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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
|
|
//------------------------------------------------------------------------------------
|
|
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
|
|
//------------------------------------------------------------------------------------
|
|
void rlglInit(int width, int height); // Initialize rlgl (buffers, shaders, textures, states)
|
|
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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|
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int rlGetVersion(void); // Returns current OpenGL version
|
|
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
|
|
Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coordinates from screen coordinates
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|
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// Textures data management
|
|
unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU
|
|
void rlUpdateTexture(unsigned int id, int width, int height, int format, const void *data); // Update GPU texture with new data
|
|
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
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