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https://github.com/raysan5/raylib.git
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Road to raylib 1.1 - Testing rlgl
This commit is contained in:
222
src/textures.c
222
src/textures.c
@@ -28,12 +28,13 @@
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#include "raylib.h"
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#include <GL/gl.h> // OpenGL functions
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#include <stdlib.h> // Declares malloc() and free() for memory management
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#include "stb_image.h" // Used to read image data (multiple formats support)
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#include "utils.h" // rRES data decompression utility function
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#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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@@ -49,6 +50,11 @@ typedef unsigned char byte;
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//----------------------------------------------------------------------------------
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// It's lonely here...
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//----------------------------------------------------------------------------------
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// Other Modules Functions Declaration (required by text)
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//----------------------------------------------------------------------------------
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//...
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//----------------------------------------------------------------------------------
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// Module specific Functions Declaration
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//----------------------------------------------------------------------------------
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@@ -238,43 +244,6 @@ Texture2D LoadTextureFromRES(const char *rresName, int resId)
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return texture;
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}
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// Create a Texture2D from Image data
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// NOTE: Image is not unloaded, it should be done manually...
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Texture2D CreateTexture(Image image)
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{
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Texture2D texture;
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// Convert image data to OpenGL texture
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//----------------------------------------
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GLuint id;
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glGenTextures(1, &id); // Generate Pointer to the Texture
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glBindTexture(GL_TEXTURE_2D, id);
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// NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used!
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repead on x-axis
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repead on y-axis
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR
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// Trilinear filtering
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//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // Activate use of mipmaps (must be available)
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//glGenerateMipmap(GL_TEXTURE_2D); // OpenGL 3.3!
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// Upload texture to GPU
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, image.width, image.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image.pixels);
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// NOTE: Not using mipmappings (texture for 2D drawing)
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// At this point we have the image converted to texture and uploaded to GPU
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texture.glId = id;
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texture.width = image.width;
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texture.height = image.height;
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return texture;
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}
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// Unload image from CPU memory (RAM)
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void UnloadImage(Image image)
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{
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@@ -284,7 +253,7 @@ void UnloadImage(Image image)
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// Unload texture from GPU memory
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void UnloadTexture(Texture2D texture)
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{
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glDeleteTextures(1, &texture.glId);
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rlDeleteTextures(texture.glId);
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}
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// Draw a Texture2D
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@@ -302,101 +271,126 @@ void DrawTextureV(Texture2D texture, Vector2 position, Color tint)
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// Draw a Texture2D with extended parameters
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void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint)
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{
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glEnable(GL_TEXTURE_2D); // Enable textures usage
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rlEnableTexture(texture.glId);
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glBindTexture(GL_TEXTURE_2D, texture.glId);
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// TODO: Apply rotation to vertex! --> rotate from origin CW (0, 0)
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// TODO: Compute vertex scaling!
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glPushMatrix();
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// NOTE: Rotation is applied before translation and scaling, even being called in inverse order...
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// NOTE: Rotation point is upper-left corner
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glTranslatef(position.x, position.y, 0);
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glScalef(scale, scale, 1.0f);
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glRotatef(rotation, 0, 0, 1);
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// NOTE: Rotation is applied before translation and scaling, even being called in inverse order...
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// NOTE: Rotation point is upper-left corner
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//rlTranslatef(position.x, position.y, 0);
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//rlScalef(scale, scale, 1.0f);
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//rlRotatef(rotation, 0, 0, 1);
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glBegin(GL_QUADS);
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glColor4ub(tint.r, tint.g, tint.b, tint.a);
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glNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer
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glTexCoord2f(0.0f, 0.0f); glVertex2f(0.0f, 0.0f); // Bottom-left corner for texture and quad
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glTexCoord2f(1.0f, 0.0f); glVertex2f(texture.width, 0.0f); // Bottom-right corner for texture and quad
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glTexCoord2f(1.0f, 1.0f); glVertex2f(texture.width, texture.height); // Top-right corner for texture and quad
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glTexCoord2f(0.0f, 1.0f); glVertex2f(0.0f, texture.height); // Top-left corner for texture and quad
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glEnd();
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glPopMatrix();
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rlBegin(RL_QUADS);
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rlColor4ub(tint.r, tint.g, tint.b, tint.a);
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rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer
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rlTexCoord2f(0.0f, 0.0f);
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rlVertex2f(position.x, position.y); // Bottom-left corner for texture and quad
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rlTexCoord2f(0.0f, 1.0f);
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rlVertex2f(position.x, position.y + texture.height); // Bottom-right corner for texture and quad
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rlTexCoord2f(1.0f, 1.0f);
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rlVertex2f(position.x + texture.width, position.y + texture.height); // Top-right corner for texture and quad
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rlTexCoord2f(1.0f, 0.0f);
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rlVertex2f(position.x + texture.width, position.y); // Top-left corner for texture and quad
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rlEnd();
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glDisable(GL_TEXTURE_2D); // Disable textures usage
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rlDisableTexture();
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}
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// Draw a part of a texture (defined by a rectangle)
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void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint)
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{
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glEnable(GL_TEXTURE_2D); // Enable textures usage
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rlEnableTexture(texture.glId);
