Review some comments

This commit is contained in:
Ray
2017-03-20 20:34:44 +01:00
parent fee5e8cfac
commit 59652c75b4
16 changed files with 83 additions and 80 deletions

View File

@@ -2,10 +2,8 @@
*
* rlgl - raylib OpenGL abstraction layer
*
* DESCRIPTION:
*
* rlgl allows usage of OpenGL 1.1 style functions (rlVertex) that are internally mapped to
* selected OpenGL version (1.1, 2.1, 3.3 Core, ES 2.0).
* rlgl is a wrapper for multiple OpenGL versions (1.1, 2.1, 3.3 Core, ES 2.0) to
* pseudo-OpenGL 1.1 style functions (rlVertex, rlTranslate, rlRotate...).
*
* When chosing an OpenGL version greater than OpenGL 1.1, rlgl stores vertex data on internal
* VBO buffers (and VAOs if available). It requires calling 3 functions:
@@ -16,32 +14,19 @@
* CONFIGURATION:
*
* #define GRAPHICS_API_OPENGL_11
* Use OpenGL 1.1 backend
*
* #define GRAPHICS_API_OPENGL_21
* Use OpenGL 2.1 backend
*
* #define GRAPHICS_API_OPENGL_33
* Use OpenGL 3.3 Core profile backend
*
* #define GRAPHICS_API_OPENGL_ES2
* Use OpenGL ES 2.0 backend
* Use selected OpenGL backend
*
* #define RLGL_STANDALONE
* Use rlgl as standalone library (no raylib dependency)
*
* #define RLGL_NO_DISTORTION_SHADER
* Avoid stereo rendering distortion sahder (shader_distortion.h) inclusion
*
* #define SUPPORT_SHADER_DEFAULT / ENABLE_SHADER_DEFAULT
* #define SUPPORT_VR_SIMULATION / SUPPORT_STEREO_RENDERING
* Support VR simulation functionality (stereo rendering)
*
* #define SUPPORT_SHADER_DISTORTION
*
* #define SUPPORT_VR_SIMULATION
*
* #define SUPPORT_STEREO_RENDERING
*
* #define RLGL_NO_DEFAULT_SHADER
* Include stereo rendering distortion shader (shader_distortion.h)
*
* DEPENDENCIES:
* raymath - 3D math functionality (Vector3, Matrix, Quaternion)
@@ -50,7 +35,7 @@
*
* LICENSE: zlib/libpng
*
* Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
* Copyright (c) 2014-2017 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
@@ -295,6 +280,13 @@ static bool texCompETC1Supported = false; // ETC1 texture compression support
static bool texCompETC2Supported = false; // ETC2/EAC texture compression support
static bool texCompPVRTSupported = false; // PVR texture compression support
static bool texCompASTCSupported = false; // ASTC texture compression support
// VR global variables
static VrDeviceInfo hmd; // Current VR device info
static VrStereoConfig vrConfig; // VR stereo configuration for simulator
static bool vrSimulatorReady = false; // VR simulator ready flag
static bool vrStereoRender = false; // VR stereo rendering enabled/disabled flag
// NOTE: This flag is useful to render data over stereo image (i.e. FPS)
#endif
// Extension supported flag: Anisotropic filtering
@@ -304,13 +296,6 @@ static float maxAnisotropicLevel = 0.0f; // Maximum anisotropy level supp
// Extension supported flag: Clamp mirror wrap mode
static bool texClampMirrorSupported = false; // Clamp mirror wrap mode supported
// VR global variables
static VrDeviceInfo hmd; // Current VR device info
static VrStereoConfig vrConfig; // VR stereo configuration for simulator
static bool vrSimulatorReady = false; // VR simulator ready flag
static bool vrStereoRender = false; // VR stereo rendering enabled/disabled flag
// NOTE: This flag is useful to render data over stereo image (i.e. FPS)
#if defined(GRAPHICS_API_OPENGL_ES2)
// NOTE: VAO functionality is exposed through extensions (OES)
static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays;
@@ -2636,7 +2621,11 @@ void CloseVrSimulator(void)
// Detect if VR simulator is running
bool IsVrSimulatorReady(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
return vrSimulatorReady;
#else
return false;
#endif
}
// Enable/Disable VR experience (device or simulator)