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https://github.com/raysan5/raylib.git
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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:
63
src/rlgl.h
63
src/rlgl.h
@@ -88,35 +88,47 @@ typedef enum { RL_LINES, RL_TRIANGLES, RL_QUADS } DrawMode;
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typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
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typedef enum { GRAYSCALE = 0, R5G6B5, R8G8B8, R5G5B5A1, R4G4B4A4, R8G8B8A8 } ColorMode;
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#ifdef RLGL_STANDALONE
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// Texture formats (support depends on OpenGL version)
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typedef enum {
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UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
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UNCOMPRESSED_R5G6B5, // 16 bpp
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UNCOMPRESSED_R8G8B8, // 24 bpp
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UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
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UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
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UNCOMPRESSED_R8G8B8A8, // 32 bpp
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COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
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COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
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COMPRESSED_DXT3_RGBA, // 8 bpp
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COMPRESSED_DXT5_RGBA, // 8 bpp
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COMPRESSED_ETC1_RGB, // 4 bpp
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COMPRESSED_ETC2_RGB, // 4 bpp
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COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
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/*COMPRESSED_ASTC_RGBA_4x4*/ // 8 bpp
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} TextureFormat;
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// VertexData type
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// NOTE: If using OpenGL 1.1, data loaded in CPU; if OpenGL 3.3+ data loaded in GPU (vaoId)
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typedef struct VertexData {
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int vertexCount;
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float *vertices; // 3 components per vertex
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float *texcoords; // 2 components per vertex
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float *normals; // 3 components per vertex
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unsigned char *colors;
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unsigned int vaoId;
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unsigned int vboId[4];
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} VertexData;
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// Texture2D type
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typedef struct Texture2D {
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unsigned int id; // Texture id
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int width;
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int height;
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} Texture2D;
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// Shader type
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typedef struct Shader {
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unsigned int id; // Shader program id
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// Variable attributes
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unsigned int vertexLoc; // Vertex attribute location point (vertex shader)
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unsigned int texcoordLoc; // Texcoord attribute location point (vertex shader)
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unsigned int normalLoc; // Normal attribute location point (vertex shader)
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unsigned int colorLoc; // Color attibute location point (vertex shader)
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// Uniforms
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unsigned int projectionLoc; // Projection matrix uniform location point (vertex shader)
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unsigned int modelviewLoc; // ModeView matrix uniform location point (vertex shader)
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@@ -125,15 +137,19 @@ typedef enum { GRAYSCALE = 0, R5G6B5, R8G8B8, R5G5B5A1, R4G4B4A4, R8G8B8A8 } Col
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} Shader;
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// 3d Model type
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// NOTE: If using OpenGL 1.1, loaded in CPU (mesh); if OpenGL 3.3+ loaded in GPU (vaoId)
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typedef struct Model {
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VertexData mesh;
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unsigned int vaoId;
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unsigned int vboId[4];
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Matrix transform;
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Texture2D texture;
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Shader shader;
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//Matrix transform;
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} Model;
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// Texture2D type
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typedef struct Texture2D {
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unsigned int id; // Texture id
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int width;
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int height;
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} Texture2D;
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#endif
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#ifdef __cplusplus
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@@ -181,28 +197,27 @@ void rlDeleteBuffers(unsigned int id); // Unload vertex data (VBO) from
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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(void); // Clear used screen buffers (color and depth)
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int rlGetVersion(void); // Returns current OpenGL version
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void rlEnableFBO(void);
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void rlEnableFBO(void); // Enable rendering to postprocessing FBO
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//------------------------------------------------------------------------------------
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// Functions Declaration - rlgl functionality
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//------------------------------------------------------------------------------------
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void rlglInit(void); // Initialize rlgl (shaders, VAO, VBO...)
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void rlglInitPostpro(void); // Initialize postprocessing system
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void rlglClose(void); // De-init rlgl
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void rlglDraw(void); // Draw VAO/VBO
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void rlglDrawPostpro(unsigned int shaderId); // Draw with postpro shader
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void rlglInitGraphics(int offsetX, int offsetY, int width, int height); // Initialize Graphics (OpenGL stuff)
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Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coordinates from screen coordinates
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unsigned int rlglLoadTexture(unsigned char *data, int width, int height, int colorMode, bool genMipmaps); // Load in GPU OpenGL texture
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unsigned int rlglLoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int format);
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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unsigned int rlglLoadShader(char *vShaderStr, char *fShaderStr); // Load a shader from text data
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#endif
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unsigned int rlglLoadTexture(void *data, int width, int height, int textureFormat, int mipmapCount, bool genMipmaps); // Load in GPU OpenGL texture
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unsigned int rlglLoadShader(char *vShaderStr, char *fShaderStr); // Load a shader from text data
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void rlglInitPostpro(void); // Initialize postprocessing system
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void rlglDrawPostpro(void); // Draw with postprocessing shader
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void rlglSetPostproShader(Shader shader); // Set postprocessing shader
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Model rlglLoadModel(VertexData mesh); // Upload vertex data into GPU and provided VAO/VBO ids
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void rlglDrawModel(Model model, Vector3 position, float rotationAngle, Vector3 rotationAxis, Vector3 scale, Color color, bool wires);
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Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coordinates from screen coordinates
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byte *rlglReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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