required for: TraceLog() #endif #ifdef RLGL_STANDALONE #define RAYMATH_STANDALONE #endif #include "raymath.h" // Required for: Vector3, Matrix // Select desired OpenGL version // NOTE: Those preprocessor defines are only used on rlgl module, // if OpenGL version is required by any other module, it uses rlGetVersion() // Choose opengl version here or just define it at compile time: -DGRAPHICS_API_OPENGL_33 //#define GRAPHICS_API_OPENGL_11 // Only available on PLATFORM_DESKTOP //#define GRAPHICS_API_OPENGL_33 // Only available on PLATFORM_DESKTOP and RLGL_OCULUS_SUPPORT //#define GRAPHICS_API_OPENGL_ES2 // Only available on PLATFORM_ANDROID or PLATFORM_RPI or PLATFORM_WEB // Security check in case no GRAPHICS_API_OPENGL_* defined #if !defined(GRAPHICS_API_OPENGL_11) && !defined(GRAPHICS_API_OPENGL_21) && !defined(GRAPHICS_API_OPENGL_33) && !defined(GRAPHICS_API_OPENGL_ES2) #define GRAPHICS_API_OPENGL_11 #endif // Security check in case multiple GRAPHICS_API_OPENGL_* defined #if defined(GRAPHICS_API_OPENGL_11) #if defined(GRAPHICS_API_OPENGL_21) #undef GRAPHICS_API_OPENGL_21 #endif #if defined(GRAPHICS_API_OPENGL_33) #undef GRAPHICS_API_OPENGL_33 #endif #if defined(GRAPHICS_API_OPENGL_ES2) #undef GRAPHICS_API_OPENGL_ES2 #endif #endif #if defined(GRAPHICS_API_OPENGL_21) #define GRAPHICS_API_OPENGL_33 #endif //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) // NOTE: This is the maximum amount of lines, triangles and quads per frame, be careful! #define MAX_LINES_BATCH 8192 #define MAX_TRIANGLES_BATCH 4096 #define MAX_QUADS_BATCH 8192 #elif defined(GRAPHICS_API_OPENGL_ES2) // NOTE: Reduce memory sizes for embedded systems (RPI and HTML5) // NOTE: On HTML5 (emscripten) this is allocated on heap, by default it's only 16MB!...just take care... #define MAX_LINES_BATCH 1024 // Critical for wire shapes (sphere) #define MAX_TRIANGLES_BATCH 2048 // Critical for some shapes (sphere) #define MAX_QUADS_BATCH 1024 // Be careful with text, every letter maps a quad #endif // Texture parameters (equivalent to OpenGL defines) #define RL_TEXTURE_WRAP_S 0x2802 // GL_TEXTURE_WRAP_S #define RL_TEXTURE_WRAP_T 0x2803 // GL_TEXTURE_WRAP_T #define RL_TEXTURE_MAG_FILTER 0x2800 // GL_TEXTURE_MAG_FILTER #define RL_TEXTURE_MIN_FILTER 0x2801 // GL_TEXTURE_MIN_FILTER #define RL_TEXTURE_ANISOTROPIC_FILTER 0x3000 // Anisotropic filter (custom identifier) #define RL_FILTER_NEAREST 0x2600 // GL_NEAREST #define RL_FILTER_LINEAR 0x2601 // GL_LINEAR #define RL_FILTER_MIP_NEAREST 0x2700 // GL_NEAREST_MIPMAP_NEAREST #define RL_FILTER_NEAREST_MIP_LINEAR 0x2702 // GL_NEAREST_MIPMAP_LINEAR #define RL_FILTER_LINEAR_MIP_NEAREST 0x2701 // GL_LINEAR_MIPMAP_NEAREST #define RL_FILTER_MIP_LINEAR 0x2703 // GL_LINEAR_MIPMAP_LINEAR #define RL_WRAP_REPEAT 0x2901 // GL_REPEAT #define RL_WRAP_CLAMP 0x812F // GL_CLAMP_TO_EDGE #define RL_WRAP_CLAMP_MIRROR 0x8742 // GL_MIRROR_CLAMP_EXT // Matrix modes (equivalent to OpenGL) #define RL_MODELVIEW 0x1700 // GL_MODELVIEW #define RL_PROJECTION 0x1701 // GL_PROJECTION #define RL_TEXTURE 0x1702 // GL_TEXTURE // Primitive assembly draw modes #define RL_LINES 0x0001 // GL_LINES #define RL_TRIANGLES 0x0004 // GL_TRIANGLES #define RL_QUADS 0x0007 // GL_QUADS //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- typedef enum { OPENGL_11 = 1, OPENGL_21, OPENGL_33, OPENGL_ES_20 } GlVersion; typedef unsigned char byte; #if defined(RLGL_STANDALONE) #ifndef __cplusplus // Boolean type typedef enum { false, true } bool; #endif // 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) UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha) UNCOMPRESSED_R8G8B8A8, // 32 bpp COMPRESSED_DXT1_RGB, // 4 bpp (no alpha) COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha) COMPRESSED_DXT3_RGBA, // 8 bpp COMPRESSED_DXT5_RGBA, // 8 bpp COMPRESSED_ETC1_RGB, // 