From e9ddb15d9d05ac61739c52a604a7a5adb7efa4e9 Mon Sep 17 00:00:00 2001 From: Ray Date: Thu, 30 Nov 2023 19:04:38 +0100 Subject: [PATCH] REVIEWED: rlgl function description and comments --- src/rlgl.h | 108 +++++++++++++++++++++++++++-------------------------- 1 file changed, 56 insertions(+), 52 deletions(-) diff --git a/src/rlgl.h b/src/rlgl.h index 67429d060..2468f30bd 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -557,14 +557,14 @@ typedef enum { extern "C" { // Prevents name mangling of functions #endif -RLAPI void rlMatrixMode(int mode); // Choose the current matrix to be transformed -RLAPI void rlPushMatrix(void); // Push the current matrix to stack -RLAPI void rlPopMatrix(void); // Pop latest inserted matrix from stack -RLAPI void rlLoadIdentity(void); // Reset current matrix to identity matrix -RLAPI void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix -RLAPI void rlRotatef(float angle, float x, float y, float z); // Multiply the current matrix by a rotation matrix -RLAPI void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix -RLAPI void rlMultMatrixf(const float *matf); // Multiply the current matrix by another matrix +RLAPI void rlMatrixMode(int mode); // Choose the current matrix to be transformed +RLAPI void rlPushMatrix(void); // Push the current matrix to stack +RLAPI void rlPopMatrix(void); // Pop latest inserted matrix from stack +RLAPI void rlLoadIdentity(void); // Reset current matrix to identity matrix +RLAPI void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix +RLAPI void rlRotatef(float angle, float x, float y, float z); // Multiply the current matrix by a rotation matrix +RLAPI void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix +RLAPI void rlMultMatrixf(const float *matf); // Multiply the current matrix by another matrix RLAPI void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar); RLAPI void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar); RLAPI void rlViewport(int x, int y, int width, int height); // Set the viewport area @@ -572,15 +572,15 @@ RLAPI void rlViewport(int x, int y, int width, int height); // Set the viewport //------------------------------------------------------------------------------------ // Functions Declaration - Vertex level operations //------------------------------------------------------------------------------------ -RLAPI void rlBegin(int mode); // Initialize drawing mode (how to organize vertex) -RLAPI void rlEnd(void); // Finish vertex providing -RLAPI void rlVertex2i(int x, int y); // Define one vertex (position) - 2 int -RLAPI void rlVertex2f(float x, float y); // Define one vertex (position) - 2 float -RLAPI void rlVertex3f(float x, float y, float z); // Define one vertex (position) - 3 float -RLAPI void rlTexCoord2f(float x, float y); // Define one vertex (texture coordinate) - 2 float -RLAPI void rlNormal3f(float x, float y, float z); // Define one vertex (normal) - 3 float -RLAPI void rlColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Define one vertex (color) - 4 byte -RLAPI void rlColor3f(float x, float y, float z); // Define one vertex (color) - 3 float +RLAPI void rlBegin(int mode); // Initialize drawing mode (how to organize vertex) +RLAPI void rlEnd(void); // Finish vertex providing +RLAPI void rlVertex2i(int x, int y); // Define one vertex (position) - 2 int +RLAPI void rlVertex2f(float x, float y); // Define one vertex (position) - 2 float +RLAPI void rlVertex3f(float x, float y, float z); // Define one vertex (position) - 3 float +RLAPI void rlTexCoord2f(float x, float y); // Define one vertex (texture coordinate) - 2 float +RLAPI void rlNormal3f(float x, float y, float z); // Define one vertex (normal) - 3 float +RLAPI void rlColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Define one vertex (color) - 4 byte +RLAPI void rlColor3f(float x, float y, float z); // Define one vertex (color) - 3 float RLAPI void rlColor4f(float x, float y, float z, float w); // Define one vertex (color) - 4 float //------------------------------------------------------------------------------------ @@ -594,13 +594,13 @@ RLAPI bool rlEnableVertexArray(unsigned int vaoId); // Enable vertex array ( RLAPI void rlDisableVertexArray(void); // Disable vertex array (VAO, if supported) RLAPI void rlEnableVertexBuffer(unsigned int id); // Enable vertex buffer (VBO) RLAPI void rlDisableVertexBuffer(void); // Disable vertex buffer (VBO) -RLAPI void rlEnableVertexBufferElement(unsigned int id);// Enable vertex buffer element (VBO element) +RLAPI void rlEnableVertexBufferElement(unsigned int id); // Enable vertex buffer element (VBO element) RLAPI void rlDisableVertexBufferElement(void); // Disable vertex buffer element (VBO element) RLAPI void rlEnableVertexAttribute(unsigned int index); // Enable vertex attribute index -RLAPI void rlDisableVertexAttribute(unsigned int index);// Disable vertex attribute index +RLAPI void rlDisableVertexAttribute(unsigned int index); // Disable vertex attribute index #if defined(GRAPHICS_API_OPENGL_11) -RLAPI void rlEnableStatePointer(int vertexAttribType, void *buffer); // Enable attribute state