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Road to raylib 1.1 - Testing rlgl
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src/rlgl.h
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117
src/rlgl.h
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/*********************************************************************************************
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*
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* rlgl - raylib OpenGL abstraction layer
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*
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* raylib now uses OpenGL 1.1 style functions (rlVertex) that are mapped to selected OpenGL version:
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* OpenGL 1.1 - Direct map rl* -> gl*
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* OpenGL 3.3+ - Vertex data is stored in VAOs, call rlglDraw() to render
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* OpenGL ES 2 - Same behaviour as OpenGL 3.3+ (NOT TESTED)
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*
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* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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#ifndef RLGL_H
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#define RLGL_H
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// Select desired OpenGL version
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//#define USE_OPENGL_11
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#define USE_OPENGL_33
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//#define USE_OPENGL_ES2
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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#define MAX_LINES_BATCH 1024
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#define MAX_TRIANGLES_BATCH 2048
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#define MAX_QUADS_BATCH 8192
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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typedef unsigned char byte;
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typedef enum { RL_PROJECTION, RL_MODELVIEW, RL_TEXTURE } MatrixMode;
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typedef enum { RL_LINES, RL_TRIANGLES, RL_QUADS } DrawMode;
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#ifdef __cplusplus
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extern "C" { // Prevents name mangling of functions
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#endif
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//------------------------------------------------------------------------------------
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// Functions Declaration - Matrix operations
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//------------------------------------------------------------------------------------
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void rlMatrixMode(int mode); // Choose the current matrix to be transformed
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void rlPushMatrix(); // TODO: REVIEW: Required? - Push the current matrix to stack
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void rlPopMatrix(); // TODO: REVIEW: Required? - Pop lattest inserted matrix from stack
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void rlLoadIdentity(); // Reset current matrix to identity matrix
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void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix
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void rlRotatef(float angleDeg, float x, float y, float z); // Multiply the current matrix by a rotation matrix
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void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix
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void rlMultMatrixf(float *mat); // Multiply the current matrix by another matrix
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void rlFrustum(double left, double right, double bottom, double top, double near, double far);
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void rlOrtho(double left, double right, double bottom, double top, double near, double far);
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//------------------------------------------------------------------------------------
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// Functions Declaration - Vertex level operations
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//------------------------------------------------------------------------------------
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void rlBegin(int mode); // Initialize drawing mode (how to organize vertex)
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void rlEnd(); // Finish vertex providing
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void rlVertex2i(int x, int y); // Define one vertex (position) - 2 int
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void rlVertex2f(float x, float y); // Define one vertex (position) - 2 float
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void rlVertex3f(float x, float y, float z); // Define one vertex (position) - 3 float
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void rlTexCoord2f(float x, float y); // Define one vertex (texture coordinate) - 2 float
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void rlNormal3f(float x, float y, float z); // Define one vertex (normal) - 3 float
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void rlColor4ub(byte r, byte g, byte b, byte a); // Define one vertex (color) - 4 byte
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void rlColor3f(float x, float y, float z); // Define one vertex (color) - 3 float
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void rlColor4f(float x, float y, float z, float w); // Define one vertex (color) - 4 float
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//------------------------------------------------------------------------------------
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// Functions Declaration - OpenGL equivalent functions (common to 1.1, 3.3+, ES2)
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// NOTE: This functions are used to completely abstract raylib code from OpenGL layer
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//------------------------------------------------------------------------------------
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void rlEnableTexture(unsigned int id); // Enable texture usage
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void rlDisableTexture(); // Disable texture usage
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void rlDeleteTextures(unsigned int id); // Delete OpenGL texture
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void rlClearColor(byte r, byte g, byte b, byte a); // Clear color buffer with color
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void rlClearScreenBuffers(); // Clear used screen buffers (color and depth)
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//------------------------------------------------------------------------------------
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// Functions Declaration - rlgl functionality
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//------------------------------------------------------------------------------------
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#ifdef USE_OPENGL_33
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void rlglInit(); // Initialize rlgl (shaders, VAO, VBO...)
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void rlglClose(); // De-init rlgl
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void rlglDraw(); // Draw VAOs
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#endif
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void rlglInitGraphicsDevice(int fbWidth, int fbHeight); // Initialize Graphics Device (OpenGL stuff)
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unsigned int rlglTexture(int width, int height, unsigned char *pixels); // Create OpenGL texture
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byte *rlglReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
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#ifdef USE_OPENGL_33
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void PrintProjectionMatrix(); // DEBUG: Print projection matrix
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void PrintModelviewMatrix(); // DEBUG: Print modelview matrix
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#endif
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#ifdef __cplusplus
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}
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#endif
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#endif // RLGL_H
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