mirror of
https://github.com/raysan5/raylib.git
synced 2025-09-28 14:08:29 +00:00
Added support for OpenGL 2.1
This commit is contained in:
101
src/rlgl.c
101
src/rlgl.c
@@ -44,6 +44,10 @@
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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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#if defined(GRAPHICS_API_OPENGL_33)
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#ifdef __APPLE__
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#include <OpenGL/gl3.h> // OpenGL 3 library for OSX
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@@ -916,6 +920,8 @@ int rlGetVersion(void)
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{
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#if defined(GRAPHICS_API_OPENGL_11)
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return OPENGL_11;
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#elif defined(GRAPHICS_API_OPENGL_21)
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return OPENGL_21;
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#elif defined(GRAPHICS_API_OPENGL_33)
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return OPENGL_33;
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#elif defined(GRAPHICS_API_OPENGL_ES2)
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@@ -1213,7 +1219,8 @@ void rlglLoadExtensions(void *loader)
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if (!gladLoadGLLoader((GLADloadproc)loader)) TraceLog(WARNING, "GLAD: Cannot load OpenGL extensions");
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else TraceLog(INFO, "GLAD: OpenGL extensions loaded successfully");
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if (GLAD_GL_VERSION_3_3) TraceLog(INFO, "OpenGL 3.3 Core profile supported");
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if (GLAD_GL_VERSION_2_1) TraceLog(INFO, "OpenGL 2.1 profile supported");
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else if(GLAD_GL_VERSION_3_3) TraceLog(INFO, "OpenGL 3.3 Core profile supported");
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else TraceLog(ERROR, "OpenGL 3.3 Core profile not supported");
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// With GLAD, we can check if an extension is supported using the GLAD_GL_xxx booleans
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@@ -2752,55 +2759,65 @@ static Shader LoadDefaultShader(void)
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Shader shader;
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// Vertex shader directly defined, no external file required
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#if defined(GRAPHICS_API_OPENGL_33)
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char vShaderStr[] = "#version 330 \n"
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"in vec3 vertexPosition; \n"
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"in vec2 vertexTexCoord; \n"
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"in vec4 vertexColor; \n"
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"out vec2 fragTexCoord; \n"
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"out vec4 fragColor; \n"
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char vDefaultShaderStr[] =
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#if defined(GRAPHICS_API_OPENGL_21)
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"#version 120 \n"
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#elif defined(GRAPHICS_API_OPENGL_ES2)
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char vShaderStr[] = "#version 100 \n"
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"attribute vec3 vertexPosition; \n"
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"attribute vec2 vertexTexCoord; \n"
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"attribute vec4 vertexColor; \n"
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"varying vec2 fragTexCoord; \n"
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"varying vec4 fragColor; \n"
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"#version 100 \n"
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#endif
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"uniform mat4 mvpMatrix; \n"
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"void main() \n"
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"{ \n"
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" fragTexCoord = vertexTexCoord; \n"
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" fragColor = vertexColor; \n"
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" gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); \n"
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"} \n";
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#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
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"attribute vec3 vertexPosition; \n"
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"attribute vec2 vertexTexCoord; \n"
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"attribute vec4 vertexColor; \n"
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"varying vec2 fragTexCoord; \n"
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"varying vec4 fragColor; \n"
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#elif defined(GRAPHICS_API_OPENGL_33)
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"#version 330 \n"
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"in vec3 vertexPosition; \n"
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"in vec2 vertexTexCoord; \n"
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"in vec4 vertexColor; \n"
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"out vec2 fragTexCoord; \n"
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"out vec4 fragColor; \n"
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#endif
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"uniform mat4 mvpMatrix; \n"
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"void main() \n"
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"{ \n"
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" fragTexCoord = vertexTexCoord; \n"
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" fragColor = vertexColor; \n"
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" gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); \n"
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"} \n";
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// Fragment shader directly defined, no external file required
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#if defined(GRAPHICS_API_OPENGL_33)
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char fShaderStr[] = "#version 330 \n"
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"in vec2 fragTexCoord; \n"
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"in vec4 fragColor; \n"
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"out vec4 finalColor; \n"
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char fDefaultShaderStr[] =
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#if defined(GRAPHICS_API_OPENGL_21)
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"#version 120 \n"
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#elif defined(GRAPHICS_API_OPENGL_ES2)
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char fShaderStr[] = "#version 100 \n"
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"precision mediump float; \n" // precision required for OpenGL ES2 (WebGL)
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"varying vec2 fragTexCoord; \n"
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"varying vec4 fragColor; \n"
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"#version 100 \n"
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"precision mediump float; \n" // precision required for OpenGL ES2 (WebGL)
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#endif
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"uniform sampler2D texture0; \n"
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"uniform vec4 colDiffuse; \n"
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"void main() \n"
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"{ \n"
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#if defined(GRAPHICS_API_OPENGL_33)
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" vec4 texelColor = texture(texture0, fragTexCoord); \n"
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" finalColor = texelColor*colDiffuse*fragColor; \n"
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#elif defined(GRAPHICS_API_OPENGL_ES2)
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" vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0
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" gl_FragColor = texelColor*colDiffuse*fragColor; \n"
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#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
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"varying vec2 fragTexCoord; \n"
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"varying vec4 fragColor; \n"
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#elif defined(GRAPHICS_API_OPENGL_33)
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"#version 330 \n"
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"in vec2 fragTexCoord; \n"
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"in vec4 fragColor; \n"
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"out vec4 finalColor; \n"
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#endif
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"} \n";
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"uniform sampler2D texture0; \n"
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"uniform vec4 colDiffuse; \n"
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"void main() \n"
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"{ \n"
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#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
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" vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0
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" gl_FragColor = texelColor*colDiffuse*fragColor; \n"
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#elif defined(GRAPHICS_API_OPENGL_33)
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" vec4 texelColor = texture(texture0, fragTexCoord); \n"
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" finalColor = texelColor*colDiffuse*fragColor; \n"
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#endif
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"} \n";
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shader.id = LoadShaderProgram(vShaderStr, fShaderStr);
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shader.id = LoadShaderProgram(vDefaultShaderStr, fDefaultShaderStr);
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if (shader.id != 0) TraceLog(INFO, "[SHDR ID %i] Default shader loaded successfully", shader.id);
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else TraceLog(WARNING, "[SHDR ID %i] Default shader could not be loaded", shader.id);
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