mirror of
https://github.com/raysan5/raylib.git
synced 2025-09-21 18:58:14 +00:00
Review exposed #defines and allow user re-defining
There are multiple #define values around raylib, usually not exposed for redefinition, just reviewed all of them to allow users redefining them on compile time if required. Also, multiple #define have been renamed and commented.
This commit is contained in:
80
src/rlgl.h
80
src/rlgl.h
@@ -606,22 +606,22 @@ RLAPI int GetPixelDataSize(int width, int height, int format);// Get pixel data
|
||||
#if defined(RLGL_IMPLEMENTATION)
|
||||
|
||||
#if defined(RLGL_STANDALONE)
|
||||
#include <stdio.h> // Required for: fopen(), fseek(), fread(), fclose() [LoadFileText]
|
||||
#include <stdio.h> // Required for: fopen(), fseek(), fread(), fclose() [LoadFileText]
|
||||
#else
|
||||
// Check if config flags have been externally provided on compilation line
|
||||
#if !defined(EXTERNAL_CONFIG_FLAGS)
|
||||
#include "config.h" // Defines module configuration flags
|
||||
#include "config.h" // Defines module configuration flags
|
||||
#endif
|
||||
#include "raymath.h" // Required for: Vector3 and Matrix functions
|
||||
#include "raymath.h" // Required for: Vector3 and Matrix functions
|
||||
#endif
|
||||
|
||||
#include <stdlib.h> // Required for: malloc(), free()
|
||||
#include <string.h> // Required for: strcmp(), strlen() [Used in rlglInit(), on extensions loading]
|
||||
#include <math.h> // Required for: atan2f(), fabs()
|
||||
#include <stdlib.h> // Required for: malloc(), free()
|
||||
#include <string.h> // Required for: strcmp(), strlen() [Used in rlglInit(), on extensions loading]
|
||||
#include <math.h> // Required for: atan2f()
|
||||
|
||||
#if defined(GRAPHICS_API_OPENGL_11)
|
||||
#if defined(__APPLE__)
|
||||
#include <OpenGL/gl.h> // OpenGL 1.1 library for OSX
|
||||
#include <OpenGL/gl.h> // OpenGL 1.1 library for OSX
|
||||
#include <OpenGL/glext.h>
|
||||
#else
|
||||
// APIENTRY for OpenGL function pointer declarations is required
|
||||
@@ -713,7 +713,6 @@ RLAPI int GetPixelDataSize(int width, int height, int format);// Get pixel data
|
||||
#ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
|
||||
#define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
|
||||
#endif
|
||||
|
||||
#ifndef GL_TEXTURE_MAX_ANISOTROPY_EXT
|
||||
#define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
|
||||
#endif
|
||||
@@ -723,25 +722,36 @@ RLAPI int GetPixelDataSize(int width, int height, int format);// Get pixel data
|
||||
#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
|
||||
#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
|
||||
#endif
|
||||
|
||||
#if defined(GRAPHICS_API_OPENGL_21)
|
||||
#define GL_LUMINANCE 0x1909
|
||||
#define GL_LUMINANCE_ALPHA 0x190A
|
||||
#endif
|
||||
|
||||
#if defined(GRAPHICS_API_OPENGL_ES2)
|
||||
#define glClearDepth glClearDepthf
|
||||
#define glClearDepth glClearDepthf
|
||||
#define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER
|
||||
#define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER
|
||||
#endif
|
||||
|
||||
// Default vertex attribute names on shader to set location points
|
||||
#define DEFAULT_ATTRIB_POSITION_NAME "vertexPosition" // shader-location = 0
|
||||
#define DEFAULT_ATTRIB_TEXCOORD_NAME "vertexTexCoord" // shader-location = 1
|
||||
#define DEFAULT_ATTRIB_NORMAL_NAME "vertexNormal" // shader-location = 2
|
||||
#define DEFAULT_ATTRIB_COLOR_NAME "vertexColor" // shader-location = 3
|
||||
#define DEFAULT_ATTRIB_TANGENT_NAME "vertexTangent" // shader-location = 4
|
||||
#define DEFAULT_ATTRIB_TEXCOORD2_NAME "vertexTexCoord2" // shader-location = 5
|
||||
// Default shader vertex attribute names to set location points
|
||||
#ifndef DEFAULT_SHADER_ATTRIB_NAME_POSITION
|
||||
#define DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Binded by default to shader location: 0
|
||||
#endif
|
||||
#ifndef DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD
|
||||
#define DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Binded by default to shader location: 1
|
||||
#endif
|
||||
#ifndef DEFAULT_SHADER_ATTRIB_NAME_NORMAL
|
||||
#define DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Binded by default to shader location: 2
|
||||
#endif
|
||||
#ifndef DEFAULT_SHADER_ATTRIB_NAME_COLOR
|
||||
#define DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Binded by default to shader location: 3
|
||||
#endif
|
||||
#ifndef DEFAULT_SHADER_ATTRIB_NAME_TANGENT
|
||||
#define DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Binded by default to shader location: 4
|
||||
#endif
|
||||
#ifndef DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2
|
||||
#define DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Binded by default to shader location: 5
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
@@ -1386,7 +1396,7 @@ RLAPI void rlScissor(int x, int y, int width, int height) { glScissor(x, y, widt
|
||||
// Enable wire mode
|
||||
void rlEnableWireMode(void)
|
||||
{
|
||||
#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
|
||||
#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
|
||||
// NOTE: glPolygonMode() not available on OpenGL ES
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||||
#endif
|
||||
@@ -1395,7 +1405,7 @@ void rlEnableWireMode(void)
|
||||
// Disable wire mode
|
||||
void rlDisableWireMode(void)
|
||||
{
|
||||
#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
|
||||