4 bpp COMPRESSED_ETC2_RGB, // 4 bpp COMPRESSED_ETC2_EAC_RGBA, // 8 bpp COMPRESSED_PVRT_RGB, // 4 bpp COMPRESSED_PVRT_RGBA, // 4 bpp COMPRESSED_ASTC_4x4_RGBA, // 8 bpp COMPRESSED_ASTC_8x8_RGBA // 2 bpp } TextureFormat; // Vertex data definning a mesh typedef struct Mesh { int vertexCount; // number of vertices stored in arrays int triangleCount; // number of triangles stored (indexed or not) float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0) float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) float *texcoords2; // vertex second texture coordinates (useful for lightmaps) (shader-location = 5) float *normals; // vertex normals (XYZ - 3 components per vertex) (shader-location = 2) float *tangents; // vertex tangents (XYZ - 3 components per vertex) (shader-location = 4) unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3) unsigned short *indices;// vertex indices (in case vertex data comes indexed) unsigned int vaoId; // OpenGL Vertex Array Object id unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data) } Mesh; // Shader type (generic shader) typedef struct Shader { unsigned int id; // Shader program id // Vertex attributes locations (default locations) int vertexLoc; // Vertex attribute location point (default-location = 0) int texcoordLoc; // Texcoord attribute location point (default-location = 1) int normalLoc; // Normal attribute location point (default-location = 2) int colorLoc; // Color attibute location point (default-location = 3) int tangentLoc; // Tangent attribute location point (default-location = 4) int texcoord2Loc; // Texcoord2 attribute location point (default-location = 5) // Uniform locations int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader) int colDiffuseLoc; // Color uniform location point (fragment shader) int colAmbientLoc; // Ambient color uniform location point (fragment shader) int colSpecularLoc; // Specular color uniform location point (fragment shader) // Texture map locations (generic for any kind of map) int mapTexture0Loc; // Map texture uniform location point (default-texture-unit = 0) int mapTexture1Loc; // Map texture uniform location point (default-texture-unit = 1) int mapTexture2Loc; // Map texture uniform location point (default-texture-unit = 2) } Shader; // Texture2D type // NOTE: Data stored in GPU memory typedef struct Texture2D { unsigned int id; // OpenGL texture id int width; // Texture base width int height; // Texture base height int mipmaps; // Mipmap levels, 1 by default int format; // Data format (TextureFormat) } Texture2D; // RenderTexture2D type, for texture rendering typedef struct RenderTexture2D { unsigned int id; // Render texture (fbo) id Texture2D texture; // Color buffer attachment texture Texture2D depth; // Depth buffer attachment texture } RenderTexture2D; // Material type typedef struct Material { Shader shader; // Standard shader (supports 3 map types: diffuse, normal, specular) Texture2D texDiffuse; // Diffuse texture Texture2D texNormal; // Normal texture Texture2D texSpecular; // Specular texture Color colDiffuse; // Diffuse color Color colAmbient; // Ambient color Color colSpecular; // Specular color float glossiness; // Glossiness level (Ranges from 0 to 1000) } Material; // Camera type, defines a camera position/orientation in 3d space typedef struct Camera { Vector3 position; // Camera position Vector3 target; // Camera target it looks-at Vector3 up; // Camera up vector (rotation over its axis) float fovy; // Camera field-of-view apperture in Y (degrees) } Camera; // Texture parameters: filter mode // NOTE 1: Filtering considers mipmaps if available in the texture // NOTE 2: Filter is accordingly set for minification and magnification typedef enum { FILTER_POINT = 0, // No filter, just pixel aproximation FILTER_BILINEAR, // Linear