Add vendor/raylib/rlgl.odin

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gingerBill
2021-09-08 19:40:18 +01:00
parent 0262539f68
commit 027d69678a

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vendor/raylib/rlgl.odin vendored Normal file
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package raylib
import "core:c"
when ODIN_OS == "windows" do foreign import lib "raylib.lib"
when ODIN_OS == "linux" do foreign import lib "linux/libraylib.a"
when ODIN_OS == "darwin" do foreign import lib "macos/libraylib.a"
GRAPHICS_API_OPENGL_11 :: false
GRAPHICS_API_OPENGL_21 :: true
GRAPHICS_API_OPENGL_33 :: GRAPHICS_API_OPENGL_21
GRAPHICS_API_OPENGL_ES2 :: false
when !GRAPHICS_API_OPENGL_ES2 {
// This is the maximum amount of elements (quads) per batch
// NOTE: Be careful with text, every letter maps to a quad
DEFAULT_BATCH_BUFFER_ELEMENTS :: 8192
} else {
// We reduce memory sizes for embedded systems (RPI and HTML5)
// NOTE: On HTML5 (emscripten) this is allocated on heap,
// by default it's only 16MB!...just take care...
DEFAULT_BATCH_BUFFER_ELEMENTS :: 2048
}
DEFAULT_BATCH_BUFFERS :: 1 // Default number of batch buffers (multi-buffering)
DEFAULT_BATCH_DRAWCALLS :: 256 // Default number of batch draw calls (by state changes: mode, texture)
MAX_BATCH_ACTIVE_TEXTURES :: 4 // Maximum number of additional textures that can be activated on batch drawing (SetShaderValueTexture())
// Internal Matrix stack
MAX_MATRIX_STACK_SIZE :: 32 // Maximum size of Matrix stack
// Vertex buffers id limit
MAX_MESH_VERTEX_BUFFERS :: 7 // Maximum vertex buffers (VBO) per mesh
// Shader and material limits
MAX_SHADER_LOCATIONS :: 32 // Maximum number of shader locations supported
MAX_MATERIAL_MAPS :: 12 // Maximum number of shader maps supported
// Projection matrix culling
RL_CULL_DISTANCE_NEAR :: 0.01 // Default near cull distance
RL_CULL_DISTANCE_FAR :: 1000.0 // Default far cull distance
// Texture parameters (equivalent to OpenGL defines)
RL_TEXTURE_WRAP_S :: 0x2802 // GL_TEXTURE_WRAP_S
RL_TEXTURE_WRAP_T :: 0x2803 // GL_TEXTURE_WRAP_T
RL_TEXTURE_MAG_FILTER :: 0x2800 // GL_TEXTURE_MAG_FILTER
RL_TEXTURE_MIN_FILTER :: 0x2801 // GL_TEXTURE_MIN_FILTER
RL_TEXTURE_FILTER_NEAREST :: 0x2600 // GL_NEAREST
RL_TEXTURE_FILTER_LINEAR :: 0x2601 // GL_LINEAR
RL_TEXTURE_FILTER_MIP_NEAREST :: 0x2700 // GL_NEAREST_MIPMAP_NEAREST
RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR :: 0x2702 // GL_NEAREST_MIPMAP_LINEAR
RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST :: 0x2701 // GL_LINEAR_MIPMAP_NEAREST
RL_TEXTURE_FILTER_MIP_LINEAR :: 0x2703 // GL_LINEAR_MIPMAP_LINEAR
RL_TEXTURE_FILTER_ANISOTROPIC :: 0x3000 // Anisotropic filter (custom identifier)
RL_TEXTURE_WRAP_REPEAT :: 0x2901 // GL_REPEAT
RL_TEXTURE_WRAP_CLAMP :: 0x812F // GL_CLAMP_TO_EDGE
RL_TEXTURE_WRAP_MIRROR_REPEAT :: 0x8370 // GL_MIRRORED_REPEAT
RL_TEXTURE_WRAP_MIRROR_CLAMP :: 0x8742 // GL_MIRROR_CLAMP_EXT
// Matrix modes (equivalent to OpenGL)
RL_MODELVIEW :: 0x1700 // GL_MODELVIEW
RL_PROJECTION :: 0x1701 // GL_PROJECTION
RL_TEXTURE :: 0x1702 // GL_TEXTURE
// Primitive assembly draw modes
RL_LINES :: 0x0001 // GL_LINES
RL_TRIANGLES :: 0x0004 // GL_TRIANGLES
RL_QUADS :: 0x0007 // GL_QUADS
// GL equivalent data types
RL_UNSIGNED_BYTE :: 0x1401 // GL_UNSIGNED_BYTE
RL_f32 :: 0x1406 // GL_f32
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
GlVersion :: enum c.int { OPENGL_11 = 1, OPENGL_21, OPENGL_33, OPENGL_ES_20 }
FramebufferAttachType :: enum c. int {
COLOR_CHANNEL0 = 0,
COLOR_CHANNEL1,
COLOR_CHANNEL2,
COLOR_CHANNEL3,
COLOR_CHANNEL4,
COLOR_CHANNEL5,
COLOR_CHANNEL6,
COLOR_CHANNEL7,
DEPTH = 100,
STENCIL = 200,
}
FramebufferAttachTextureType :: enum c.int {
CUBEMAP_POSITIVE_X = 0,
CUBEMAP_NEGATIVE_X,
CUBEMAP_POSITIVE_Y,