#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
|
||||
// NOTE: glPolygonMode() not available on OpenGL ES
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
#endif
|
||||
@@ -3270,7 +3280,7 @@ Texture2D GenTextureCubemap(Shader shader, Texture2D map, int size)
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
||||
// Create projection and different views for each face
|
||||
Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_NEAR_CULL_DISTANCE, RL_FAR_CULL_DISTANCE);
|
||||
Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
|
||||
Matrix fboViews[6] = {
|
||||
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
|
||||
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
|
||||
@@ -3348,7 +3358,7 @@ Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size)
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
||||
// Create projection (transposed) and different views for each face
|
||||
Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_NEAR_CULL_DISTANCE, RL_FAR_CULL_DISTANCE);
|
||||
Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
|
||||
Matrix fboViews[6] = {
|
||||
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
|
||||
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
|
||||
@@ -3429,7 +3439,7 @@ Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size)
|
||||
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
|
||||
|
||||
// Create projection (transposed) and different views for each face
|
||||
Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_NEAR_CULL_DISTANCE, RL_FAR_CULL_DISTANCE);
|
||||
Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
|
||||
Matrix fboViews[6] = {
|
||||
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
|
||||
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
|
||||
@@ -3650,7 +3660,7 @@ void SetVrConfiguration(VrDeviceInfo hmd, Shader distortion)
|
||||
|
||||
// Compute camera projection matrices
|
||||
float projOffset = 4.0f*lensShift; // Scaled to projection space coordinates [-1..1]
|
||||
Matrix proj = MatrixPerspective(fovy, aspect, RL_NEAR_CULL_DISTANCE, RL_FAR_CULL_DISTANCE);
|
||||
Matrix proj = MatrixPerspective(fovy, aspect, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
|
||||
RLGL.Vr.config.eyesProjection[0] = MatrixMultiply(proj, MatrixTranslate(projOffset, 0.0f, 0.0f));
|
||||
RLGL.Vr.config.eyesProjection[1] = MatrixMultiply(proj, MatrixTranslate(-projOffset, 0.0f, 0.0f));
|
||||
|
||||
@@ -3857,12 +3867,12 @@ static unsigned int LoadShaderProgram(unsigned int vShaderId, unsigned int fShad
|
||||
glAttachShader(program, fShaderId);
|
||||
|
||||
// NOTE: Default attribute shader locations must be binded before linking
|
||||
glBindAttribLocation(program, 0, DEFAULT_ATTRIB_POSITION_NAME);
|
||||
glBindAttribLocation(program, 1, DEFAULT_ATTRIB_TEXCOORD_NAME);
|
||||
glBindAttribLocation(program, 2, DEFAULT_ATTRIB_NORMAL_NAME);
|
||||
glBindAttribLocation(program, 3, DEFAULT_ATTRIB_COLOR_NAME);
|
||||
glBindAttribLocation(program, 4, DEFAULT_ATTRIB_TANGENT_NAME);
|
||||
glBindAttribLocation(program, 5, DEFAULT_ATTRIB_TEXCOORD2_NAME);
|
||||
glBindAttribLocation(program, 0, DEFAULT_SHADER_ATTRIB_NAME_POSITION);
|
||||
glBindAttribLocation(program, 1, DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
|
||||
glBindAttribLocation(program, 2, DEFAULT_SHADER_ATTRIB_NAME_NORMAL);
|
||||
glBindAttribLocation(program, 3, DEFAULT_SHADER_ATTRIB_NAME_COLOR);
|
||||
glBindAttribLocation(program, 4, DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
|
||||
glBindAttribLocation(program, 5, DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
|
||||
|
||||
// NOTE: If some attrib name is no found on the shader, it locations becomes -1
|
||||
|
||||
@@ -4014,12 +4024,12 @@ static void SetShaderDefaultLocations(Shader *shader)
|
||||
// vertex texcoord2 location = 5
|
||||
|
||||
// Get handles to GLSL input attibute locations
|
||||
shader->locs[LOC_VERTEX_POSITION] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_POSITION_NAME);
|
||||
shader->locs[LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD_NAME);
|
||||
shader->locs[LOC_VERTEX_TEXCOORD02] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD2_NAME);
|
||||
shader->locs[LOC_VERTEX_NORMAL] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_NORMAL_NAME);
|
||||
shader->locs[LOC_VERTEX_TANGENT] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TANGENT_NAME);
|
||||
shader->locs[LOC_VERTEX_COLOR] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_COLOR_NAME);
|
||||
shader->locs[LOC_VERTEX_POSITION] = glGetAttribLocation(shader->id, DEFAULT_SHADER_ATTRIB_NAME_POSITION);
|
||||
shader->locs[LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(shader->id, DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
|
||||
shader->locs[LOC_VERTEX_TEXCOORD02] = glGetAttribLocation(shader->id, DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
|
||||
shader->locs[LOC_VERTEX_NORMAL] = glGetAttribLocation(shader->id, DEFAULT_SHADER_ATTRIB_NAME_NORMAL);
|
||||
shader->locs[LOC_VERTEX_TANGENT] = glGetAttribLocation(shader->id, DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
|
||||
shader->locs[LOC_VERTEX_COLOR] = glGetAttribLocation(shader->id, DEFAULT_SHADER_ATTRIB_NAME_COLOR);
|
||||
|
||||
// Get handles to GLSL uniform locations (vertex shader)
|
||||
shader->locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader->id, "mvp");
|
||||
|
Reference in New Issue
Block a user