filtering FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps) FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x } TextureFilterMode; // Texture parameters: wrap mode typedef enum { WRAP_REPEAT = 0, WRAP_CLAMP, WRAP_MIRROR } TextureWrapMode; // Color blending modes (pre-defined) typedef enum { BLEND_ALPHA = 0, BLEND_ADDITIVE, BLEND_MULTIPLIED } BlendMode; // TraceLog message types typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType; // VR Head Mounted Display devices typedef enum { HMD_DEFAULT_DEVICE = 0, HMD_OCULUS_RIFT_DK2, HMD_OCULUS_RIFT_CV1, HMD_VALVE_HTC_VIVE, HMD_SAMSUNG_GEAR_VR, HMD_GOOGLE_CARDBOARD, HMD_SONY_PLAYSTATION_VR, HMD_RAZER_OSVR, HMD_FOVE_VR, } VrDevice; #endif #ifdef __cplusplus extern "C" { // Prevents name mangling of functions #endif //------------------------------------------------------------------------------------ // Functions Declaration - Matrix operations //------------------------------------------------------------------------------------ void rlMatrixMode(int mode); // Choose the current matrix to be transformed void rlPushMatrix(void); // Push the current matrix to stack void rlPopMatrix(void); // Pop lattest inserted matrix from stack void rlLoadIdentity(void); // Reset current matrix to identity matrix void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix void rlRotatef(float angleDeg, float x, float y, float z); // Multiply the current matrix by a rotation matrix void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix void rlMultMatrixf(float *mat); // Multiply the current matrix by another matrix void rlFrustum(double left, double right, double bottom, double top, double near, double far); void rlOrtho(double left, double right, double bottom, double top, double near, double far); void rlViewport(int x, int y, int width, int height); // Set the viewport area //------------------------------------------------------------------------------------ // Functions Declaration - Vertex level operations //------------------------------------------------------------------------------------ void rlBegin(int mode); // Initialize drawing mode (how to organize vertex) void rlEnd(void); // Finish vertex providing void rlVertex2i(int x, int y); // Define one vertex (position) - 2 int void rlVertex2f(float x, float y); // Define one vertex (position) - 2 float void rlVertex3f(float x, float y, float z); // Define one vertex (position) - 3 float void rlTexCoord2f(float x, float y); // Define one vertex (texture coordinate) - 2 float void rlNormal3f(float x, float y, float z); // Define one vertex (normal) - 3 float void rlColor4ub(byte r, byte g, byte b, byte a); // Define one vertex (color) - 4 byte void rlColor3f(float x, float y, float z); // Define one vertex (color) - 3 float void rlColor4f(float x, float y, float z, float w); // Define one vertex (color) - 4 float //------------------------------------------------------------------------------------ // Functions Declaration - OpenGL equivalent functions (common to 1.1, 3.3+, ES2) // NOTE: This functions are used to completely abstract raylib code from OpenGL layer //------------------------------------------------------------------------------------ void rlEnableTexture(unsigned int id); // Enable texture usage void rlDisableTexture(void); // Disable texture usage void rlTextureParameters(unsigned int id, int param, int value); // Set texture parameters (filter, wrap) void rlEnableRenderTexture(unsigned int id); // Enable render texture (fbo) void rlDisableRenderTexture(void); // Disable render texture (fbo), return to default framebuffer void rlEnableDepthTest(void); // Enable depth test void rlDisableDepthTest(void); // Disable depth test void rlEnableWireMode(void); // Enable wire mode void rlDisableWireMode(void); // Disable