WARNING: BREAKING CHANGE: rlgl complete decoupling from raylib -WIP-

rlgl has been redesigned to avoid any dependency to `raylib` or `raymath`, all functions using some of those libs have been reviewed.
 - REMOVED: `Texture2D`, `Shader` structs dependency
 - REMOVED: `Vector3`, `Matrix` structs dependency
 - REMOVED: raymath functions dependency, all required math is implemented in rlgl
 - ADDED: `rlMatrix` custom rlgl type
 - ADDED: `utils.c`: `rlMatrixFromMatrix()` and `rlMatrixToMatrix()` for a safe conversion between raylib<->rlgl matrix types
 - ADDED: `rl` prefix to all `rlgl` structs
 - Other small tweaks here and there
This commit is contained in:
raysan5
2021-07-29 21:57:50 +02:00
parent 58e9a0894f
commit 8b7f43f89b
10 changed files with 595 additions and 356 deletions

View File

@@ -119,19 +119,14 @@
#include "config.h" // Defines module configuration flags
#endif
#include "utils.h" // TRACELOG macros
#include "utils.h" // Required for: TRACELOG() macros
#if (defined(__linux__) || defined(PLATFORM_WEB)) && _POSIX_C_SOURCE < 199309L
#undef _POSIX_C_SOURCE
#define _POSIX_C_SOURCE 199309L // Required for: CLOCK_MONOTONIC if compiled with c99 without gnu ext.
#endif
#define RLGL_IMPLEMENTATION
#include "rlgl.h" // OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2
#define RAYMATH_IMPLEMENTATION // Define external out-of-line implementation
#include "raymath.h" // Vector3, Quaternion and Matrix functionality
#define RLGL_IMPLEMENTATION
#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2
#if defined(SUPPORT_GESTURES_SYSTEM)
#define GESTURES_IMPLEMENTATION
#include "gestures.h" // Gestures detection functionality
@@ -159,6 +154,11 @@
#include "external/sdefl.h" // Deflate (RFC 1951) compressor
#endif
#if (defined(__linux__) || defined(PLATFORM_WEB)) && _POSIX_C_SOURCE < 199309L
#undef _POSIX_C_SOURCE
#define _POSIX_C_SOURCE 199309L // Required for: CLOCK_MONOTONIC if compiled with c99 without gnu ext.
#endif
#include <stdlib.h> // Required for: srand(), rand(), atexit()
#include <stdio.h> // Required for: sprintf() [Used in OpenURL()]
#include <string.h> // Required for: strrchr(), strcmp(), strlen()
@@ -795,8 +795,10 @@ void InitWindow(int width, int height, const char *title)
// NOTE: We setup a 1px padding on char rectangle to avoid pixel bleeding on MSAA filtering
SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 1, rec.y + 1, rec.width - 2, rec.height - 2 });
#else
// Set default internal texture (1px white) and rectangle to be used for shapes drawing
SetShapesTexture(rlGetTextureDefault(), (Rectangle){ 0.0f, 0.0f, 1.0f, 1.0f });
// Set default texture and rectangle to be used for shapes drawing
// NOTE: rlgl default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8
Texture2D texture = { rlGetTextureIdDefault(), 1, 1, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 };
SetShapesTexture(texture, (Rectangle){ 0.0f, 0.0f, 1.0f, 1.0f });
#endif
#if defined(PLATFORM_DESKTOP)
if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
@@ -2138,13 +2140,13 @@ void EndTextureMode(void)
// Begin custom shader mode
void BeginShaderMode(Shader shader)
{
rlSetShader(shader);
rlSetShader(shader.id, shader.locs);
}
// End custom shader mode (returns to default shader)
void EndShaderMode(void)
{
rlSetShader(rlGetShaderDefault());
rlSetShader(rlGetShaderIdDefault(), rlGetShaderLocsDefault());
}
// Begin blending mode (alpha, additive, multiplied, subtract, custom)
@@ -2183,8 +2185,8 @@ void BeginVrStereoMode(VrStereoConfig config)
rlEnableStereoRender();
// Set stereo render matrices
rlSetMatrixProjectionStereo(config.projection[0], config.projection[1]);
rlSetMatrixViewOffsetStereo(config.viewOffset[0], config.viewOffset[1]);
rlSetMatrixProjectionStereo(rlMatrixFromMatrix(config.projection[0]), rlMatrixFromMatrix(config.projection[1]));
rlSetMatrixViewOffsetStereo(rlMatrixFromMatrix(config.viewOffset[0]), rlMatrixFromMatrix(config.viewOffset[1]));
}
// End VR drawing process (and desktop mirror)
@@ -2342,7 +2344,7 @@ RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode)
// Unload shader from GPU memory (VRAM)
void UnloadShader(Shader shader)
{
if (shader.id != rlGetShaderDefault().id)
if (shader.id != rlGetShaderIdDefault())
{
rlUnloadShaderProgram(shader.id);
RL_FREE(shader.locs);
@@ -2379,7 +2381,7 @@ void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniform
void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat)
{
rlEnableShader(shader.id);
rlSetUniformMatrix(locIndex, mat);
rlSetUniformMatrix(locIndex, rlMatrixFromMatrix(mat));
//rlDisableShader();
}