From 4127638f92cc451754bd13899b9fc51d802c7136 Mon Sep 17 00:00:00 2001 From: raysan5 Date: Sun, 16 Mar 2014 19:20:00 +0100 Subject: [PATCH] Deleted for a better replace... soon... --- src/rllegacy.c | 1015 ------------------------------------------------ src/rllegacy.h | 87 ----- 2 files changed, 1102 deletions(-) delete mode 100644 src/rllegacy.c delete mode 100644 src/rllegacy.h diff --git a/src/rllegacy.c b/src/rllegacy.c deleted file mode 100644 index 409538cd..00000000 --- a/src/rllegacy.c +++ /dev/null @@ -1,1015 +0,0 @@ -/********************************************************************************************* -* -* rllegacy - raylib OpenGL 1.1 functions replacement -* -* OpenGL 1.1 functions mapping to OpenGL 3.2+ (and OpenGL ES 2.0) -* -* 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. -* -**********************************************************************************************/ - -#include "rllegacy.h" - -#include // Standard input / output lib -#include // Declares malloc() and free() for memory management, rand() - -#include "raymath.h" // Required for data type Matrix and Matrix functions - -#define GLEW_STATIC -#include // Extensions loading lib - -//---------------------------------------------------------------------------------- -// Defines and Macros -//---------------------------------------------------------------------------------- -#define MATRIX_STACK_SIZE 16 -#define MAX_DRAWS_BY_TEXTURE 256 // Draws are organized by texture changes - -//---------------------------------------------------------------------------------- -// Types and Structures Definition -//---------------------------------------------------------------------------------- -typedef enum { LINES, TRIANGLES, QUADS } DrawMode; - -typedef struct { - int numQuads; - int texId; -} QuadsByTexture; - -typedef struct { - int vCounter; - int cCounter; - float *vertices; // 3 components per vertex - float *colors; // 4 components per vertex -} VertexPositionColorBuffer; - -typedef struct { - int vCounter; - int tcCounter; - int cCounter; - float *vertices; // 3 components per vertex - float *texcoords; // 2 components per vertex - float *colors; // 4 components per vertex -} VertexPositionColorTextureBuffer; - -typedef struct { - int vCounter; - int tcCounter; - int cCounter; - float *vertices; // 3 components per vertex - float *texcoords; // 2 components per vertex - float *colors; // 4 components per vertex - unsigned int *indices; // 6 indices per quad -} VertexPositionColorTextureIndexBuffer; - -typedef struct { - GLuint texId; - int firstVertex; // Actually, when using glDrawElements, this parameter is useless.. - int vCount; -} DrawCall; - -//---------------------------------------------------------------------------------- -// Global Variables Definition -//---------------------------------------------------------------------------------- -static Matrix stack[MATRIX_STACK_SIZE]; -static int stackCounter = 0; - -static Matrix modelview; -static Matrix projection; -static Matrix *currentMatrix; - -static DrawMode currentDrawMode; - -// Vertex arrays for lines, triangles and quads -static VertexPositionColorBuffer lines; -static VertexPositionColorTextureBuffer triangles; -static VertexPositionColorTextureIndexBuffer quads; - -// Vetex-Fragment Shader Program ID -static GLuint shaderProgram; - -// Shader program attibutes binding locations -static GLuint vertexLoc, texcoordLoc, colorLoc; -static GLuint projectionMatrixLoc, modelviewMatrixLoc; -static GLuint textureLoc; - -// Vertex Array Objects (VAO) -static GLuint vaoLines, vaoTriangles, vaoQuads; - -// Vertex Buffer Objects (VBO) -static GLuint linesBuffer[2]; -static GLuint trianglesBuffer[2]; -static GLuint quadsBuffer[4]; - -// TODO: Review -> Do not get any performance improvement... why? -static GLuint vaoQuadsB; -static GLuint quadsBufferB[4]; -static int useBufferB = 0; - -static DrawCall *draws; -static int drawsCounter; - -// White texture useful for plain