wire mode void rlDeleteTextures(unsigned int id); // Delete OpenGL texture from GPU void rlDeleteRenderTextures(RenderTexture2D target); // Delete render textures (fbo) from GPU void rlDeleteShader(unsigned int id); // Delete OpenGL shader program from GPU void rlDeleteVertexArrays(unsigned int id); // Unload vertex data (VAO) from GPU memory void rlDeleteBuffers(unsigned int id); // Unload vertex data (VBO) from GPU memory void rlClearColor(byte r, byte g, byte b, byte a); // Clear color buffer with color void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth) int rlGetVersion(void); // Returns current OpenGL version //------------------------------------------------------------------------------------ // Functions Declaration - rlgl functionality //------------------------------------------------------------------------------------ void rlglInit(int width, int height); // Initialize rlgl (buffers, shaders, textures, states) void rlglClose(void); // De-init rlgl void rlglDraw(void); // Draw VAO/VBO void rlglLoadExtensions(void *loader); // Load OpenGL extensions unsigned int rlglLoadTexture(void *data, int width, int height, int textureFormat, int mipmapCount); // Load texture in GPU RenderTexture2D rlglLoadRenderTexture(int width, int height); // Load a texture to be used for rendering (fbo with color and depth attachments) void rlglUpdateTexture(unsigned int id, int width, int height, int format, const void *data); // Update GPU texture with new data void rlglGenerateMipmaps(Texture2D *texture); // Generate mipmap data for selected texture void rlglLoadMesh(Mesh *mesh, bool dynamic); // Upload vertex data into GPU and provided VAO/VBO ids void rlglUpdateMesh(Mesh mesh, int buffer, int numVertex); // Update vertex data on GPU (upload new data to one buffer) void rlglDrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform void rlglUnloadMesh(Mesh *mesh); // Unload mesh data from CPU and GPU Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coordinates from screen coordinates unsigned char *rlglReadScreenPixels(int width, int height); // Read screen pixel data (color buffer) void *rlglReadTexturePixels(Texture2D texture); // Read texture pixel data // VR functions exposed to core module but not to raylib users void BeginVrDrawing(void); // Begin VR drawing configuration void EndVrDrawing(void); // End VR drawing process (and desktop mirror) // NOTE: There is a set of shader related functions that are available to end user, // to avoid creating function wrappers through core module, they have been directly declared in raylib.h #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 void UnloadShader(Shader shader); // Unload a custom shader from memory Shader GetDefaultShader(void); // Get default shader Shader GetStandardShader(void); // Get default shader Texture2D GetDefaultTexture(void); // Get default texture 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 SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix) void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix) void BeginShaderMode(Shader shader); // Begin custom shader drawing void EndShaderMode(void); // End custom shader drawing (use default shader) void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied) void EndBlendMode(void); // End blending mode (reset to default: alpha blending) void TraceLog(int msgType, const char *text, ...); float *MatrixToFloat(Matrix mat); void InitVrSimulator(int vrDevice); // Init VR simulator for selected device void CloseVrSimulator(void); // Close VR simulator for current device void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator) void BeginVrDrawing(void); // Begin VR stereo rendering void EndVrDrawing(void); // End VR stereo rendering #endif #ifdef __cplusplus } #endif #endif // RLGL_H