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@ -0,0 +1,500 @@ |
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/********************************************************************************************** |
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* |
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* rlgl - raylib OpenGL abstraction layer |
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* |
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* rlgl is a wrapper for multiple OpenGL versions (1.1, 2.1, 3.3 Core, ES 2.0) to |
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* pseudo-OpenGL 1.1 style functions (rlVertex, rlTranslate, rlRotate...). |
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* |
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* When chosing an OpenGL version greater than OpenGL 1.1, rlgl stores vertex data on internal |
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* VBO buffers (and VAOs if available). It requires calling 3 functions: |
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* rlglInit() - Initialize internal buffers and auxiliar resources |
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* rlglDraw() - Process internal buffers and send required draw calls |
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* rlglClose() - De-initialize internal buffers data and other auxiliar resources |
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* |
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* CONFIGURATION: |
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* |
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* #define GRAPHICS_API_OPENGL_11 |
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* #define GRAPHICS_API_OPENGL_21 |
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* #define GRAPHICS_API_OPENGL_33 |
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* #define GRAPHICS_API_OPENGL_ES2 |
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* Use selected OpenGL graphics backend, should be supported by platform |
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* Those preprocessor defines are only used on rlgl module, if OpenGL version is |
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* required by any other module, use rlGetVersion() tocheck it |
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* |
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* #define RLGL_STANDALONE |
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* Use rlgl as standalone library (no raylib dependency) |
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* |
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* #define SUPPORT_VR_SIMULATOR |
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* Support VR simulation functionality (stereo rendering) |
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* |
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* #define SUPPORT_DISTORTION_SHADER |
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* Include stereo rendering distortion shader (shader_distortion.h) |
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* |
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* DEPENDENCIES: |
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* raymath - 3D math functionality (Vector3, Matrix, Quaternion) |
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* GLAD - OpenGL extensions loading (OpenGL 3.3 Core only) |
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* |
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* |
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* LICENSE: zlib/libpng |
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* |
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* Copyright (c) 2014-2017 Ramon Santamaria (@raysan5) |
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* |
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* This software is provided "as-is", without any express or implied warranty. In no event |
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* will the authors be held liable for any damages arising from the use of this software. |
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* |
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* Permission is granted to anyone to use this software for any purpose, including commercial |
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* applications, and to alter it and redistribute it freely, subject to the following restrictions: |
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* |
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* 1. The origin of this software must not be misrepresented; you must not claim that you |
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* wrote the original software. If you use this software in a product, an acknowledgment |
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* in the product documentation would be appreciated but is not required. |
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* |
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented |
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* as being the original software. |
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* |
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* 3. This notice may not be removed or altered from any source distribution. |
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* |
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**********************************************************************************************/ |
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#ifndef RLGL_H |
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#define RLGL_H |
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#if defined(RLGL_STANDALONE) |
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#define RAYMATH_STANDALONE |
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#else |
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#include "raylib.h" // Required for: Model, Shader, Texture2D, TraceLog() |
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#endif |
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#include "raymath.h" // Required for: Vector3, Matrix |
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// Security check in case no GRAPHICS_API_OPENGL_* defined |
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#if !defined(GRAPHICS_API_OPENGL_11) && !defined(GRAPHICS_API_OPENGL_21) && !defined(GRAPHICS_API_OPENGL_33) && !defined(GRAPHICS_API_OPENGL_ES2) |
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#define GRAPHICS_API_OPENGL_11 |
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#endif |
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// Security check in case multiple GRAPHICS_API_OPENGL_* defined |
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#if defined(GRAPHICS_API_OPENGL_11) |
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#if defined(GRAPHICS_API_OPENGL_21) |
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#undef GRAPHICS_API_OPENGL_21 |
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#endif |
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#if defined(GRAPHICS_API_OPENGL_33) |
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#undef GRAPHICS_API_OPENGL_33 |
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#endif |
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#if defined(GRAPHICS_API_OPENGL_ES2) |
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#undef GRAPHICS_API_OPENGL_ES2 |
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#endif |
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#endif |
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#if defined(GRAPHICS_API_OPENGL_21) |
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#define GRAPHICS_API_OPENGL_33 |
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#endif |
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//---------------------------------------------------------------------------------- |
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// Defines and Macros |
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//---------------------------------------------------------------------------------- |
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#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) |
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// NOTE: This is the maximum amount of lines, triangles and quads per frame, be careful! |