color polys (required by shader) -static GLuint whiteTexture; - -//---------------------------------------------------------------------------------- -// Module specific Functions Declaration -//---------------------------------------------------------------------------------- -static GLuint LoadShaders(char *vertexFileName, char *fragmentFileName); -static char *TextFileRead(char *fn); -static void CreateDefaultTexture(); -static void InitializeBuffers(); -static void InitializeVAOs(); -static void UpdateBuffers(); -static void rlDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, void *indices); - -//---------------------------------------------------------------------------------- -// Module Functions Definition - Matrix operations -//---------------------------------------------------------------------------------- - -// Choose the current matrix to be transformed -void rlMatrixMode(int mode) -{ - if (mode == RL_PROJECTION) currentMatrix = &projection; - else if (mode == RL_MODELVIEW) currentMatrix = &modelview; - //else if (mode == GL_TEXTURE) TODO: NEVER USED! -} - -// Push the current matrix to stack -void rlPushMatrix() -{ - if (stackCounter == MATRIX_STACK_SIZE - 1) - { - printf("ERROR: Stack Buffer Overflow! (MAX 16 MATRIX)"); - - exit(1); - } - - stack[stackCounter] = *currentMatrix; - - rlLoadIdentity(); - - stackCounter++; -} - -// Pop lattest inserted matrix from stack -void rlPopMatrix() -{ - if (stackCounter > 0) - { - Matrix mat = stack[stackCounter - 1]; - - stackCounter--; - - *currentMatrix = mat; - } -} - -// Reset current matrix to identity matrix -void rlLoadIdentity() -{ - *currentMatrix = MatrixIdentity(); -} - -// Multiply the current matrix by a translation matrix -void rlTranslatef(float x, float y, float z) -{ - Matrix mat = MatrixTranslate(x, y, z); - - *currentMatrix = MatrixMultiply(*currentMatrix, mat); -} - -// Multiply the current matrix by a rotation matrix -void rlRotatef(float angleDeg, float x, float y, float z) -{ - // TODO: Rotation matrix --> REVIEW! - Matrix rot = MatrixIdentity(); - - if (x == 1) rot = MatrixRotateX(angleDeg*DEG2RAD); - else if (y == 1) rot = MatrixRotateY(angleDeg*DEG2RAD); - else if (z == 1) rot = MatrixRotateZ(angleDeg*DEG2RAD); - - *currentMatrix = MatrixMultiply(*currentMatrix, rot); -} - -// Multiply the current matrix by a scaling matrix -void rlScalef(float x, float y, float z) -{ - Matrix mat = MatrixScale(x, y, z); - - *currentMatrix = MatrixMultiply(*currentMatrix, mat); -} - -// Multiply the current matrix by another matrix -void rlMultMatrixf(float *m) -{ - // TODO: review Matrix creation from array - Matrix mat = { m[0], m[1], m[2], m[3], - m[4], m[5], m[6], m[7], - m[8], m[9], m[10], m[11], - m[12], m[13], m[14], m[15] }; - - *currentMatrix = MatrixMultiply(*currentMatrix, mat); -} - -// Multiply the current matrix by a perspective matrix generated by parameters -void rlFrustum(double left, double right, double bottom, double top, double near, double far) -{ - Matrix mat = MatrixFrustum(left, right, bottom, top, near, far); - - *currentMatrix = MatrixMultiply(*currentMatrix, mat); -} - -// Multiply the current matrix by an orthographic matrix generated by parameters -void rlOrtho(double left, double right, double bottom, double top, double near, double far) -{ - Matrix matOrtho = MatrixOrtho(left, right, bottom, top, near, far); - MatrixTranspose(&matOrtho); - - *currentMatrix = MatrixMultiply(*currentMatrix, matOrtho); -} - -//---------------------------------------------------------------------------------- -// Module Functions Definition - Vertex level operations -//---------------------------------------------------------------------------------- - -// Initialize drawing mode (how to organize vertex) -void rlBegin(int mode) -{ - // TODO: Code shouldn't include other modes than RL_POINTS, RL_LINES and RL_TRIANGLES - switch (mode) - { - case RL_POINTS: currentDrawMode = LINES; break; - case RL_LINES: currentDrawMode = LINES; break; - case