Big batch of changes! Check description:

Support multiple texture formats (uncompressed and compressed)
Postprocessing shaders support
Model struct redefined and improved
Extended loading functions for Textures and Models
Simplified functions: DrawPlane(), DrawQuad()
Deleted functions: DrawPlaneEx(), DrawGizmoEx()
Now Text module only depends on Textures module
Shapes: Reviewed functions to low lines/triangles usage
Removed useless tabs and spaces around code
This commit is contained in:
raysan5
2015-04-06 14:02:29 +02:00
parent 2b4a1f295a
commit a632a04a30
9 changed files with 662 additions and 723 deletions

View File

@@ -88,35 +88,47 @@ typedef enum { RL_LINES, RL_TRIANGLES, RL_QUADS } DrawMode;
typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
typedef enum { GRAYSCALE = 0, R5G6B5, R8G8B8, R5G5B5A1, R4G4B4A4, R8G8B8A8 } ColorMode;
#ifdef RLGL_STANDALONE
// Texture formats (support depends on OpenGL version)
typedef enum {
UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
UNCOMPRESSED_R5G6B5, // 16 bpp
UNCOMPRESSED_R8G8B8, // 24 bpp
UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
UNCOMPRESSED_R8G8B8A8, // 32 bpp
COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
COMPRESSED_DXT3_RGBA, // 8 bpp
COMPRESSED_DXT5_RGBA, // 8 bpp
COMPRESSED_ETC1_RGB, // 4 bpp
COMPRESSED_ETC2_RGB, // 4 bpp
COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
/*COMPRESSED_ASTC_RGBA_4x4*/ // 8 bpp
} TextureFormat;
// VertexData type
// NOTE: If using OpenGL 1.1, data loaded in CPU; if OpenGL 3.3+ data loaded in GPU (vaoId)
typedef struct VertexData {
int vertexCount;
float *vertices; // 3 components per vertex
float *texcoords; // 2 components per vertex
float *normals; // 3 components per vertex
unsigned char *colors;
unsigned int vaoId;
unsigned int vboId[4];
} VertexData;
// Texture2D type
typedef struct Texture2D {
unsigned int id; // Texture id
int width;
int height;
} Texture2D;
// Shader type
typedef struct Shader {
unsigned int id; // Shader program id
// Variable attributes
unsigned int vertexLoc; // Vertex attribute location point (vertex shader)
unsigned int texcoordLoc; // Texcoord attribute location point (vertex shader)
unsigned int normalLoc; // Normal attribute location point (vertex shader)
unsigned int colorLoc; // Color attibute location point (vertex shader)
// Uniforms
unsigned int projectionLoc; // Projection matrix uniform location point (vertex shader)
unsigned int modelviewLoc; // ModeView matrix uniform location point (vertex shader)
@@ -125,15 +137,19 @@ typedef enum { GRAYSCALE = 0, R5G6B5, R8G8B8, R5G5B5A1, R4G4B4A4, R8G8B8A8 } Col
} Shader;
// 3d Model type
// NOTE: If using OpenGL 1.1, loaded in CPU (mesh); if OpenGL 3.3+ loaded in GPU (vaoId)
typedef struct Model {
VertexData mesh;
unsigned int vaoId;
unsigned int vboId[4];
Matrix transform;
Texture2D texture;
Shader shader;
//Matrix transform;
} Model;
// Texture2D type
typedef struct Texture2D {
unsigned int id; // Texture id
int width;
int height;
} Texture2D;
#endif
#ifdef __cplusplus
@@ -181,28 +197,27 @@ void rlDeleteBuffers(unsigned int id); // Unload vertex data (VBO) from
void rlClearColor(byte r, byte g, byte b, byte a); // Clear color buffer with color
void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth)
int rlGetVersion(void); // Returns current OpenGL version
void rlEnableFBO(void);
void rlEnableFBO(void); // Enable rendering to postprocessing FBO
//------------------------------------------------------------------------------------
// Functions Declaration - rlgl functionality
//------------------------------------------------------------------------------------
void rlglInit(void); // Initialize rlgl (shaders, VAO, VBO...)
void rlglInitPostpro(void); // Initialize postprocessing system
void rlglClose(void); // De-init rlgl
void rlglDraw(void); // Draw VAO/VBO
void rlglDrawPostpro(unsigned int shaderId); // Draw with postpro shader
void rlglInitGraphics(int offsetX, int offsetY, int width, int height); // Initialize Graphics (OpenGL stuff)
Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coordinates from screen coordinates
unsigned int rlglLoadTexture(unsigned char *data, int width, int height, int colorMode, bool genMipmaps); // Load in GPU OpenGL texture
unsigned int rlglLoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int format);
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
unsigned int rlglLoadShader(char *vShaderStr, char *fShaderStr); // Load a shader from text data
#endif
unsigned int rlglLoadTexture(void *data, int width, int height, int textureFormat, int mipmapCount, bool genMipmaps); // Load in GPU OpenGL texture
unsigned int rlglLoadShader(char *vShaderStr, char *fShaderStr); // Load a shader from text data
void rlglInitPostpro(void); // Initialize postprocessing system
void rlglDrawPostpro(void); // Draw with postprocessing shader
void rlglSetPostproShader(Shader shader); // Set postprocessing shader
Model rlglLoadModel(VertexData mesh); // Upload vertex data into GPU and provided VAO/VBO ids
void rlglDrawModel(Model model, Vector3 position, float rotationAngle, Vector3 rotationAxis, Vector3 scale, Color color, bool wires);
Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coordinates from screen coordinates
byte *rlglReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)