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#define MAX_LINES_BATCH 8192 |
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#define MAX_TRIANGLES_BATCH 4096 |
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#define MAX_QUADS_BATCH 8192 |
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#elif defined(GRAPHICS_API_OPENGL_ES2) |
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// NOTE: Reduce memory sizes for embedded systems (RPI and HTML5) |
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// NOTE: On HTML5 (emscripten) this is allocated on heap, by default it's only 16MB!...just take care... |
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#define MAX_LINES_BATCH 1024 // Critical for wire shapes (sphere) |
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#define MAX_TRIANGLES_BATCH 2048 // Critical for some shapes (sphere) |
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#define MAX_QUADS_BATCH 1024 // Be careful with text, every letter maps a quad |
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#endif |
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// Texture parameters (equivalent to OpenGL defines) |
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#define RL_TEXTURE_WRAP_S 0x2802 // GL_TEXTURE_WRAP_S |
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#define RL_TEXTURE_WRAP_T 0x2803 // GL_TEXTURE_WRAP_T |
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#define RL_TEXTURE_MAG_FILTER 0x2800 // GL_TEXTURE_MAG_FILTER |
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#define RL_TEXTURE_MIN_FILTER 0x2801 // GL_TEXTURE_MIN_FILTER |
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#define RL_TEXTURE_ANISOTROPIC_FILTER 0x3000 // Anisotropic filter (custom identifier) |
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#define RL_FILTER_NEAREST 0x2600 // GL_NEAREST |
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#define RL_FILTER_LINEAR 0x2601 // GL_LINEAR |
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#define RL_FILTER_MIP_NEAREST 0x2700 // GL_NEAREST_MIPMAP_NEAREST |
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#define RL_FILTER_NEAREST_MIP_LINEAR 0x2702 // GL_NEAREST_MIPMAP_LINEAR |
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#define RL_FILTER_LINEAR_MIP_NEAREST 0x2701 // GL_LINEAR_MIPMAP_NEAREST |
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#define RL_FILTER_MIP_LINEAR 0x2703 // GL_LINEAR_MIPMAP_LINEAR |
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#define RL_WRAP_REPEAT 0x2901 // GL_REPEAT |
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#define RL_WRAP_CLAMP 0x812F // GL_CLAMP_TO_EDGE |
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#define RL_WRAP_CLAMP_MIRROR 0x8742 // GL_MIRROR_CLAMP_EXT |
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// Matrix modes (equivalent to OpenGL) |
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#define RL_MODELVIEW 0x1700 // GL_MODELVIEW |
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#define RL_PROJECTION 0x1701 // GL_PROJECTION |
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#define RL_TEXTURE 0x1702 // GL_TEXTURE |
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// Primitive assembly draw modes |
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#define RL_LINES 0x0001 // GL_LINES |
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#define RL_TRIANGLES 0x0004 // GL_TRIANGLES |
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#define RL_QUADS 0x0007 // GL_QUADS |
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//---------------------------------------------------------------------------------- |
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// Types and Structures Definition |
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//---------------------------------------------------------------------------------- |
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typedef enum { OPENGL_11 = 1, OPENGL_21, OPENGL_33, OPENGL_ES_20 } GlVersion; |
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typedef unsigned char byte; |
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#if defined(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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// 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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// Rectangle type |
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typedef struct Rectangle { |
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int x; |
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int y; |
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int width; |
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int height; |
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} Rectangle; |
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// Texture2D type |
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// NOTE: Data stored in GPU memory |
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typedef struct Texture2D { |
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unsigned int id; // OpenGL texture id |
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int width; // Texture base width |
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int height; // Texture base height |
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int mipmaps; // Mipmap levels, 1 by default |
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int format; // Data format (PixelFormat) |
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} Texture2D; |
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// RenderTexture2D type, for texture rendering |
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typedef struct RenderTexture2D { |
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unsigned int id; // Render texture (fbo) id |
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Texture2D texture; // Color buffer attachment texture |
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Texture2D depth; // Depth buffer attachment texture |
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} RenderTexture2D; |
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// Vertex data definning a mesh |
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typedef struct Mesh { |
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int vertexCount; // number of vertices stored in arrays |
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int triangleCount; // number of triangles stored (indexed or not) |
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float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0) |
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float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) |
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float *texcoords2; // vertex second texture coordinates (useful for lightmaps) (shader-location = 5) |
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float *normals; // vertex normals (XYZ - 3 components per vertex) (shader-location = 2) |
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float *tangents; // vertex tangents (XYZW - 4 components per vertex) (shader-location = 4) |
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unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3) |
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unsigned short *indices;// vertex indices (in case vertex data comes indexed) |
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unsigned int vaoId; // OpenGL Vertex Array Object id |
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unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data) |
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} Mesh; |
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// Shader and material limits |
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#define MAX_SHADER_LOCATIONS 32 |
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#define MAX_MATERIAL_MAPS 12 |
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// Shader type (generic) |
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typedef struct Shader { |
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unsigned int id; // Shader program id |
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int locs[MAX_SHADER_LOCATIONS]; // Shader locations array |
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} Shader; |