CUBEMAP_NEGATIVE_Y,
CUBEMAP_POSITIVE_Z,
CUBEMAP_NEGATIVE_Z,
TEXTURE2D = 100,
RENDERBUFFER = 200,
}
VertexBufferIndexType :: c.ushort when GRAPHICS_API_OPENGL_ES2 else c.uint
// Dynamic vertex buffers (position + texcoords + colors + indices arrays)
VertexBuffer :: struct {
elementsCount: c.int, // Number of elements in the buffer (QUADS)
vCounter: c.int, // Vertex position counter to process (and draw) from full buffer
tcCounter: c.int, // Vertex texcoord counter to process (and draw) from full buffer
cCounter: c.int, // Vertex color counter to process (and draw) from full buffer
vertices: [^]f32, // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
texcoords: [^]f32, // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
colors: [^]u8, // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
indices: [^]VertexBufferIndexType, // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
vaoId: u32, // OpenGL Vertex Array Object id
vboId: [4]u32, // OpenGL Vertex Buffer Objects id (4 types of vertex data)
}
// Draw call type
// NOTE: Only texture changes register a new draw, other state-change-related elements are not
// used at this moment (vaoId, shaderId, matrices), raylib just forces a batch draw call if any
// of those state-change happens (this is done in core module)
DrawCall :: struct {
mode: c.int, // Drawing mode: LINES, TRIANGLES, QUADS
vertexCount: c.int, // Number of vertex of the draw
vertexAlignment: c.int, // Number of vertex required for index alignment (LINES, TRIANGLES)
//vaoId: u32, // Vertex array id to be used on the draw -> Using RLGL.currentBatch->vertexBuffer.vaoId
//shaderId: u32, // Shader id to be used on the draw -> Using RLGL.currentShader.id
textureId: u32, // Texture id to be used on the draw -> Use to create new draw call if changes
//projection: Matrix, // Projection matrix for this draw -> Using RLGL.projection by default
//modelview: Matrix, // Modelview matrix for this draw -> Using RLGL.modelview by default
}
// RenderBatch type
RenderBatch :: struct {
buffersCount: c.int, // Number of vertex buffers (multi-buffering support)
currentBuffer: c.int, // Current buffer tracking in case of multi-buffering
vertexBuffer: [^]VertexBuffer, // Dynamic buffer(s) for vertex data
draws: [^]DrawCall, // Draw calls array, depends on textureId
drawsCounter: c.int, // Draw calls counter
currentDepth: f32, // Current depth value for next draw
}
// Shader attribute data types
ShaderAttributeDataType :: enum c.int {
FLOAT = 0,
VEC2,
VEC3,
VEC4,
}
@(default_calling_convention="c")
foreign lib {
//------------------------------------------------------------------------------------
// Functions Declaration - Matrix operations
//------------------------------------------------------------------------------------
rlMatrixMode :: proc(mode: c.int) --- // Choose the current matrix to be transformed
rlPushMatrix :: proc() --- // Push the current matrix to stack
rlPopMatrix :: proc() --- // Pop lattest inserted matrix from stack
rlLoadIdentity :: proc() --- // Reset current matrix to identity matrix
rlTranslatef :: proc(x, y, z: f32) --- // Multiply the current matrix by a translation matrix
rlRotatef :: proc(angleDeg: f32, x, y, z: f32) --- // Multiply the current matrix by a rotation matrix
rlScalef :: proc(x, y, z: f32) --- // Multiply the current matrix by a scaling matrix
rlMultMatrixf :: proc(matf: [^]f32) --- // Multiply the current matrix by another matrix
rlFrustum :: proc(left, right, bottom, top, znear, zfar: f64) ---
rlOrtho :: proc(left, right, bottom, top, znear, zfar: f64) ---
rlViewport :: proc(x, y, width, height: c.int) --- // Set the viewport area
//------------------------------------------------------------------------------------
