mirror of
https://github.com/raysan5/raylib.git
synced 2025-09-22 19:18:31 +00:00
Redesign shader system and more
Shader system has been completely redesigned Added support for multiple texture color modes
This commit is contained in:
40
src/rlgl.h
40
src/rlgl.h
@@ -32,7 +32,7 @@
|
||||
//#define RLGL_STANDALONE // NOTE: To use rlgl as standalone lib, just uncomment this line
|
||||
|
||||
#ifndef RLGL_STANDALONE
|
||||
#include "raylib.h" // Required for typedef: Model
|
||||
#include "raylib.h" // Required for typedef(s): Model, Shader, Texture2D
|
||||
#include "utils.h" // Required for function TraceLog()
|
||||
#endif
|
||||
|
||||
@@ -88,20 +88,50 @@ 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
|
||||
typedef struct {
|
||||
// VertexData type
|
||||
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;
|
||||
} 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)
|
||||
unsigned int textureLoc; // Texture uniform location point (fragment shader)
|
||||
unsigned int tintColorLoc; // Color uniform location point (fragment shader)
|
||||
} 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];
|
||||
unsigned int textureId;
|
||||
Texture2D texture;
|
||||
Shader shader;
|
||||
//Matrix transform;
|
||||
} Model;
|
||||
#endif
|
||||
@@ -163,9 +193,11 @@ 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)
|
||||
|
||||
unsigned int rlglLoadTexture(unsigned char *data, int width, int height, bool genMipmaps); // Load in GPU OpenGL texture
|
||||
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
|
||||
|
||||
Model rlglLoadModel(VertexData mesh); // Upload vertex data into GPU and provided VAO/VBO ids
|
||||
void rlglDrawModel(Model model, Vector3 position, Vector3 rotation, Vector3 scale, Color color, bool wires);
|
||||
|
Reference in New Issue
Block a user