RL_LINE_LOOP: currentDrawMode = LINES; break; - case RL_TRIANGLE_FAN: currentDrawMode = TRIANGLES; break; - case RL_QUADS: currentDrawMode = QUADS; break; - case RL_QUAD_STRIP: currentDrawMode = QUADS; break; - default: break; - } - - int id; - glGetIntegerv(GL_TEXTURE_BINDING_2D, &id); - - if (id == 0) - { - glBindTexture(GL_TEXTURE_2D, whiteTexture); - id = 1; - } - - if (draws[drawsCounter - 1].texId != id) - { - drawsCounter++; - - draws[drawsCounter - 1].texId = id; - draws[drawsCounter - 1].firstVertex = draws[drawsCounter - 2].vCount; - draws[drawsCounter - 1].vCount = 0; - } -} - -// Finish vertex providing -void rlEnd() -{ - // Make sure vertexCounter is the same for vertices-texcoords-normals-colors - // NOTE: In OpenGL 1.1, one glColor call can be made for all the subsequent glVertex calls. - switch (currentDrawMode) - { - case LINES: - { - if (lines.vCounter != lines.cCounter) - { - int addColors = lines.vCounter - lines.cCounter; - - for (int i = 0; i < addColors; i++) - { - lines.colors[4*lines.cCounter] = lines.colors[4*lines.cCounter - 4]; - lines.colors[4*lines.cCounter + 1] = lines.colors[4*lines.cCounter - 3]; - lines.colors[4*lines.cCounter + 2] = lines.colors[4*lines.cCounter - 2]; - lines.colors[4*lines.cCounter + 3] = lines.colors[4*lines.cCounter - 1]; - - lines.cCounter++; - } - } - } break; - case TRIANGLES: - { - if (triangles.vCounter != triangles.cCounter) - { - int addColors = triangles.vCounter - triangles.cCounter; - - for (int i = 0; i < addColors; i++) - { - triangles.colors[4*triangles.cCounter] = triangles.colors[4*triangles.cCounter - 4]; - triangles.colors[4*triangles.cCounter + 1] = triangles.colors[4*triangles.cCounter - 3]; - triangles.colors[4*triangles.cCounter + 2] = triangles.colors[4*triangles.cCounter - 2]; - triangles.colors[4*triangles.cCounter + 3] = triangles.colors[4*triangles.cCounter - 1]; - - triangles.cCounter++; - } - } - } break; - case QUADS: - { - // Make sure colors count match vertex count - if (quads.vCounter != quads.cCounter) - { - int addColors = quads.vCounter - quads.cCounter; - - for (int i = 0; i < addColors; i++) - { - quads.colors[4*quads.cCounter] = quads.colors[4*quads.cCounter - 4]; - quads.colors[4*quads.cCounter + 1] = quads.colors[4*quads.cCounter - 3]; - quads.colors[4*quads.cCounter + 2] = quads.colors[4*quads.cCounter - 2]; - quads.colors[4*quads.cCounter + 3] = quads.colors[4*quads.cCounter - 1]; - - quads.cCounter++; - } - } - - // Make sure texcoords count match vertex count - if (quads.vCounter != quads.tcCounter) - { - int addTexCoords = quads.vCounter - quads.tcCounter; - - for (int i = 0; i < addTexCoords; i++) - { - quads.texcoords[2*quads.tcCounter] = 0.0f; - quads.texcoords[2*quads.tcCounter + 1] = 0.0f; - - quads.tcCounter++; - } - } - - // TODO: Make sure normals count match vertex count - - } break; - default: break; - } -} - -// Define one vertex (position) -void rlVertex3f(float x, float y, float z) -{ - switch (currentDrawMode) - { - case LINES: - { - lines.vertices[3*lines.vCounter] = x; - lines.vertices[3*lines.vCounter + 1] = y; - lines.vertices[3*lines.vCounter + 2] = z; - - lines.vCounter++; - - } break; - case TRIANGLES: - { - triangles.vertices[3*triangles.vCounter] = x; - triangles.vertices[3*triangles.vCounter + 1] = y; - triangles.vertices[3*triangles.vCounter + 2] = z; - - triangles.vCounter++; - - } break; - case QUADS: - { - quads.vertices[3*quads.vCounter] = x; - quads.vertices[3*quads.vCounter + 1] = y; - quads.vertices[3*quads.vCounter + 2] = z; - - quads.vCounter++; - - draws[drawsCounter - 1].vCount++; - - } break; - default: break; - } -} - -// Define one vertex (position) -void rlVertex2f(float x, float y) -{ - rlVertex3f(x, y, 0.0); -} - -// Define one vertex (position) -void rlVertex2i(int x, int y) -{ - rlVertex3f((float)x, (float)y, 0.0); -} - -// Define one vertex (texture coordinate) -// NOTE: Texture coordinates are limited to TRIANGLES only -void rlTexCoord2f(float x, float y) -{ - if (currentDrawMode == QUADS) - { - quads.texcoords[2*quads.tcCounter] = x; - quads.texcoords[2*quads.tcCounter + 1] = y; - - quads.tcCounter++; - } -} - -// Define one vertex (normal) -// NOTE: Normals are limited to TRIANGLES only -void rlNormal3f(float x, float y, float z) -{ - // TODO: Normals usage... -} - -// Define one vertex (color) -void rlColor4f(float x, float y, float z, float w) -{ - switch (currentDrawMode) - { - case LINES: - { - lines.colors[4*lines.cCounter] = x; - lines.colors[4*lines.cCounter + 1] = y; - lines.colors[4*lines.cCounter + 2] = z; - lines.colors[4*lines.cCounter + 3] = w; - - lines.cCounter++; - - } break; - case TRIANGLES: - { - triangles.colors[4*triangles.cCounter] = x; - triangles.colors[4*triangles.cCounter + 1] = y; - triangles.colors[4*triangles.cCounter + 2] = z; - triangles.colors[4*triangles.cCounter + 3] = w; - - triangles.cCounter++; - - } break; - case QUADS: - { - quads.colors[4*quads.cCounter] = x; - quads.colors[4*quads.cCounter + 1] = y; - quads.colors[4*quads.cCounter + 2] = z; - quads.colors[4*quads.cCounter + 3] = w; - - quads.cCounter++; - - } break; - default: break; - } -} - -// Define one vertex (color) -void rlColor4ub(byte r, byte g, byte b, byte a) -{ - rlColor4f((float)r/255, (float)g/255, (float)b/255, (float)a/255); -} - -// Define one vertex (color) -void rlColor3f(float x, float y, float z) -{ - rlColor4f(x, y, z, 1.0); -} - -//---------------------------------------------------------------------------------- -// Module Functions Definition - RlLegacy Init-Close -//---------------------------------------------------------------------------------- - -// Init OpenGL 3.3+ required data -void InitRlLegacy() -{ - // Initialize GLEW - glewExperimental = 1; // Needed for core profile - - GLenum error = glewInit(); - - if (error != GLEW_OK) - { - fprintf(stderr, "Failed to initialize GLEW - Error: %s\n", glewGetErrorString(error)); - exit(1); - } - - if (glewIsSupported("GL_VERSION_3_3")) printf("Ready for OpenGL 3.3\n"); - - // Set default draw mode - currentDrawMode = TRIANGLES; - - // Reset projection and modelview matrices - projection = MatrixIdentity(); - modelview = MatrixIdentity(); - currentMatrix = &modelview; - - // Initialize matrix stack - for (int i = 0; i < MATRIX_STACK_SIZE; i++) stack[i] = MatrixIdentity(); - - // Init default Shader (GLSL 150) - shaderProgram = LoadShaders("simple150.vert", "simple150.frag"); - - // Get handles to GLSL input vars locations - vertexLoc = glGetAttribLocation(shaderProgram, "vertexPosition"); - texcoordLoc = glGetAttribLocation(shaderProgram, "vertexTexCoord"); - colorLoc = glGetAttribLocation(shaderProgram, "vertexColor"); - - // Get handles to GLSL uniform vars locations (vertex-shader) - modelviewMatrixLoc = glGetUniformLocation(shaderProgram, "modelviewMatrix"); - projectionMatrixLoc = glGetUniformLocation(shaderProgram, "projectionMatrix"); - - // Get handles to GLSL uniform vars locations (fragment-shader) - textureLoc = glGetUniformLocation(shaderProgram, "texture0"); - - printf("Shaders loaded!\n"); - - InitializeBuffers(); // Init vertex arrays - InitializeVAOs(); // Init VBO and VAO - - draws = (DrawCall *)malloc(sizeof(DrawCall)*MAX_DRAWS_BY_TEXTURE); - - for (int i = 0; i < MAX_DRAWS_BY_TEXTURE; i++) - { - draws[i].texId = 0; - draws[i].firstVertex = 0; - draws[i].vCount = 0; - } - - drawsCounter = 1; - - // Default white texture for plain colors (required by shader) - CreateDefaultTexture(); - - draws[drawsCounter - 1].texId = whiteTexture; -} - -// Vertex Buffer Object deinitialization (memory free) -void CloseRlLegacy() -{ - // Unbind everything - glBindVertexArray(0); - glDisableVertexAttribArray(0); - glDisableVertexAttribArray(1); - glDisableVertexAttribArray(2); - glDisableVertexAttribArray(3); - glBindBuffer(GL_ARRAY_BUFFER, 0); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); - - glUseProgram(0); - - // Delete VAOs and VBOs - glDeleteBuffers(1, &linesBuffer[0]); - glDeleteBuffers(1, &linesBuffer[1]); - glDeleteBuffers(1, &trianglesBuffer[0]); - glDeleteBuffers(1, &trianglesBuffer[1]); - glDeleteBuffers(1, &quadsBuffer[0]); - glDeleteBuffers(1, &quadsBuffer[1]); - glDeleteBuffers(1, &quadsBuffer[2]); - glDeleteBuffers(1, &quadsBuffer[3]); - - glDeleteVertexArrays(1, &vaoLines); - glDeleteVertexArrays(1, &vaoTriangles); - glDeleteVertexArrays(1, &vaoQuads); - - //glDetachShader(shaderProgram, v); - //glDetachShader(shaderProgram, f); - //glDeleteShader(v); - //glDeleteShader(f); - glDeleteProgram(shaderProgram); - - // Free vertex arrays memory - free(lines.vertices); - free(lines.colors); - - free(triangles.vertices); - free(triangles.colors); - - free(quads.vertices); - free(quads.texcoords); - free(quads.colors); - - // Free GPU texture - glDeleteTextures(1, &whiteTexture); -} - -void DrawRlLegacy() -{ - glUseProgram(shaderProgram); // Use our shader - - glBindTexture(GL_TEXTURE_2D, whiteTexture); - - glUniformMatrix4fv(projectionMatrixLoc, 1, false, GetMatrixVector(projection)); - glUniformMatrix4fv(modelviewMatrixLoc, 1, false, GetMatrixVector(modelview)); - glUniform1i(textureLoc, 0); - - UpdateBuffers(); - - if (lines.vCounter > 0) - { - glBindVertexArray(vaoLines); - glDrawArrays(GL_LINES, 0, lines.vCounter); - } - - if (triangles.vCounter > 0) - { - glBindVertexArray(vaoTriangles); - glDrawArrays(GL_TRIANGLES, 0, triangles.vCounter); - } - - if (quads.vCounter > 0) - { - int numQuads = 0; - - // Depending on useBufferB, use Buffer A or Buffer B - if (useBufferB) glBindVertexArray(vaoQuadsB); - else glBindVertexArray(vaoQuads); - - for (int i = 0; i < drawsCounter; i++) - { - numQuads += draws[i].vCount/4; - - glBindTexture(GL_TEXTURE_2D, draws[i].texId); - rlDrawRangeElements(GL_TRIANGLES, draws[i].firstVertex, draws[i].firstVertex + draws[i].vCount - 1, 6*numQuads, GL_UNSIGNED_INT, 0); - } - } - - glBindTexture(GL_TEXTURE_2D, whiteTexture); - - glBindVertexArray(0); // Unbind VAO - - // Reset draws counter - drawsCounter = 1; - draws[0].texId = whiteTexture; - draws[0].firstVertex = 0; - draws[0].vCount = 0; - - // Reset vertex counters for next frame - lines.vCounter = 0; - lines.cCounter = 0; - - triangles.vCounter = 0; - triangles.vCounter = 0; - - quads.vCounter = 0; - quads.tcCounter = 0; - quads.cCounter = 0; - - // TODO: Review double buffer performance -> no improvement! - //useBufferB = !useBufferB; // Change buffers usage! -} - -//---------------------------------------------------------------------------------- -// Module specific Functions Definition -//---------------------------------------------------------------------------------- - -// Load shader (GLSL 150) -static GLuint LoadShaders(char *vertexFileName, char *fragmentFileName) -{ - char *vs = NULL; - char *fs = NULL; - - GLuint p,v,f; - - v = glCreateShader(GL_VERTEX_SHADER); - f = glCreateShader(GL_FRAGMENT_SHADER); - - vs = TextFileRead(vertexFileName); - fs = TextFileRead(fragmentFileName); - - const char *vv = vs; - const char *ff = fs; - - glShaderSource(v, 1, &vv, NULL); - glShaderSource(f, 1, &ff, NULL); - - free(vs); - free(fs); - - glCompileShader(v); - glCompileShader(f); - - p = glCreateProgram(); - - glAttachShader(p,v); - glAttachShader(p,f); - - glLinkProgram(p); - - glDeleteShader(v); - glDeleteShader(f); - - return(p); -} - -// Read shader text file -static char *TextFileRead(char *fn) -{ - FILE *fp; - char *content = NULL; - - int count=0; - - if (fn != NULL) - { - fp = fopen(fn,"rt"); - - if (fp != NULL) - { - fseek(fp, 0, SEEK_END); - count = ftell(fp); - rewind(fp); - - if (count > 0) - { - content = (char *)malloc(sizeof(char) * (count+1)); - count = fread(content, sizeof(char), count, fp); - content[count] = '\0'; - } - - fclose(fp); - } - } - return content; -} - -// Allocate and initialize float array buffers to store vertex data (lines, triangles, quads) -static void InitializeBuffers() -{ - // Initialize lines arrays (vertex position and color data) - lines.vertices = (float *)malloc(sizeof(float)*3*2*MAX_LINES_BATCH); // 