// Functions Declaration - Vertex level operations
//------------------------------------------------------------------------------------
rlBegin :: proc(mode: c.int) --- // Initialize drawing mode (how to organize vertex)
rlEnd :: proc() --- // Finish vertex providing
rlVertex2i :: proc(x, y: c.int) --- // Define one vertex (position) - 2 int
rlVertex2f :: proc(x, y: f32) --- // Define one vertex (position) - 2 f32
rlVertex3f :: proc(x, y, z: f32) --- // Define one vertex (position) - 3 f32
rlTexCoord2f :: proc(x, y: f32) --- // Define one vertex (texture coordinate) - 2 f32
rlNormal3f :: proc(x, y, z: f32) --- // Define one vertex (normal) - 3 f32
rlColor4ub :: proc(r, g, b, a: u8) --- // Define one vertex (color) - 4 byte
rlColor3f :: proc(x, y, z: f32) --- // Define one vertex (color) - 3 f32
rlColor4f :: proc(x, y, z, w: f32) --- // Define one vertex (color) - 4 f32
//------------------------------------------------------------------------------------
// Functions Declaration - OpenGL style functions (common to 1.1, 3.3+, ES2)
// NOTE: This functions are used to completely abstract raylib code from OpenGL layer,
// some of them are direct wrappers over OpenGL calls, some others are custom
//------------------------------------------------------------------------------------
// Vertex buffers state
rlEnableVertexArray :: proc(vaoId: u32) -> bool --- // Enable vertex array (VAO, if supported)
rlDisableVertexArray :: proc() --- // Disable vertex array (VAO, if supported)
rlEnableVertexBuffer :: proc(id: u32) --- // Enable vertex buffer (VBO)
rlDisableVertexBuffer :: proc() --- // Disable vertex buffer (VBO)
rlEnableVertexBufferElement :: proc(id: u32) --- // Enable vertex buffer element (VBO element)
rlDisableVertexBufferElement :: proc() --- // Disable vertex buffer element (VBO element)
rlEnableVertexAttribute :: proc(index: u32) --- // Enable vertex attribute index
rlDisableVertexAttribute :: proc(index: u32) --- // Disable vertex attribute index
when GRAPHICS_API_OPENGL_11 {
rlEnableStatePointer :: proc(vertexAttribType: c.int, buffer: rawptr) ---
rlDisableStatePointer :: proc(vertexAttribType: c.int) ---
}
// Textures state
rlActiveTextureSlot :: proc(slot: c.int) --- // Select and active a texture slot
rlEnableTexture :: proc(id: u32) --- // Enable texture
rlDisableTexture :: proc() --- // Disable texture
rlEnableTextureCubemap :: proc(id: u32) --- // Enable texture cubemap
rlDisableTextureCubemap :: proc() --- // Disable texture cubemap
rlTextureParameters :: proc(id: u32, param: c.int, value: c.int) --- // Set texture parameters (filter, wrap)
// Shader state
rlEnableShader :: proc(id: u32) --- // Enable shader program
rlDisableShader :: proc() --- // Disable shader program
// Framebuffer state
rlEnableFramebuffer :: proc(id: u32) --- // Enable render texture (fbo)
rlDisableFramebuffer :: proc() --- // Disable render texture (fbo), return to default framebuffer
// General render state
rlEnableDepthTest :: proc() --- // Enable depth test
rlDisableDepthTest :: proc() --- // Disable depth test
rlEnableDepthMask :: proc() --- // Enable depth write
rlDisableDepthMask :: proc() --- // Disable depth write
rlEnableBackfaceCulling :: proc() --- // Enable backface culling
rlDisableBackfaceCulling :: proc() --- // Disable backface culling
rlEnableScissorTest :: proc() --- // Enable scissor test
rlDisableScissorTest :: proc() --- // Disable scissor test
rlScissor :: proc(x, y, width, height: c.int) --- // Scissor test
rlEnableWireMode :: proc() --- // Enable wire mode
rlDisableWireMode :: proc() --- // Disable wire mode
rlSetLineWidth :: proc(width: f32) --- // Set the line drawing width
rlGetLineWidth :: proc() -> f32 --- // Get the line drawing width
