/********************************************************************************************* * * rlgl - raylib OpenGL abstraction layer * * raylib now uses OpenGL 1.1 style functions (rlVertex) that are mapped to selected OpenGL version: * OpenGL 1.1 - Direct map rl* -> gl* * OpenGL 3.3+ - Vertex data is stored in VAOs, call rlglDraw() to render * OpenGL ES 2 - Same behaviour as OpenGL 3.3+ (NOT TESTED) * * Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) * * 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 typedef: Model #include "utils.h" // Required for function TraceLog() #endif #include "raymath.h" // Required for data type Matrix and Matrix functions // Select desired OpenGL version #define USE_OPENGL_11 //#define USE_OPENGL_33 //#define USE_OPENGL_ES2 //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- #define MAX_LINES_BATCH 8192 // NOTE: Be careful with limits! #define MAX_TRIANGLES_BATCH 4096 // NOTE: Be careful with limits! #define MAX_QUADS_BATCH 8192 // NOTE: Be careful with limits! //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- typedef unsigned char byte; typedef enum { RL_PROJECTION, RL_MODELVIEW, RL_TEXTURE } MatrixMode; typedef enum { RL_LINES, RL_TRIANGLES, RL_QUADS } DrawMode; #ifdef RLGL_STANDALONE typedef struct { int vertexCount; float *vertices; // 3 components per vertex float *texcoords; // 2 components per vertex float *normals; // 3 components per vertex float *colors; } VertexData; typedef struct Model { VertexData mesh; unsigned int vaoId; unsigned int textureId; //Matrix transform; } Model; #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(); // Push the current matrix to stack void rlPopMatrix(); // Pop lattest inserted matrix from stack void rlLoadIdentity(); // 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); //------------------------------------------------------------------------------------ // Functions Declaration - Vertex level operations //------------------------------------------------------------------------------------ void rlBegin(int mode); // Initialize drawing mode (how to organize vertex) void rlEnd(); // 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(); // Disable texture usage void rlDeleteTextures(unsigned int id); // Delete OpenGL texture from GPU void rlDeleteVertexArrays(unsigned int id); // Unload vertex data from GPU memory void rlClearColor(byte r, byte g, byte b, byte a); // Clear color buffer with color void rlClearScreenBuffers(); // Clear used screen buffers (color and depth) //------------------------------------------------------------------------------------ // Functions Declaration - rlgl functionality //------------------------------------------------------------------------------------ #if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2) void rlglInit(); // Initialize rlgl (shaders, VAO, VBO...) void rlglClose(); // De-init rlgl void rlglDraw(); // Draw VAOs unsigned int rlglLoadModel(VertexData mesh); unsigned int rlglLoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int format); #endif void rlglDrawModel(Model model, Vector3 position, Vector3 rotation, Vector3 scale, Color color, bool wires); void rlglInitGraphicsDevice(int fbWidth, int fbHeight); // Initialize Graphics Device (OpenGL stuff) unsigned int rlglLoadTexture(unsigned char *data, int width, int height, bool genMipmaps); // Load in GPU OpenGL texture byte *rlglReadScreenPixels(int width, int height); // Read screen pixel data (color buffer) #if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2) void PrintProjectionMatrix(); // DEBUG: Print projection matrix void PrintModelviewMatrix(); // DEBUG: Print modelview matrix #endif #ifdef __cplusplus } #endif #endif // RLGL_H