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// Material texture map |
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typedef struct MaterialMap { |
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Texture2D texture; // Material map texture |
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Color color; // Material map color |
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float value; // Material map value |
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} MaterialMap; |
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// Material type (generic) |
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typedef struct Material { |
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Shader shader; // Material shader |
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MaterialMap maps[MAX_MATERIAL_MAPS]; // Material maps |
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float *params; // Material generic parameters (if required) |
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} Material; |
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// Camera type, defines a camera position/orientation in 3d space |
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typedef struct Camera { |
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Vector3 position; // Camera position |
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Vector3 target; // Camera target it looks-at |
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Vector3 up; // Camera up vector (rotation over its axis) |
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float fovy; // Camera field-of-view apperture in Y (degrees) |
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} Camera; |
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// Head-Mounted-Display device parameters |
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typedef struct VrDeviceInfo { |
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int hResolution; // HMD horizontal resolution in pixels |
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int vResolution; // HMD vertical resolution in pixels |
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float hScreenSize; // HMD horizontal size in meters |
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float vScreenSize; // HMD vertical size in meters |
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float vScreenCenter; // HMD screen center in meters |
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float eyeToScreenDistance; // HMD distance between eye and display in meters |
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float lensSeparationDistance; // HMD lens separation distance in meters |
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float interpupillaryDistance; // HMD IPD (distance between pupils) in meters |
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float lensDistortionValues[4]; // HMD lens distortion constant parameters |
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float chromaAbCorrection[4]; // HMD chromatic aberration correction parameters |
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} VrDeviceInfo; |
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// TraceLog message types |
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typedef enum { |
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LOG_INFO = 0, |
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LOG_ERROR, |
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LOG_WARNING, |
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LOG_DEBUG, |
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LOG_OTHER |
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} TraceLogType; |
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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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UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha) |
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UNCOMPRESSED_R8G8B8A8, // 32 bpp |
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UNCOMPRESSED_R32, // 32 bpp (1 channel - float) |
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UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float) |
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UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float) |
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COMPRESSED_DXT1_RGB, // 4 bpp (no alpha) |
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COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha) |
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COMPRESSED_DXT3_RGBA, // 8 bpp |
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COMPRESSED_DXT5_RGBA, // 8 bpp |
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COMPRESSED_ETC1_RGB, // 4 bpp |
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COMPRESSED_ETC2_RGB, // 4 bpp |
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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_4x4_RGBA, // 8 bpp |
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COMPRESSED_ASTC_8x8_RGBA // 2 bpp |
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} PixelFormat; |
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// Texture parameters: filter mode |
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// NOTE 1: Filtering considers mipmaps if available in the texture |
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// NOTE 2: Filter is accordingly set for minification and magnification |
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typedef enum { |
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FILTER_POINT = 0, // No filter, just pixel aproximation |
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FILTER_BILINEAR, // Linear filtering |
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FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps) |
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FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x |
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FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x |
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FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x |
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} TextureFilterMode; |
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// Texture parameters: wrap mode |
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typedef enum { |
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WRAP_REPEAT = 0, |
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WRAP_CLAMP, |
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WRAP_MIRROR |
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} TextureWrapMode; |
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// Color blending modes (pre-defined) |
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typedef enum { |
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BLEND_ALPHA = 0, |
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BLEND_ADDITIVE, |
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BLEND_MULTIPLIED |
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} BlendMode; |
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// Shader location point type |
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typedef enum { |
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LOC_VERTEX_POSITION = 0, |
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LOC_VERTEX_TEXCOORD01, |
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LOC_VERTEX_TEXCOORD02, |
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LOC_VERTEX_NORMAL, |
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LOC_VERTEX_TANGENT, |
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LOC_VERTEX_COLOR, |
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LOC_MATRIX_MVP, |
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LOC_MATRIX_MODEL, |
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LOC_MATRIX_VIEW, |
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LOC_MATRIX_PROJECTION, |
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LOC_VECTOR_VIEW, |
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LOC_COLOR_DIFFUSE, |
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LOC_COLOR_SPECULAR, |
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LOC_COLOR_AMBIENT, |
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LOC_MAP_ALBEDO, // LOC_MAP_DIFFUSE |