rlEnableSmoothLines :: proc() --- // Enable line aliasing
rlDisableSmoothLines :: proc() --- // Disable line aliasing
rlEnableStereoRender :: proc() --- // Enable stereo rendering
rlDisableStereoRender :: proc() --- // Disable stereo rendering
rlIsStereoRenderEnabled :: proc() -> bool --- // Check if stereo render is enabled
rlClearColor :: proc(r, g, b, a: u8) --- // Clear color buffer with color
rlClearScreenBuffers :: proc() --- // Clear used screen buffers (color and depth)
rlCheckErrors :: proc() --- // Check and log OpenGL error codes
rlSetBlendMode :: proc(mode: c.int) --- // Set blending mode
rlSetBlendFactors :: proc(glSrcFactor, glDstFactor, glEquation: c.int) --- // Set blending mode factor and equation (using OpenGL factors)
//------------------------------------------------------------------------------------
// Functions Declaration - rlgl functionality
//------------------------------------------------------------------------------------
// rlgl initialization functions
rlglInit :: proc(width, height: c.int) --- // Initialize rlgl (buffers, shaders, textures, states)
rlglClose :: proc() --- // De-inititialize rlgl (buffers, shaders, textures)
rlLoadExtensions :: proc(loader: rawptr) --- // Load OpenGL extensions (loader function pointer required)
rlGetVersion :: proc() -> GlVersion --- // Returns current OpenGL version
rlGetFramebufferWidth :: proc() -> c.int --- // Get default framebuffer width
rlGetFramebufferHeight :: proc() -> c.int --- // Get default framebuffer height
rlGetShaderDefault :: proc() -> Shader --- // Get default shader
rlGetTextureDefault :: proc() -> Texture2D --- // Get default texture
// 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
rlLoadRenderBatch :: proc(numBuffers, bufferElements: c.int) -> RenderBatch --- // Load a render batch system
rlUnloadRenderBatch :: proc(batch: RenderBatch) --- // Unload render batch system
rlDrawRenderBatch :: proc(batch: ^RenderBatch) --- // Draw render batch data (Update->Draw->Reset)
rlSetRenderBatchActive :: proc(batch: ^RenderBatch) --- // Set the active render batch for rlgl (NULL for default internal)
rlDrawRenderBatchActive :: proc() --- // Update and draw internal render batch
rlCheckRenderBatchLimit :: proc(vCount: c.int) -> bool --- // Check internal buffer overflow for a given number of vertex
rlSetTexture :: proc(id: u32) --- // Set current texture for render batch and check buffers limits
//------------------------------------------------------------------------------------------------------------------------
// Vertex buffers management
rlLoadVertexArray :: proc() -> u32 --- // Load vertex array (vao) if supported
rlLoadVertexBuffer :: proc(buffer: rawptr, size: c.int, is_dynamic: bool) -> u32 --- // Load a vertex buffer attribute
rlLoadVertexBufferElement :: proc(buffer: rawptr, size: c.int, is_dynamic: bool) -> u32 --- // Load a new attributes element buffer
rlUpdateVertexBuffer :: proc(bufferId: c.int, data: rawptr, dataSize: c.int, offset: c.int) -> u32 --- // Update GPU buffer with new data
rlUnloadVertexArray :: proc(vaoId: u32) ---
rlUnloadVertexBuffer :: proc(vboId: u32) ---
rlSetVertexAttribute :: proc(index: u32, compSize: c.int, type: c.int, normalized: bool, stride: c.int, pointer: uintptr) ---
rlSetVertexAttributeDivisor :: proc(index: u32, divisor: c.int) ---
rlSetVertexAttributeDefault :: proc(locIndex: c.int, value: rawptr, attribType: c.int, count: c.int) --- // Set vertex attribute default value
rlDrawVertexArray :: proc(offset: c.int, count: c.int) ---
rlDrawVertexArrayElements :: proc(offset: c.int, count: c.int, buffer: rawptr) ---
rlDrawVertexArrayInstanced :: proc(offset: c.int, count: c.int, instances: c.int) ---