pointer -RLAPI void rlDisableStatePointer(int vertexAttribType); // Disable attribute state pointer +RLAPI void rlEnableStatePointer(int vertexAttribType, void *buffer); // Enable attribute state pointer +RLAPI void rlDisableStatePointer(int vertexAttribType); // Disable attribute state pointer #endif // Textures state @@ -623,7 +623,7 @@ RLAPI void rlActiveDrawBuffers(int count); // Activate multiple dra RLAPI void rlBlitFramebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX, int dstY, int dstWidth, int dstHeight, int bufferMask); // Blit active framebuffer to main framebuffer // General render state -RLAPI void rlEnableColorBlend(void); // Enable color blending +RLAPI void rlEnableColorBlend(void); // Enable color blending RLAPI void rlDisableColorBlend(void); // Disable color blending RLAPI void rlEnableDepthTest(void); // Enable depth test RLAPI void rlDisableDepthTest(void); // Disable depth test @@ -636,7 +636,7 @@ RLAPI void rlEnableScissorTest(void); // Enable scissor test RLAPI void rlDisableScissorTest(void); // Disable scissor test RLAPI void rlScissor(int x, int y, int width, int height); // Scissor test RLAPI void rlEnableWireMode(void); // Enable wire mode -RLAPI void rlEnablePointMode(void); // Enable point mode +RLAPI void rlEnablePointMode(void); // Enable point mode RLAPI void rlDisableWireMode(void); // Disable wire mode ( and point ) maybe rename RLAPI void rlSetLineWidth(float width); // Set the line drawing width RLAPI float rlGetLineWidth(void); // Get the line drawing width @@ -673,48 +673,48 @@ RLAPI int *rlGetShaderLocsDefault(void); // Get default shader lo // Render batch management // NOTE: rlgl provides a default render batch to behave like OpenGL 1.1 immediate mode // but this render batch API is exposed in case of custom batches are required -RLAPI rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements); // Load a render batch system -RLAPI void rlUnloadRenderBatch(rlRenderBatch batch); // Unload render batch system -RLAPI void rlDrawRenderBatch(rlRenderBatch *batch); // Draw render batch data (Update->Draw->Reset) -RLAPI void rlSetRenderBatchActive(rlRenderBatch *batch); // Set the active render batch for rlgl (NULL for default internal) -RLAPI void rlDrawRenderBatchActive(void); // Update and draw internal render batch -RLAPI bool rlCheckRenderBatchLimit(int vCount); // Check internal buffer overflow for a given number of vertex +RLAPI rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements); // Load a render batch system +RLAPI void rlUnloadRenderBatch(rlRenderBatch batch); // Unload render batch system +RLAPI void rlDrawRenderBatch(rlRenderBatch *batch); // Draw render batch data (Update->Draw->Reset) +RLAPI void rlSetRenderBatchActive(rlRenderBatch *batch); // Set the active render batch for rlgl (NULL for default internal) +RLAPI void rlDrawRenderBatchActive(void); // Update and draw internal render batch +RLAPI bool rlCheckRenderBatchLimit(int vCount); // Check internal buffer overflow for a given number of vertex RLAPI void rlSetTexture(unsigned int id); // Set current texture for render batch and check buffers limits //------------------------------------------------------------------------------------------------------------------------ // Vertex buffers management -RLAPI unsigned int rlLoadVertexArray(void); // Load vertex array (vao) if supported -RLAPI unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic); // Load a vertex buffer attribute -RLAPI unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic); // Load a new attributes element buffer -RLAPI void rlUpdateVertexBuffer(unsigned int bufferId, const void *data, int dataSize, int offset); // Update GPU buffer with new data -RLAPI void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset); // Update vertex buffer elements with new data -RLAPI void rlUnloadVertexArray(unsigned int vaoId); -RLAPI void rlUnloadVertexBuffer(unsigned int vboId); -RLAPI void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, const void *pointer); -RLAPI void rlSetVertexAttributeDivisor(unsigned int index, int divisor); -RLAPI void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count); // Set vertex attribute default value -RLAPI void rlDrawVertexArray(int offset, int count); -RLAPI void rlDrawVertexArrayElements(int offset, int count, const void *buffer); -RLAPI void rlDrawVertexArrayInstanced(int offset, int count, int instances); -RLAPI void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances); +RLAPI unsigned int rlLoadVertexArray(void); // Load vertex array (vao) if supported +RLAPI unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic); // Load a vertex buffer object +RLAPI unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic); // Load vertex buffer elements object +RLAPI void rlUpdateVertexBuffer(unsigned int bufferId, const void *data, int dataSize, int offset); // Update vertex buffer object data on GPU buffer +RLAPI void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset); // Update vertex buffer elements data on GPU buffer +RLAPI void rlUnloadVertexArray(unsigned int vaoId); // Unload vertex