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LOC_MAP_METALNESS, // LOC_MAP_SPECULAR |
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LOC_MAP_NORMAL, |
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LOC_MAP_ROUGHNESS, |
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LOC_MAP_OCCLUSION, |
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LOC_MAP_EMISSION, |
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LOC_MAP_HEIGHT, |
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LOC_MAP_CUBEMAP, |
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LOC_MAP_IRRADIANCE, |
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LOC_MAP_PREFILTER, |
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LOC_MAP_BRDF |
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} ShaderLocationIndex; |
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#define LOC_MAP_DIFFUSE LOC_MAP_ALBEDO |
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#define LOC_MAP_SPECULAR LOC_MAP_METALNESS |
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// Material map type |
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typedef enum { |
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MAP_ALBEDO = 0, // MAP_DIFFUSE |
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MAP_METALNESS = 1, // MAP_SPECULAR |
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MAP_NORMAL = 2, |
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MAP_ROUGHNESS = 3, |
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MAP_OCCLUSION, |
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MAP_EMISSION, |
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MAP_HEIGHT, |
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MAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP |
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MAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP |
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MAP_PREFILTER, // NOTE: Uses GL_TEXTURE_CUBE_MAP |
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MAP_BRDF |
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} TexmapIndex; |
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#define MAP_DIFFUSE MAP_ALBEDO |
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#define MAP_SPECULAR MAP_METALNESS |
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// VR Head Mounted Display devices |
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typedef enum { |
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HMD_DEFAULT_DEVICE = 0, |
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HMD_OCULUS_RIFT_DK2, |
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HMD_OCULUS_RIFT_CV1, |
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HMD_OCULUS_GO, |
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HMD_VALVE_HTC_VIVE, |
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HMD_SONY_PSVR |
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} VrDevice; |
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#endif |
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#ifdef __cplusplus |
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extern "C" { // Prevents name mangling of functions |
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#endif |
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//------------------------------------------------------------------------------------ |
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// Functions Declaration - Matrix operations |
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//------------------------------------------------------------------------------------ |
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void rlMatrixMode(int mode); // Choose the current matrix to be transformed |
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void rlPushMatrix(void); // Push the current matrix to stack |
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void rlPopMatrix(void); // Pop lattest inserted matrix from stack |
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void rlLoadIdentity(void); // Reset current matrix to identity matrix |
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void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix |
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void rlRotatef(float angleDeg, float x, float y, float z); // Multiply the current matrix by a rotation matrix |
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void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix |
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void rlMultMatrixf(float *matf); // Multiply the current matrix by another matrix |
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void rlFrustum(double left, double right, double bottom, double top, double near, double far); |
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void rlOrtho(double left, double right, double bottom, double top, double near, double far); |
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void rlViewport(int x, int y, int width, int height); // Set the viewport area |
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//------------------------------------------------------------------------------------ |
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// Functions Declaration - Vertex level operations |
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//------------------------------------------------------------------------------------ |
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void rlBegin(int mode); // Initialize drawing mode (how to organize vertex) |
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void rlEnd(void); // Finish vertex providing |
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void rlVertex2i(int x, int y); // Define one vertex (position) - 2 int |
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void rlVertex2f(float x, float y); // Define one vertex (position) - 2 float |
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void rlVertex3f(float x, float y, float z); // Define one vertex (position) - 3 float |
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void rlTexCoord2f(float x, float y); // Define one vertex (texture coordinate) - 2 float |
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void rlNormal3f(float x, float y, float z); // Define one vertex (normal) - 3 float |
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void rlColor4ub(byte r, byte g, byte b, byte a); // Define one vertex (color) - 4 byte |
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void rlColor3f(float x, float y, float z); // Define one vertex (color) - 3 float |
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void rlColor4f(float x, float y, float z, float w); // Define one vertex (color) - 4 float |
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//------------------------------------------------------------------------------------ |
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// Functions Declaration - OpenGL equivalent functions (common to 1.1, 3.3+, ES2) |
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// NOTE: This functions are used to completely abstract raylib code from OpenGL layer |
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//------------------------------------------------------------------------------------ |
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void rlEnableTexture(unsigned int id); // Enable texture usage |
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void rlDisableTexture(void); // Disable texture usage |
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void rlTextureParameters(unsigned int id, int param, int value); // Set texture parameters (filter, wrap) |
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void rlEnableRenderTexture(unsigned int id); // Enable render texture (fbo) |
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void rlDisableRenderTexture(void); // Disable render texture (fbo), return to default framebuffer |
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void rlEnableDepthTest(void); // Enable depth test |
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void rlDisableDepthTest(void); // Disable depth test |
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void rlEnableWireMode(void); // Enable wire mode |
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void rlDisableWireMode(void); // Disable wire mode |
