mirror of
https://github.com/raysan5/raylib.git
synced 2025-09-22 03:08:24 +00:00
Reviewed for standalone usage
Requires raymath as standalone and GLEW
This commit is contained in:
89
src/rlgl.h
89
src/rlgl.h
@@ -36,6 +36,10 @@
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#include "utils.h" // Required for function TraceLog()
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#endif
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#if defined(RLGL_STANDALONE)
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#define RAYMATH_STANDALONE
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#endif
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#include "raymath.h" // Required for data type Matrix and Matrix functions
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// Select desired OpenGL version
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@@ -89,9 +93,26 @@ 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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#ifdef RLGL_STANDALONE
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#ifndef __cplusplus
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// Boolean type
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typedef enum { false, true } bool;
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#endif
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// byte type
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typedef unsigned char byte;
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// Color type, RGBA (32bit)
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typedef struct Color {
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unsigned char r;
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unsigned char g;
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unsigned char b;
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unsigned char a;
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} Color;
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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_GRAY_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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@@ -106,7 +127,8 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
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COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
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COMPRESSED_PVRT_RGB, // 4 bpp
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COMPRESSED_PVRT_RGBA, // 4 bpp
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/*COMPRESSED_ASTC_RGBA_4x4*/ // 8 bpp
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COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
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COMPRESSED_ASTC_8x8_RGBA // 2 bpp
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} TextureFormat;
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// VertexData type
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@@ -123,35 +145,43 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
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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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unsigned int id; // Shader program id
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// TODO: This should be Texture2D objects
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unsigned int texDiffuseId; // Diffuse texture id
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unsigned int texNormalId; // Normal texture id
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unsigned int texSpecularId; // Specular texture 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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int vertexLoc; // Vertex attribute location point (vertex shader)
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int texcoordLoc; // Texcoord attribute location point (vertex shader)
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int normalLoc; // Normal attribute location point (vertex shader)
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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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unsigned int textureLoc; // Texture uniform location point (fragment shader)
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unsigned int tintColorLoc; // Color uniform location point (fragment shader)
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int projectionLoc; // Projection matrix uniform location point (vertex shader)
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int modelviewLoc; // ModeView matrix uniform location point (vertex shader)
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int tintColorLoc; // Color uniform location point (fragment shader)
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int mapDiffuseLoc; // Diffuse map texture uniform location point (fragment shader)
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int mapNormalLoc; // Normal map texture uniform location point (fragment shader)
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int mapSpecularLoc; // Specular map texture uniform location point (fragment shader)
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} Shader;
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// 3d Model type
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typedef struct Model {
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VertexData mesh;
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Matrix transform;
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Texture2D texture;
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Shader shader;
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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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// 3d Model type
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typedef struct Model {
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VertexData mesh;
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Matrix transform;
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Texture2D texture;
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Shader shader;
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} Model;
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#endif
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#ifdef __cplusplus
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@@ -231,6 +261,29 @@ void PrintProjectionMatrix(void); // DEBUG: Print projection matrix
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void PrintModelviewMatrix(void); // DEBUG: Print modelview matrix
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#endif
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#if defined(RLGL_STANDALONE)
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//------------------------------------------------------------------------------------
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// Shaders System Functions (Module: rlgl)
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// NOTE: This functions are useless when using OpenGL 1.1
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//------------------------------------------------------------------------------------
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Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
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unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr); // Load a custom shader and return program id
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void UnloadShader(Shader shader); // Unload a custom shader from memory
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void SetPostproShader(Shader shader); // Set fullscreen postproduction shader
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void SetCustomShader(Shader shader); // Set custom shader to be used in batch draw
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void SetDefaultShader(void); // Set default shader to be used in batch draw
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void SetModelShader(Model *model, Shader shader); // Link a shader to a model
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bool IsPosproShaderEnabled(void); // Check if postprocessing shader is enabled
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int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
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void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
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void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
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void SetShaderMapDiffuse(Shader *shader, Texture2D texture); // Default diffuse shader map texture assignment
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void SetShaderMapNormal(Shader *shader, const char *uniformName, Texture2D texture); // Normal map texture shader assignment
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void SetShaderMapSpecular(Shader *shader, const char *uniformName, Texture2D texture); // Specular map texture shader assignment
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void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textureUnit); // TODO: Generic shader map assignment
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#endif
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#ifdef __cplusplus
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}
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#endif
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