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glBindTexture(GL_TEXTURE_2D, texture.glId);
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glPushMatrix();
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glTranslatef(position.x, position.y, 0);
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//glScalef(1.0f, 1.0f, 1.0f);
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//glRotatef(rotation, 0, 0, 1);
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rlBegin(RL_QUADS);
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rlColor4ub(tint.r, tint.g, tint.b, tint.a);
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rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer
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glBegin(GL_QUADS);
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glColor4ub(tint.r, tint.g, tint.b, tint.a);
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glNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer
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// Bottom-left corner for texture and quad
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glTexCoord2f((float)sourceRec.x / texture.width, (float)sourceRec.y / texture.height);
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glVertex2f(0.0f, 0.0f);
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// Bottom-right corner for texture and quad
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glTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)sourceRec.y / texture.height);
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glVertex2f(sourceRec.width, 0.0f);
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// Top-right corner for texture and quad
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glTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
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glVertex2f(sourceRec.width, sourceRec.height);
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// Top-left corner for texture and quad
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glTexCoord2f((float)sourceRec.x / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
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glVertex2f(0.0f, sourceRec.height);
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glEnd();
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glPopMatrix();
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// Bottom-left corner for texture and quad
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rlTexCoord2f((float)sourceRec.x / texture.width, (float)sourceRec.y / texture.height);
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rlVertex2f(position.x, position.y);
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// Bottom-right corner for texture and quad
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rlTexCoord2f((float)sourceRec.x / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
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rlVertex2f(position.x, position.y + sourceRec.height);
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// Top-right corner for texture and quad
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rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
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rlVertex2f(position.x + sourceRec.width, position.y + sourceRec.height);
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// Top-left corner for texture and quad
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rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)sourceRec.y / texture.height);
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rlVertex2f(position.x + sourceRec.width, position.y);
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rlEnd();
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glDisable(GL_TEXTURE_2D); // Disable textures usage
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rlDisableTexture();
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}
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// Draw a part of a texture (defined by a rectangle) with 'pro' parameters
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// TODO: Test this function...
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void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint)
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{
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glEnable(GL_TEXTURE_2D); // Enable textures usage
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rlEnableTexture(texture.glId);
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glBindTexture(GL_TEXTURE_2D, texture.glId);
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// TODO: Apply translation, rotation and scaling of vertex manually!
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glPushMatrix();
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glTranslatef(-origin.x, -origin.y, 0);
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glRotatef(rotation, 0, 0, 1);
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glTranslatef(destRec.x + origin.x, destRec.y + origin.y, 0);
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//rlTranslatef(-origin.x, -origin.y, 0);
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//rlRotatef(rotation, 0, 0, 1);
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//rlTranslatef(destRec.x + origin.x, destRec.y + origin.y, 0);
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glBegin(GL_QUADS);
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glColor4ub(tint.r, tint.g, tint.b, tint.a);
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glNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer
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// Bottom-left corner for texture and quad
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glTexCoord2f((float)sourceRec.x / texture.width, (float)sourceRec.y / texture.height);
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glVertex2f(0.0f, 0.0f);
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// Bottom-right corner for texture and quad
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glTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)sourceRec.y / texture.height);
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glVertex2f(destRec.width, 0.0f);
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// Top-right corner for texture and quad
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glTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
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glVertex2f(destRec.width, destRec.height);
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// Top-left corner for texture and quad
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glTexCoord2f((float)sourceRec.x / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
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glVertex2f(0.0f, destRec.height);
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glEnd();
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glPopMatrix();
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rlBegin(RL_QUADS);
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rlColor4ub(tint.r, tint.g, tint.b, tint.a);
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rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer
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// Bottom-left corner for texture and quad
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rlTexCoord2f((float)sourceRec.x / texture.width, (float)sourceRec.y / texture.height);
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rlVertex2f(0.0f, 0.0f);
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// Bottom-right corner for texture and quad
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rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)sourceRec.y / texture.height);
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rlVertex2f(destRec.width, 0.0f);
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// Top-right corner for texture and quad
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rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
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rlVertex2f(destRec.width, destRec.height);
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// Top-left corner for texture and quad
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rlTexCoord2f((float)sourceRec.x / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
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rlVertex2f(0.0f, destRec.height);
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rlEnd();
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glDisable(GL_TEXTURE_2D); // Disable textures usage
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rlDisableTexture();
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}
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Texture2D CreateTexture(Image image)
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{
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Texture2D texture;
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unsigned char *img = malloc(image.width * image.height * 4);
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int j = 0;
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for (int i = 0; i < image.width * image.height * 4; i += 4)
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{
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img[i] = image.pixels[j].r;
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img[i+1] = image.pixels[j].g;
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img[i+2] = image.pixels[j].b;
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img[i+3] = image.pixels[j].a;
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j++;
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}
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texture.glId = rlglTexture(image.width, image.height, img);
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texture.width = image.width;
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texture.height = image.height;
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free(img);
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return texture;
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}
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