rlDrawVertexArrayElementsInstanced :: proc(offset: c.int, count: c.int, buffer: rawptr, instances: c.int) ---
// Textures management
rlLoadTexture :: proc(data: rawptr, width, height: c.int, format: c.int, mipmapCount: c.int) -> u32 --- // Load texture in GPU
rlLoadTextureDepth :: proc(width, height: c.int, useRenderBuffer: bool) -> u32 --- // Load depth texture/renderbuffer (to be attached to fbo)
rlLoadTextureCubemap :: proc(data: rawptr, size: c.int, format: c.int) -> u32 --- // Load texture cubemap
rlUpdateTexture :: proc(id: u32, offsetX, offsetY, width, height: c.int, format: c.int, data: rawptr) --- // Update GPU texture with new data
rlGetGlTextureFormats :: proc(format: c.int, glInternalFormat: ^u32, glFormat: ^u32, glType: ^u32) --- // Get OpenGL internal formats
rlUnloadTexture :: proc(id: u32) --- // Unload texture from GPU memory
rlGenerateMipmaps :: proc(texture: ^Texture2D) --- // Generate mipmap data for selected texture
rlReadTexturePixels :: proc(texture: Texture2D) -> rawptr --- // Read texture pixel data
rlReadScreenPixels :: proc(width, height: c.int) -> [^]u8 --- // Read screen pixel data (color buffer)
// Framebuffer management (fbo)
rlLoadFramebuffer :: proc(width, height: c.int) -> u32 --- // Load an empty framebuffer
rlFramebufferAttach :: proc(fboId: u32, texId: u32, attachType: c.int, texType: c.int, mipLevel: c.int) --- // Attach texture/renderbuffer to a framebuffer
rlFramebufferComplete :: proc(id: u32) -> bool --- // Verify framebuffer is complete
rlUnloadFramebuffer :: proc(id: u32) --- // Delete framebuffer from GPU
// Shaders management
rlLoadShaderCode :: proc(vsCode, fsCode: cstring) -> u32 --- // Load shader from code strings
rlCompileShader :: proc(shaderCode: cstring, type: c.int) -> u32 --- // Compile custom shader and return shader id (type: GL_VERTEX_SHADER, GL_FRAGMENT_SHADER)
rlLoadShaderProgram :: proc(vShaderId, fShaderId: u32) -> u32 --- // Load custom shader program
rlUnloadShaderProgram :: proc(id: u32) --- // Unload shader program
rlGetLocationUniform :: proc(shaderId: u32, uniformName: cstring) -> c.int --- // Get shader location uniform
rlGetLocationAttrib :: proc(shaderId: u32, attribName: cstring) -> c.int --- // Get shader location attribute
rlSetUniform :: proc(locIndex: c.int, value: rawptr, uniformType: c.int, count: c.int) --- // Set shader value uniform
rlSetUniformMatrix :: proc(locIndex: c.int, mat: Matrix) --- // Set shader value matrix
rlSetUniformSampler :: proc(locIndex: c.int, textureId: u32) --- // Set shader value sampler
rlSetShader :: proc(shader: Shader) --- // Set shader currently active
// Matrix state management
rlGetMatrixModelview :: proc() -> Matrix --- // Get internal modelview matrix
rlGetMatrixProjection :: proc() -> Matrix --- // Get internal projection matrix
rlGetMatrixTransform :: proc() -> Matrix --- // Get internal accumulated transform matrix
rlGetMatrixProjectionStereo :: proc(eye: c.int) -> Matrix --- // Get internal projection matrix for stereo render (selected eye)
rlGetMatrixViewOffsetStereo :: proc(eye: c.int) -> Matrix --- // Get internal view offset matrix for stereo render (selected eye)
rlSetMatrixProjection :: proc(proj: Matrix) --- // Set a custom projection matrix (replaces internal projection matrix)
rlSetMatrixModelview :: proc(view: Matrix) --- // Set a custom modelview matrix (replaces internal modelview matrix)
rlSetMatrixProjectionStereo :: proc(right, left: Matrix) --- // Set eyes projection matrices for stereo rendering
rlSetMatrixViewOffsetStereo :: proc(right, left: Matrix) --- // Set eyes view offsets matrices for stereo rendering
// Quick and dirty cube/quad buffers load->draw->unload
rlLoadDrawCube :: proc() --- // Load and draw a cube
rlLoadDrawQuad :: proc() --- // Load and draw a quad
}