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void rlDeleteTextures(unsigned int id); // Delete OpenGL texture from GPU |
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void rlDeleteRenderTextures(RenderTexture2D target); // Delete render textures (fbo) from GPU |
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void rlDeleteShader(unsigned int id); // Delete OpenGL shader program from GPU |
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void rlDeleteVertexArrays(unsigned int id); // Unload vertex data (VAO) from GPU memory |
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void rlDeleteBuffers(unsigned int id); // Unload vertex data (VBO) from GPU memory |
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void rlClearColor(byte r, byte g, byte b, byte a); // Clear color buffer with color |
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void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth) |
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//------------------------------------------------------------------------------------ |
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// Functions Declaration - rlgl functionality |
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//------------------------------------------------------------------------------------ |
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void rlglInit(int width, int height); // Initialize rlgl (buffers, shaders, textures, states) |
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void rlglClose(void); // De-inititialize rlgl (buffers, shaders, textures) |
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void rlglDraw(void); // Update and Draw default buffers (lines, triangles, quads) |
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int rlGetVersion(void); // Returns current OpenGL version |
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bool rlCheckBufferLimit(int type, int vCount); // Check internal buffer overflow for a given number of vertex |
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void rlSetDebugMarker(const char *text); // Set debug marker for analysis |
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void rlLoadExtensions(void *loader); // Load OpenGL extensions |
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Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coordinates from screen coordinates |
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// Textures data management |
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unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU |
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void rlUpdateTexture(unsigned int id, int width, int height, int format, const void *data); // Update GPU texture with new data |
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void rlUnloadTexture(unsigned int id); |
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void rlGenerateMipmaps(Texture2D *texture); // Generate mipmap data for selected texture |
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void *rlReadTexturePixels(Texture2D texture); // Read texture pixel data |
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unsigned char *rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer) |
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RenderTexture2D rlLoadRenderTexture(int width, int height); // Load a texture to be used for rendering (fbo with color and depth attachments) |
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// Vertex data management |
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void rlLoadMesh(Mesh *mesh, bool dynamic); // Upload vertex data into GPU and provided VAO/VBO ids |
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void rlUpdateMesh(Mesh mesh, int buffer, int numVertex); // Update vertex data on GPU (upload new data to one buffer) |
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void rlDrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform |
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void rlUnloadMesh(Mesh *mesh); // Unload mesh data from CPU and GPU |
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// NOTE: There is a set of shader related functions that are available to end user, |
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// to avoid creating function wrappers through core module, they have been directly declared in raylib.h |
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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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void UnloadShader(Shader shader); // Unload a custom shader from memory |
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Shader GetShaderDefault(void); // Get default shader |
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Texture2D GetTextureDefault(void); // Get default texture |
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// Shader configuration functions |
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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, const float *value, int size); // Set shader uniform value (float) |
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void SetShaderValuei(Shader shader, int uniformLoc, const int *value, int size); // Set shader uniform value (int) |
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void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4) |
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void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix) |
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void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix) |
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Matrix GetMatrixModelview(); // Get internal modelview matrix |
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// Texture maps generation (PBR) |
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// NOTE: Required shaders should be provided |
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Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture |
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Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data |
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Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data |
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Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size); // Generate BRDF texture using cubemap data |
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// Shading and blending |
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void BeginShaderMode(Shader shader); // Begin custom shader drawing |
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void EndShaderMode(void); // End custom shader drawing (use default shader) |
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void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied) |
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void EndBlendMode(void); // End blending mode (reset to default: alpha blending) |
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// VR simulator functionality |
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VrDeviceInfo GetVrDeviceInfo(int vrDeviceType); // Get VR device information for some standard devices |
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void InitVrSimulator(VrDeviceInfo info); // Init VR simulator for selected device parameters |
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void CloseVrSimulator(void); // Close VR simulator for current device |
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void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera |
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void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator) |
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void BeginVrDrawing(void); // Begin VR stereo rendering |
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void EndVrDrawing(void); // End VR stereo rendering |
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void TraceLog(int msgType, const char *text, ...); // Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG) |
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#endif |
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#ifdef __cplusplus |
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} |
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#endif |
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#endif // RLGL_H |