array (vao) +RLAPI void rlUnloadVertexBuffer(unsigned int vboId); // Unload vertex buffer object +RLAPI void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, const void *pointer); // Set vertex attribute data configuration +RLAPI void rlSetVertexAttributeDivisor(unsigned int index, int divisor); // Set vertex attribute data divisor +RLAPI void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count); // Set vertex attribute default value, when attribute to provided +RLAPI void rlDrawVertexArray(int offset, int count); // Draw vertex array (currently active vao) +RLAPI void rlDrawVertexArrayElements(int offset, int count, const void *buffer); // Draw vertex array elements +RLAPI void rlDrawVertexArrayInstanced(int offset, int count, int instances); // Draw vertex array (currently active vao) with instancing +RLAPI void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances); // Draw vertex array elements with instancing // Textures management -RLAPI unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU -RLAPI unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo) -RLAPI unsigned int rlLoadTextureCubemap(const void *data, int size, int format); // Load texture cubemap -RLAPI void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data); // Update GPU texture with new data -RLAPI void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType); // Get OpenGL internal formats +RLAPI unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount); // Load texture data +RLAPI unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo) +RLAPI unsigned int rlLoadTextureCubemap(const void *data, int size, int format); // Load texture cubemap data +RLAPI void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data); // Update texture with new data on GPU +RLAPI void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType); // Get OpenGL internal formats RLAPI const char *rlGetPixelFormatName(unsigned int format); // Get name string for pixel format RLAPI void rlUnloadTexture(unsigned int id); // Unload texture from GPU memory RLAPI void rlGenTextureMipmaps(unsigned int id, int width, int height, int format, int *mipmaps); // Generate mipmap data for selected texture -RLAPI void *rlReadTexturePixels(unsigned int id, int width, int height, int format); // Read texture pixel data +RLAPI void *rlReadTexturePixels(unsigned int id, int width, int height, int format); // Read texture pixel data RLAPI unsigned char *rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer) // Framebuffer management (fbo) RLAPI unsigned int rlLoadFramebuffer(int width, int height); // Load an empty framebuffer -RLAPI void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel); // Attach texture/renderbuffer to a framebuffer +RLAPI void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel); // Attach texture/renderbuffer to a framebuffer RLAPI bool rlFramebufferComplete(unsigned int id); // Verify framebuffer is complete RLAPI void rlUnloadFramebuffer(unsigned int id); // Delete framebuffer from GPU @@ -725,14 +725,14 @@ RLAPI unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fSha RLAPI void rlUnloadShaderProgram(unsigned int id); // Unload shader program RLAPI int rlGetLocationUniform(unsigned int shaderId, const char *uniformName); // Get shader location uniform RLAPI int rlGetLocationAttrib(unsigned int shaderId, const char *attribName); // Get shader location attribute -RLAPI void rlSetUniform(int locIndex, const void *value, int uniformType, int count); // Set shader value uniform +RLAPI void rlSetUniform(int locIndex, const void *value, int uniformType, int count); // Set shader value uniform RLAPI void rlSetUniformMatrix(int locIndex, Matrix mat); // Set shader value matrix RLAPI void rlSetUniformSampler(int locIndex, unsigned int textureId); // Set shader value sampler RLAPI void rlSetShader(unsigned int id, int *locs); // Set shader currently active (id and locations) // Compute shader management RLAPI unsigned int rlLoadComputeShaderProgram(unsigned int shaderId); // Load compute shader program -RLAPI void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ); // Dispatch compute shader (equivalent to *draw* for graphics pipeline) +RLAPI void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ); // Dispatch compute shader (equivalent to *draw* for graphics pipeline) // Shader buffer storage object management (ssbo) RLAPI unsigned int rlLoadShaderBuffer(unsigned int size, const void *data, int usageHint); // Load shader storage buffer object (SSBO) @@ -3794,6 +3794,10 @@ unsigned int rlLoadVertexArray(void) void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, const void *pointer) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + // NOTE: Data type could be: GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT, GL_INT, GL_UNSIGNED_INT + // Additional types (depends on OpenGL version or extensions): + // - GL_HALF_FLOAT, GL_FLOAT, GL_DOUBLE, GL_FIXED, + // - GL_INT_2_10_10_10_REV, GL_UNSIGNED_INT_2_10_10_10_REV, GL_UNSIGNED_INT_10F_11F_11F_REV glVertexAttribPointer(index, compSize, type, normalized, stride, pointer); #endif }