3 float by vertex, 2 vertex by line - lines.colors = (float *)malloc(sizeof(float)*4*2*MAX_LINES_BATCH); // 4 float by color, 2 colors by line - - for (int i = 0; i < (3*2*MAX_LINES_BATCH); i++) lines.vertices[i] = 0.0; - for (int i = 0; i < (4*2*MAX_LINES_BATCH); i++) lines.colors[i] = 0.0; - - lines.vCounter = 0; - lines.cCounter = 0; - - // Initialize triangles arrays (vertex position and color data) - triangles.vertices = (float *)malloc(sizeof(float)*3*3*MAX_TRIANGLES_BATCH); // 3 float by vertex, 3 vertex by triangle - triangles.colors = (float *)malloc(sizeof(float)*4*3*MAX_TRIANGLES_BATCH); // 4 float by color, 3 colors by triangle - - for (int i = 0; i < (3*3*MAX_TRIANGLES_BATCH); i++) triangles.vertices[i] = 0.0; - for (int i = 0; i < (4*3*MAX_TRIANGLES_BATCH); i++) triangles.colors[i] = 0.0; - - triangles.vCounter = 0; - triangles.cCounter = 0; - - // Initialize quads arrays (vertex position, texcoord and color data... and indexes) - quads.vertices = (float *)malloc(sizeof(float)*3*4*MAX_QUADS_BATCH); // 3 float by vertex, 4 vertex by quad - quads.texcoords = (float *)malloc(sizeof(float)*2*4*MAX_QUADS_BATCH); // 2 float by texcoord, 4 texcoord by quad - quads.colors = (float *)malloc(sizeof(float)*4*4*MAX_QUADS_BATCH); // 4 float by color, 4 colors by quad - quads.indices = (unsigned int *)malloc(sizeof(int)*6*MAX_QUADS_BATCH); // 6 int by quad (indices) - - for (int i = 0; i < (3*4*MAX_QUADS_BATCH); i++) quads.vertices[i] = 0.0; - for (int i = 0; i < (2*4*MAX_QUADS_BATCH); i++) quads.texcoords[i] = 0.0; - for (int i = 0; i < (4*4*MAX_QUADS_BATCH); i++) quads.colors[i] = 0.0; - - int k = 0; - - // Indices can be initialized right now - for (int i = 0; i < (6*MAX_QUADS_BATCH); i+=6) - { - quads.indices[i] = 4*k; - quads.indices[i+1] = 4*k+1; - quads.indices[i+2] = 4*k+2; - quads.indices[i+3] = 4*k; - quads.indices[i+4] = 4*k+2; - quads.indices[i+5] = 4*k+3; - - k++; - } - - quads.vCounter = 0; - quads.tcCounter = 0; - quads.cCounter = 0; - - printf("All buffers initialized - lines, triangles, quads(indexed).\n"); -} - -// Initialize Vertex Array Objects (Contain VBO) -static void InitializeVAOs() -{ - // Initialize Lines VAO - glGenVertexArrays(1, &vaoLines); - glBindVertexArray(vaoLines); - - // Create buffers for our vertex data - glGenBuffers(2, linesBuffer); - - // Lines - Vertex positions buffer binding and attributes enable - glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[0]); - glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*2*MAX_LINES_BATCH, lines.vertices, GL_DYNAMIC_DRAW); - glEnableVertexAttribArray(vertexLoc); - glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0); - - // Lines - colors buffer - glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[1]); - glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*2*MAX_LINES_BATCH, lines.colors, GL_DYNAMIC_DRAW); - glEnableVertexAttribArray(colorLoc); - glVertexAttribPointer(colorLoc, 4, GL_FLOAT, 0, 0, 0); - - //-------------------------------------------------------------- - - // Initialize Triangles VAO - glGenVertexArrays(1, &vaoTriangles); - glBindVertexArray(vaoTriangles); - - // Create buffers for our vertex data - glGenBuffers(2, trianglesBuffer); - - // Enable vertex attributes - glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[0]); - glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*3*MAX_TRIANGLES_BATCH, triangles.vertices, GL_DYNAMIC_DRAW); - glEnableVertexAttribArray(vertexLoc); - glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0); - - glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[1]); - glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW); - glEnableVertexAttribArray(colorLoc); - glVertexAttribPointer(colorLoc, 4, GL_FLOAT, 0, 0, 0); - - //-------------------------------------------------------------- - - // Initialize Quads VAO (Buffer A) - glGenVertexArrays(1, &vaoQuads); - glBindVertexArray(vaoQuads); - - // Create buffers for our vertex data - glGenBuffers(4, quadsBuffer); - - // Enable vertex attributes - glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[0]); - glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW); - glEnableVertexAttribArray(vertexLoc); - glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0); - - glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[1]); - glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW); - glEnableVertexAttribArray(texcoordLoc); - glVertexAttribPointer(texcoordLoc, 2, GL_FLOAT, 0, 0, 0); - - glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[2]); - glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW); - glEnableVertexAttribArray(colorLoc); - glVertexAttribPointer(colorLoc, 4, GL_FLOAT, 0, 0, 0); - - // Fill index buffer - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quadsBuffer[3]); - glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int)*6*MAX_QUADS_BATCH, quads.indices, GL_STATIC_DRAW); - - - // Initialize Quads VAO (Buffer B) - glGenVertexArrays(1, &vaoQuadsB); - glBindVertexArray(vaoQuadsB); - - // Create buffers for our vertex data - glGenBuffers(4, quadsBufferB); - - // Enable vertex attributes - glBindBuffer(GL_ARRAY_BUFFER, quadsBufferB[0]); - glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW); - glEnableVertexAttribArray(vertexLoc); - glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0); - - glBindBuffer(GL_ARRAY_BUFFER, quadsBufferB[1]); - glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW); - glEnableVertexAttribArray(texcoordLoc); - glVertexAttribPointer(texcoordLoc, 2, GL_FLOAT, 0, 0, 0); - - glBindBuffer(GL_ARRAY_BUFFER, quadsBufferB[2]); - glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW); - glEnableVertexAttribArray(colorLoc); - glVertexAttribPointer(colorLoc, 4, GL_FLOAT, 0, 0, 0); - - // Fill index buffer - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quadsBufferB[3]); - glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int)*6*MAX_QUADS_BATCH, quads.indices, GL_STATIC_DRAW); - - // Unbind the current VAO - glBindVertexArray(0); -} - -// Update VBOs with vertex array data -static void UpdateBuffers() -{ - // Activate Lines VAO - glBindVertexArray(vaoLines); - - // Lines - vertex positions buffer - glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[0]); - //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*2*MAX_LINES_BATCH, lines.vertices, GL_DYNAMIC_DRAW); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*lines.vCounter, lines.vertices); // target - offset (in bytes) - size (in bytes) - data pointer - - // Lines - colors buffer - glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[1]); - //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*2*MAX_LINES_BATCH, lines.colors, GL_DYNAMIC_DRAW); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*4*lines.vCounter, lines.colors); - - //-------------------------------------------------------------- - - // Activate Triangles VAO - glBindVertexArray(vaoTriangles); - - // Triangles - vertex positions buffer - glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[0]); - glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*3*MAX_TRIANGLES_BATCH, triangles.vertices, GL_DYNAMIC_DRAW); - - // Triangles - colors buffer - glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[1]); - glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW); - - //-------------------------------------------------------------- - - // Depending on useBufferB, update Buffer A or Buffer B - if (useBufferB) - { - // Activate Quads VAO (Buffer B) - glBindVertexArray(vaoQuadsB); - - // Quads - vertex positions buffer - glBindBuffer(GL_ARRAY_BUFFER, quadsBufferB[0]); - //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*quads.vCounter, quads.vertices); - - // Quads - texture coordinates buffer - glBindBuffer(GL_ARRAY_BUFFER, quadsBufferB[1]); - //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*quads.vCounter, quads.texcoords); - - // Quads - colors buffer - glBindBuffer(GL_ARRAY_BUFFER, quadsBufferB[2]); - //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*4*quads.vCounter, quads.colors); - } - else - { - // Activate Quads VAO (Buffer A) - glBindVertexArray(vaoQuads); - - // Quads - vertex positions buffer - glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[0]); - //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*quads.vCounter, quads.vertices); - - // Quads - texture coordinates buffer - glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[1]); - //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*quads.vCounter, quads.texcoords); - - // Quads - colors buffer - glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[2]); - //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*4*quads.vCounter, quads.colors); - } - - //-------------------------------------------------------------- - - // Unbind the current VAO - glBindVertexArray(0); -} - -// Create default white texture to be used on plain colors (required by default shader) -static void CreateDefaultTexture() -{ - unsigned char *imgData = (unsigned char *)malloc(4); // 1 pixel RGBA (4 bytes) - - for (int i = 0; i < 4; i++) imgData[i] = 255; // Initialize array - - // Convert data to OpenGL texture - //-------------------------------- - GLuint id; - glGenTextures(1, &id); // Generate pointer to the texture - - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, id); - - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); // Set texture to clamp on x-axis - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); // Set texture to clamp on y-axis - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR - - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, imgData); - - // At this point we have the image converted to texture and uploaded to GPU - - free(imgData); // Now we can free loaded data from RAM memory - - whiteTexture = id; - - // Unbind current texture - glBindTexture(GL_TEXTURE_2D, 0); -} - -// Replacement for glDrawRangeElements (OpenGL 3.3+) -// NOTE: glDrawRangeElement is not supported by OpenGL ES 2.0 so, we use glDrawElements instead -static void rlDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, void *indices) -{ - glDrawElements(mode, count, type, indices); -} \ No newline at end of file diff --git a/src/rllegacy.h b/src/rllegacy.h deleted file mode 100644 index 28a86ba3..00000000 --- a/src/rllegacy.h +++ /dev/null @@ -1,87 +0,0 @@ -/********************************************************************************************* -* -* rllegacy - raylib OpenGL 1.1 functions replacement -* -* OpenGL 1.1 functions mapping to OpenGL 3.2+ (and OpenGL ES 2.0) -* -* 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 RLLEGACY_H -#define RLLEGACY_H - -//---------------------------------------------------------------------------------- -// Defines and Macros -//---------------------------------------------------------------------------------- -#define MAX_LINES_BATCH 1024 -#define MAX_TRIANGLES_BATCH 2048 -#define MAX_QUADS_BATCH 2048 - -//---------------------------------------------------------------------------------- -// Types and Structures Definition -//---------------------------------------------------------------------------------- -typedef unsigned char byte; - -typedef enum { RL_PROJECTION, RL_MODELVIEW, RL_TEXTURE } MatrixMode; - -typedef enum { RL_POINTS, RL_LINES, RL_LINE_STRIP, RL_LINE_LOOP, RL_TRIANGLES, - RL_TRIANGLE_STRIP, RL_TRIANGLE_FAN, RL_QUADS, RL_QUAD_STRIP, RL_POLYGON } PrimitiveType; - - -#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 rlVertex3f(float x, float y, float z); // Define one vertex (position) - 3 float -void rlVertex2f(float x, float y); // Define one vertex (position) - 2 float -void rlVertex2i(int x, int y); // Define one vertex (position) - 2 int -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 - -void InitRlLegacy(); -void CloseRlLegacy(); -void DrawRlLegacy(); - -#ifdef __cplusplus -} -#endif - -#endif // RLLEGACY_H \ No newline at end of file